pub struct Stepping { /* private fields */ }
Expand description
Resource for controlling system stepping behavior
Implementations§
§impl Stepping
impl Stepping
pub fn new() -> Stepping
pub fn new() -> Stepping
Create a new instance of the Stepping
resource.
Examples found in repository?
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fn build(&self, app: &mut App) {
app.add_systems(Startup, build_stepping_hint);
if cfg!(not(feature = "bevy_debug_stepping")) {
return;
}
// create and insert our debug schedule into the main schedule order.
// We need an independent schedule so we have access to all other
// schedules through the `Stepping` resource
app.init_schedule(DebugSchedule);
let mut order = app.world_mut().resource_mut::<MainScheduleOrder>();
order.insert_after(Update, DebugSchedule);
// create our stepping resource
let mut stepping = Stepping::new();
for label in &self.schedule_labels {
stepping.add_schedule(*label);
}
app.insert_resource(stepping);
// add our startup & stepping systems
app.insert_resource(State {
ui_top: self.top,
ui_left: self.left,
systems: Vec::new(),
})
.add_systems(
DebugSchedule,
(
build_ui.run_if(not(initialized)),
handle_input,
update_ui.run_if(initialized),
)
.chain(),
);
}
More examples
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fn main() {
let mut app = App::new();
app
// to display log messages from Stepping resource
.add_plugins(LogPlugin::default())
.add_systems(
Update,
(
update_system_one,
// establish a dependency here to simplify descriptions below
update_system_two.after(update_system_one),
update_system_three.after(update_system_two),
update_system_four,
),
)
.add_systems(PreUpdate, pre_update_system);
// For the simplicity of this example, we directly modify the `Stepping`
// resource here and run the systems with `App::update()`. Each call to
// `App::update()` is the equivalent of a single frame render when using
// `App::run()`.
//
// In a real-world situation, the `Stepping` resource would be modified by
// a system based on input from the user. A full demonstration of this can
// be found in the breakout example.
println!(
r#"
Actions: call app.update()
Result: All systems run normally"#
);
app.update();
println!(
r#"
Actions: Add the Stepping resource then call app.update()
Result: All systems run normally. Stepping has no effect unless explicitly
configured for a Schedule, and Stepping has been enabled."#
);
app.insert_resource(Stepping::new());
app.update();
println!(
r#"
Actions: Add the Update Schedule to Stepping; enable Stepping; call
app.update()
Result: Only the systems in PreUpdate run. When Stepping is enabled,
systems in the configured schedules will not run unless:
* Stepping::step_frame() is called
* Stepping::continue_frame() is called
* System has been configured to always run"#
);
let mut stepping = app.world_mut().resource_mut::<Stepping>();
stepping.add_schedule(Update).enable();
app.update();
println!(
r#"
Actions: call Stepping.step_frame(); call app.update()
Result: The PreUpdate systems run, and one Update system will run. In
Stepping, step means run the next system across all the schedules
that have been added to the Stepping resource."#
);
let mut stepping = app.world_mut().resource_mut::<Stepping>();
stepping.step_frame();
app.update();
println!(
r#"
Actions: call app.update()
Result: Only the PreUpdate systems run. The previous call to
Stepping::step_frame() only applies for the next call to
app.update()/the next frame rendered.
"#
);
app.update();
println!(
r#"
Actions: call Stepping::continue_frame(); call app.update()
Result: PreUpdate system will run, and all remaining Update systems will
run. Stepping::continue_frame() tells stepping to run all systems
starting after the last run system until it hits the end of the
frame, or it encounters a system with a breakpoint set. In this
case, we previously performed a step, running one system in Update.
This continue will cause all remaining systems in Update to run."#
);
let mut stepping = app.world_mut().resource_mut::<Stepping>();
stepping.continue_frame();
app.update();
println!(
r#"
Actions: call Stepping::step_frame() & app.update() four times in a row
Result: PreUpdate system runs every time we call app.update(), along with
one system from the Update schedule each time. This shows what
execution would look like to step through an entire frame of
systems."#
);
for _ in 0..4 {
let mut stepping = app.world_mut().resource_mut::<Stepping>();
stepping.step_frame();
app.update();
}
println!(
r#"
Actions: Stepping::always_run(Update, update_system_two); step through all
systems
Result: PreUpdate system and update_system_two() will run every time we
call app.update(). We'll also only need to step three times to
execute all systems in the frame. Stepping::always_run() allows
us to granularly allow systems to run when stepping is enabled."#
);
let mut stepping = app.world_mut().resource_mut::<Stepping>();
stepping.always_run(Update, update_system_two);
for _ in 0..3 {
let mut stepping = app.world_mut().resource_mut::<Stepping>();
stepping.step_frame();
app.update();
}
println!(
r#"
Actions: Stepping::never_run(Update, update_system_two); continue through
all systems
Result: All systems except update_system_two() will execute.
Stepping::never_run() allows us to disable systems while Stepping
is enabled."#
);
let mut stepping = app.world_mut().resource_mut::<Stepping>();
stepping.never_run(Update, update_system_two);
stepping.continue_frame();
app.update();
println!(
r#"
Actions: Stepping::set_breakpoint(Update, update_system_two); continue,
step, continue
Result: During the first continue, pre_update_system() and
update_system_one() will run. update_system_four() may also run
as it has no dependency on update_system_two() or
update_system_three(). Nether update_system_two() nor
update_system_three() will run in the first app.update() call as
they form a chained dependency on update_system_one() and run
in order of one, two, three. Stepping stops system execution in
the Update schedule when it encounters the breakpoint for
update_system_three().
During the step we run update_system_two() along with the
pre_update_system().
During the final continue pre_update_system() and
update_system_three() run."#
);
let mut stepping = app.world_mut().resource_mut::<Stepping>();
stepping.set_breakpoint(Update, update_system_two);
stepping.continue_frame();
app.update();
let mut stepping = app.world_mut().resource_mut::<Stepping>();
stepping.step_frame();
app.update();
let mut stepping = app.world_mut().resource_mut::<Stepping>();
stepping.continue_frame();
app.update();
println!(
r#"
Actions: Stepping::clear_breakpoint(Update, update_system_two); continue
through all systems
Result: All systems will run"#
);
let mut stepping = app.world_mut().resource_mut::<Stepping>();
stepping.clear_breakpoint(Update, update_system_two);
stepping.continue_frame();
app.update();
println!(
r#"
Actions: Stepping::disable(); app.update()
Result: All systems will run. With Stepping disabled, there's no need to
call Stepping::step_frame() or Stepping::continue_frame() to run
systems in the Update schedule."#
);
let mut stepping = app.world_mut().resource_mut::<Stepping>();
stepping.disable();
app.update();
}
pub fn begin_frame(stepping: Option<ResMut<'_, Stepping>>)
pub fn begin_frame(stepping: Option<ResMut<'_, Stepping>>)
System to call denoting that a new render frame has begun
Note: This system is automatically added to the default MainSchedule
.
pub fn schedules(&self) -> Result<&Vec<Interned<dyn ScheduleLabel>>, NotReady>
pub fn schedules(&self) -> Result<&Vec<Interned<dyn ScheduleLabel>>, NotReady>
Return the list of schedules with stepping enabled in the order they are executed in.
Examples found in repository?
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fn build_ui(
mut commands: Commands,
asset_server: Res<AssetServer>,
schedules: Res<Schedules>,
mut stepping: ResMut<Stepping>,
mut state: ResMut<State>,
) {
let mut text_sections = Vec::new();
let mut always_run = Vec::new();
let Ok(schedule_order) = stepping.schedules() else {
return;
};
// go through the stepping schedules and construct a list of systems for
// each label
for label in schedule_order {
let schedule = schedules.get(*label).unwrap();
text_sections.push(TextSection::new(
format!("{:?}\n", label),
TextStyle {
font: asset_server.load(FONT_BOLD),
font_size: FONT_SIZE,
color: FONT_COLOR,
},
));
// grab the list of systems in the schedule, in the order the
// single-threaded executor would run them.
let Ok(systems) = schedule.systems() else {
return;
};
for (node_id, system) in systems {
// skip bevy default systems; we don't want to step those
if system.name().starts_with("bevy") {
always_run.push((*label, node_id));
continue;
}
// Add an entry to our systems list so we can find where to draw
// the cursor when the stepping cursor is at this system
state.systems.push((*label, node_id, text_sections.len()));
// Add a text section for displaying the cursor for this system
text_sections.push(TextSection::new(
" ",
TextStyle {
font: asset_server.load(FONT_MEDIUM),
font_size: FONT_SIZE,
color: FONT_COLOR,
},
));
// add the name of the system to the ui
text_sections.push(TextSection::new(
format!("{}\n", system.name()),
TextStyle {
font: asset_server.load(FONT_MEDIUM),
font_size: FONT_SIZE,
color: FONT_COLOR,
},
));
}
}
for (label, node) in always_run.drain(..) {
stepping.always_run_node(label, node);
}
commands.spawn((
SteppingUi,
TextBundle {
text: Text::from_sections(text_sections),
style: Style {
position_type: PositionType::Absolute,
top: state.ui_top,
left: state.ui_left,
padding: UiRect::all(Val::Px(10.0)),
..default()
},
background_color: BackgroundColor(Color::srgba(1.0, 1.0, 1.0, 0.33)),
visibility: Visibility::Hidden,
..default()
},
));
}
pub fn cursor(&self) -> Option<(Interned<dyn ScheduleLabel>, NodeId)>
pub fn cursor(&self) -> Option<(Interned<dyn ScheduleLabel>, NodeId)>
Return our current position within the stepping frame
NOTE: This function will return None
during normal execution with
stepping enabled. This can happen at the end of the stepping frame
after the last system has been run, but before the start of the next
render frame.
Examples found in repository?
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fn update_ui(
mut commands: Commands,
state: Res<State>,
stepping: Res<Stepping>,
mut ui: Query<(Entity, &mut Text, &Visibility), With<SteppingUi>>,
) {
if ui.is_empty() {
return;
}
// ensure the UI is only visible when stepping is enabled
let (ui, mut text, vis) = ui.single_mut();
match (vis, stepping.is_enabled()) {
(Visibility::Hidden, true) => {
commands.entity(ui).insert(Visibility::Inherited);
}
(Visibility::Hidden, false) | (_, true) => (),
(_, false) => {
commands.entity(ui).insert(Visibility::Hidden);
}
}
// if we're not stepping, there's nothing more to be done here.
if !stepping.is_enabled() {
return;
}
let (cursor_schedule, cursor_system) = match stepping.cursor() {
// no cursor means stepping isn't enabled, so we're done here
None => return,
Some(c) => c,
};
for (schedule, system, text_index) in &state.systems {
let mark = if &cursor_schedule == schedule && *system == cursor_system {
"-> "
} else {
" "
};
text.sections[*text_index].value = mark.to_string();
}
}
pub fn add_schedule(&mut self, schedule: impl ScheduleLabel) -> &mut Stepping
pub fn add_schedule(&mut self, schedule: impl ScheduleLabel) -> &mut Stepping
Enable stepping for the provided schedule
Examples found in repository?
34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69
fn build(&self, app: &mut App) {
app.add_systems(Startup, build_stepping_hint);
if cfg!(not(feature = "bevy_debug_stepping")) {
return;
}
// create and insert our debug schedule into the main schedule order.
// We need an independent schedule so we have access to all other
// schedules through the `Stepping` resource
app.init_schedule(DebugSchedule);
let mut order = app.world_mut().resource_mut::<MainScheduleOrder>();
order.insert_after(Update, DebugSchedule);
// create our stepping resource
let mut stepping = Stepping::new();
for label in &self.schedule_labels {
stepping.add_schedule(*label);
}
app.insert_resource(stepping);
// add our startup & stepping systems
app.insert_resource(State {
ui_top: self.top,
ui_left: self.left,
systems: Vec::new(),
})
.add_systems(
DebugSchedule,
(
build_ui.run_if(not(initialized)),
handle_input,
update_ui.run_if(initialized),
)
.chain(),
);
}
More examples
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fn main() {
let mut app = App::new();
app
// to display log messages from Stepping resource
.add_plugins(LogPlugin::default())
.add_systems(
Update,
(
update_system_one,
// establish a dependency here to simplify descriptions below
update_system_two.after(update_system_one),
update_system_three.after(update_system_two),
update_system_four,
),
)
.add_systems(PreUpdate, pre_update_system);
// For the simplicity of this example, we directly modify the `Stepping`
// resource here and run the systems with `App::update()`. Each call to
// `App::update()` is the equivalent of a single frame render when using
// `App::run()`.
//
// In a real-world situation, the `Stepping` resource would be modified by
// a system based on input from the user. A full demonstration of this can
// be found in the breakout example.
println!(
r#"
Actions: call app.update()
Result: All systems run normally"#
);
app.update();
println!(
r#"
Actions: Add the Stepping resource then call app.update()
Result: All systems run normally. Stepping has no effect unless explicitly
configured for a Schedule, and Stepping has been enabled."#
);
app.insert_resource(Stepping::new());
app.update();
println!(
r#"
Actions: Add the Update Schedule to Stepping; enable Stepping; call
app.update()
Result: Only the systems in PreUpdate run. When Stepping is enabled,
systems in the configured schedules will not run unless:
* Stepping::step_frame() is called
* Stepping::continue_frame() is called
* System has been configured to always run"#
);
let mut stepping = app.world_mut().resource_mut::<Stepping>();
stepping.add_schedule(Update).enable();
app.update();
println!(
r#"
Actions: call Stepping.step_frame(); call app.update()
Result: The PreUpdate systems run, and one Update system will run. In
Stepping, step means run the next system across all the schedules
that have been added to the Stepping resource."#
);
let mut stepping = app.world_mut().resource_mut::<Stepping>();
stepping.step_frame();
app.update();
println!(
r#"
Actions: call app.update()
Result: Only the PreUpdate systems run. The previous call to
Stepping::step_frame() only applies for the next call to
app.update()/the next frame rendered.
"#
);
app.update();
println!(
r#"
Actions: call Stepping::continue_frame(); call app.update()
Result: PreUpdate system will run, and all remaining Update systems will
run. Stepping::continue_frame() tells stepping to run all systems
starting after the last run system until it hits the end of the
frame, or it encounters a system with a breakpoint set. In this
case, we previously performed a step, running one system in Update.
This continue will cause all remaining systems in Update to run."#
);
let mut stepping = app.world_mut().resource_mut::<Stepping>();
stepping.continue_frame();
app.update();
println!(
r#"
Actions: call Stepping::step_frame() & app.update() four times in a row
Result: PreUpdate system runs every time we call app.update(), along with
one system from the Update schedule each time. This shows what
execution would look like to step through an entire frame of
systems."#
);
for _ in 0..4 {
let mut stepping = app.world_mut().resource_mut::<Stepping>();
stepping.step_frame();
app.update();
}
println!(
r#"
Actions: Stepping::always_run(Update, update_system_two); step through all
systems
Result: PreUpdate system and update_system_two() will run every time we
call app.update(). We'll also only need to step three times to
execute all systems in the frame. Stepping::always_run() allows
us to granularly allow systems to run when stepping is enabled."#
);
let mut stepping = app.world_mut().resource_mut::<Stepping>();
stepping.always_run(Update, update_system_two);
for _ in 0..3 {
let mut stepping = app.world_mut().resource_mut::<Stepping>();
stepping.step_frame();
app.update();
}
println!(
r#"
Actions: Stepping::never_run(Update, update_system_two); continue through
all systems
Result: All systems except update_system_two() will execute.
Stepping::never_run() allows us to disable systems while Stepping
is enabled."#
);
let mut stepping = app.world_mut().resource_mut::<Stepping>();
stepping.never_run(Update, update_system_two);
stepping.continue_frame();
app.update();
println!(
r#"
Actions: Stepping::set_breakpoint(Update, update_system_two); continue,
step, continue
Result: During the first continue, pre_update_system() and
update_system_one() will run. update_system_four() may also run
as it has no dependency on update_system_two() or
update_system_three(). Nether update_system_two() nor
update_system_three() will run in the first app.update() call as
they form a chained dependency on update_system_one() and run
in order of one, two, three. Stepping stops system execution in
the Update schedule when it encounters the breakpoint for
update_system_three().
During the step we run update_system_two() along with the
pre_update_system().
During the final continue pre_update_system() and
update_system_three() run."#
);
let mut stepping = app.world_mut().resource_mut::<Stepping>();
stepping.set_breakpoint(Update, update_system_two);
stepping.continue_frame();
app.update();
let mut stepping = app.world_mut().resource_mut::<Stepping>();
stepping.step_frame();
app.update();
let mut stepping = app.world_mut().resource_mut::<Stepping>();
stepping.continue_frame();
app.update();
println!(
r#"
Actions: Stepping::clear_breakpoint(Update, update_system_two); continue
through all systems
Result: All systems will run"#
);
let mut stepping = app.world_mut().resource_mut::<Stepping>();
stepping.clear_breakpoint(Update, update_system_two);
stepping.continue_frame();
app.update();
println!(
r#"
Actions: Stepping::disable(); app.update()
Result: All systems will run. With Stepping disabled, there's no need to
call Stepping::step_frame() or Stepping::continue_frame() to run
systems in the Update schedule."#
);
let mut stepping = app.world_mut().resource_mut::<Stepping>();
stepping.disable();
app.update();
}
pub fn remove_schedule(&mut self, schedule: impl ScheduleLabel) -> &mut Stepping
pub fn remove_schedule(&mut self, schedule: impl ScheduleLabel) -> &mut Stepping
Disable stepping for the provided schedule
NOTE: This function will also clear any system-specific behaviors that may have been configured.
pub fn clear_schedule(&mut self, schedule: impl ScheduleLabel) -> &mut Stepping
pub fn clear_schedule(&mut self, schedule: impl ScheduleLabel) -> &mut Stepping
Clear behavior set for all systems in the provided Schedule
pub fn enable(&mut self) -> &mut Stepping
pub fn enable(&mut self) -> &mut Stepping
Begin stepping at the start of the next frame
Examples found in repository?
213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240
fn handle_input(keyboard_input: Res<ButtonInput<KeyCode>>, mut stepping: ResMut<Stepping>) {
if keyboard_input.just_pressed(KeyCode::Slash) {
info!("{:#?}", stepping);
}
// grave key to toggle stepping mode for the FixedUpdate schedule
if keyboard_input.just_pressed(KeyCode::Backquote) {
if stepping.is_enabled() {
stepping.disable();
debug!("disabled stepping");
} else {
stepping.enable();
debug!("enabled stepping");
}
}
if !stepping.is_enabled() {
return;
}
// space key will step the remainder of this frame
if keyboard_input.just_pressed(KeyCode::Space) {
debug!("continue");
stepping.continue_frame();
} else if keyboard_input.just_pressed(KeyCode::KeyS) {
debug!("stepping frame");
stepping.step_frame();
}
}
More examples
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fn main() {
let mut app = App::new();
app
// to display log messages from Stepping resource
.add_plugins(LogPlugin::default())
.add_systems(
Update,
(
update_system_one,
// establish a dependency here to simplify descriptions below
update_system_two.after(update_system_one),
update_system_three.after(update_system_two),
update_system_four,
),
)
.add_systems(PreUpdate, pre_update_system);
// For the simplicity of this example, we directly modify the `Stepping`
// resource here and run the systems with `App::update()`. Each call to
// `App::update()` is the equivalent of a single frame render when using
// `App::run()`.
//
// In a real-world situation, the `Stepping` resource would be modified by
// a system based on input from the user. A full demonstration of this can
// be found in the breakout example.
println!(
r#"
Actions: call app.update()
Result: All systems run normally"#
);
app.update();
println!(
r#"
Actions: Add the Stepping resource then call app.update()
Result: All systems run normally. Stepping has no effect unless explicitly
configured for a Schedule, and Stepping has been enabled."#
);
app.insert_resource(Stepping::new());
app.update();
println!(
r#"
Actions: Add the Update Schedule to Stepping; enable Stepping; call
app.update()
Result: Only the systems in PreUpdate run. When Stepping is enabled,
systems in the configured schedules will not run unless:
* Stepping::step_frame() is called
* Stepping::continue_frame() is called
* System has been configured to always run"#
);
let mut stepping = app.world_mut().resource_mut::<Stepping>();
stepping.add_schedule(Update).enable();
app.update();
println!(
r#"
Actions: call Stepping.step_frame(); call app.update()
Result: The PreUpdate systems run, and one Update system will run. In
Stepping, step means run the next system across all the schedules
that have been added to the Stepping resource."#
);
let mut stepping = app.world_mut().resource_mut::<Stepping>();
stepping.step_frame();
app.update();
println!(
r#"
Actions: call app.update()
Result: Only the PreUpdate systems run. The previous call to
Stepping::step_frame() only applies for the next call to
app.update()/the next frame rendered.
"#
);
app.update();
println!(
r#"
Actions: call Stepping::continue_frame(); call app.update()
Result: PreUpdate system will run, and all remaining Update systems will
run. Stepping::continue_frame() tells stepping to run all systems
starting after the last run system until it hits the end of the
frame, or it encounters a system with a breakpoint set. In this
case, we previously performed a step, running one system in Update.
This continue will cause all remaining systems in Update to run."#
);
let mut stepping = app.world_mut().resource_mut::<Stepping>();
stepping.continue_frame();
app.update();
println!(
r#"
Actions: call Stepping::step_frame() & app.update() four times in a row
Result: PreUpdate system runs every time we call app.update(), along with
one system from the Update schedule each time. This shows what
execution would look like to step through an entire frame of
systems."#
);
for _ in 0..4 {
let mut stepping = app.world_mut().resource_mut::<Stepping>();
stepping.step_frame();
app.update();
}
println!(
r#"
Actions: Stepping::always_run(Update, update_system_two); step through all
systems
Result: PreUpdate system and update_system_two() will run every time we
call app.update(). We'll also only need to step three times to
execute all systems in the frame. Stepping::always_run() allows
us to granularly allow systems to run when stepping is enabled."#
);
let mut stepping = app.world_mut().resource_mut::<Stepping>();
stepping.always_run(Update, update_system_two);
for _ in 0..3 {
let mut stepping = app.world_mut().resource_mut::<Stepping>();
stepping.step_frame();
app.update();
}
println!(
r#"
Actions: Stepping::never_run(Update, update_system_two); continue through
all systems
Result: All systems except update_system_two() will execute.
Stepping::never_run() allows us to disable systems while Stepping
is enabled."#
);
let mut stepping = app.world_mut().resource_mut::<Stepping>();
stepping.never_run(Update, update_system_two);
stepping.continue_frame();
app.update();
println!(
r#"
Actions: Stepping::set_breakpoint(Update, update_system_two); continue,
step, continue
Result: During the first continue, pre_update_system() and
update_system_one() will run. update_system_four() may also run
as it has no dependency on update_system_two() or
update_system_three(). Nether update_system_two() nor
update_system_three() will run in the first app.update() call as
they form a chained dependency on update_system_one() and run
in order of one, two, three. Stepping stops system execution in
the Update schedule when it encounters the breakpoint for
update_system_three().
During the step we run update_system_two() along with the
pre_update_system().
During the final continue pre_update_system() and
update_system_three() run."#
);
let mut stepping = app.world_mut().resource_mut::<Stepping>();
stepping.set_breakpoint(Update, update_system_two);
stepping.continue_frame();
app.update();
let mut stepping = app.world_mut().resource_mut::<Stepping>();
stepping.step_frame();
app.update();
let mut stepping = app.world_mut().resource_mut::<Stepping>();
stepping.continue_frame();
app.update();
println!(
r#"
Actions: Stepping::clear_breakpoint(Update, update_system_two); continue
through all systems
Result: All systems will run"#
);
let mut stepping = app.world_mut().resource_mut::<Stepping>();
stepping.clear_breakpoint(Update, update_system_two);
stepping.continue_frame();
app.update();
println!(
r#"
Actions: Stepping::disable(); app.update()
Result: All systems will run. With Stepping disabled, there's no need to
call Stepping::step_frame() or Stepping::continue_frame() to run
systems in the Update schedule."#
);
let mut stepping = app.world_mut().resource_mut::<Stepping>();
stepping.disable();
app.update();
}
pub fn disable(&mut self) -> &mut Stepping
pub fn disable(&mut self) -> &mut Stepping
Disable stepping, resume normal systems execution
Examples found in repository?
213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240
fn handle_input(keyboard_input: Res<ButtonInput<KeyCode>>, mut stepping: ResMut<Stepping>) {
if keyboard_input.just_pressed(KeyCode::Slash) {
info!("{:#?}", stepping);
}
// grave key to toggle stepping mode for the FixedUpdate schedule
if keyboard_input.just_pressed(KeyCode::Backquote) {
if stepping.is_enabled() {
stepping.disable();
debug!("disabled stepping");
} else {
stepping.enable();
debug!("enabled stepping");
}
}
if !stepping.is_enabled() {
return;
}
// space key will step the remainder of this frame
if keyboard_input.just_pressed(KeyCode::Space) {
debug!("continue");
stepping.continue_frame();
} else if keyboard_input.just_pressed(KeyCode::KeyS) {
debug!("stepping frame");
stepping.step_frame();
}
}
More examples
7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192
fn main() {
let mut app = App::new();
app
// to display log messages from Stepping resource
.add_plugins(LogPlugin::default())
.add_systems(
Update,
(
update_system_one,
// establish a dependency here to simplify descriptions below
update_system_two.after(update_system_one),
update_system_three.after(update_system_two),
update_system_four,
),
)
.add_systems(PreUpdate, pre_update_system);
// For the simplicity of this example, we directly modify the `Stepping`
// resource here and run the systems with `App::update()`. Each call to
// `App::update()` is the equivalent of a single frame render when using
// `App::run()`.
//
// In a real-world situation, the `Stepping` resource would be modified by
// a system based on input from the user. A full demonstration of this can
// be found in the breakout example.
println!(
r#"
Actions: call app.update()
Result: All systems run normally"#
);
app.update();
println!(
r#"
Actions: Add the Stepping resource then call app.update()
Result: All systems run normally. Stepping has no effect unless explicitly
configured for a Schedule, and Stepping has been enabled."#
);
app.insert_resource(Stepping::new());
app.update();
println!(
r#"
Actions: Add the Update Schedule to Stepping; enable Stepping; call
app.update()
Result: Only the systems in PreUpdate run. When Stepping is enabled,
systems in the configured schedules will not run unless:
* Stepping::step_frame() is called
* Stepping::continue_frame() is called
* System has been configured to always run"#
);
let mut stepping = app.world_mut().resource_mut::<Stepping>();
stepping.add_schedule(Update).enable();
app.update();
println!(
r#"
Actions: call Stepping.step_frame(); call app.update()
Result: The PreUpdate systems run, and one Update system will run. In
Stepping, step means run the next system across all the schedules
that have been added to the Stepping resource."#
);
let mut stepping = app.world_mut().resource_mut::<Stepping>();
stepping.step_frame();
app.update();
println!(
r#"
Actions: call app.update()
Result: Only the PreUpdate systems run. The previous call to
Stepping::step_frame() only applies for the next call to
app.update()/the next frame rendered.
"#
);
app.update();
println!(
r#"
Actions: call Stepping::continue_frame(); call app.update()
Result: PreUpdate system will run, and all remaining Update systems will
run. Stepping::continue_frame() tells stepping to run all systems
starting after the last run system until it hits the end of the
frame, or it encounters a system with a breakpoint set. In this
case, we previously performed a step, running one system in Update.
This continue will cause all remaining systems in Update to run."#
);
let mut stepping = app.world_mut().resource_mut::<Stepping>();
stepping.continue_frame();
app.update();
println!(
r#"
Actions: call Stepping::step_frame() & app.update() four times in a row
Result: PreUpdate system runs every time we call app.update(), along with
one system from the Update schedule each time. This shows what
execution would look like to step through an entire frame of
systems."#
);
for _ in 0..4 {
let mut stepping = app.world_mut().resource_mut::<Stepping>();
stepping.step_frame();
app.update();
}
println!(
r#"
Actions: Stepping::always_run(Update, update_system_two); step through all
systems
Result: PreUpdate system and update_system_two() will run every time we
call app.update(). We'll also only need to step three times to
execute all systems in the frame. Stepping::always_run() allows
us to granularly allow systems to run when stepping is enabled."#
);
let mut stepping = app.world_mut().resource_mut::<Stepping>();
stepping.always_run(Update, update_system_two);
for _ in 0..3 {
let mut stepping = app.world_mut().resource_mut::<Stepping>();
stepping.step_frame();
app.update();
}
println!(
r#"
Actions: Stepping::never_run(Update, update_system_two); continue through
all systems
Result: All systems except update_system_two() will execute.
Stepping::never_run() allows us to disable systems while Stepping
is enabled."#
);
let mut stepping = app.world_mut().resource_mut::<Stepping>();
stepping.never_run(Update, update_system_two);
stepping.continue_frame();
app.update();
println!(
r#"
Actions: Stepping::set_breakpoint(Update, update_system_two); continue,
step, continue
Result: During the first continue, pre_update_system() and
update_system_one() will run. update_system_four() may also run
as it has no dependency on update_system_two() or
update_system_three(). Nether update_system_two() nor
update_system_three() will run in the first app.update() call as
they form a chained dependency on update_system_one() and run
in order of one, two, three. Stepping stops system execution in
the Update schedule when it encounters the breakpoint for
update_system_three().
During the step we run update_system_two() along with the
pre_update_system().
During the final continue pre_update_system() and
update_system_three() run."#
);
let mut stepping = app.world_mut().resource_mut::<Stepping>();
stepping.set_breakpoint(Update, update_system_two);
stepping.continue_frame();
app.update();
let mut stepping = app.world_mut().resource_mut::<Stepping>();
stepping.step_frame();
app.update();
let mut stepping = app.world_mut().resource_mut::<Stepping>();
stepping.continue_frame();
app.update();
println!(
r#"
Actions: Stepping::clear_breakpoint(Update, update_system_two); continue
through all systems
Result: All systems will run"#
);
let mut stepping = app.world_mut().resource_mut::<Stepping>();
stepping.clear_breakpoint(Update, update_system_two);
stepping.continue_frame();
app.update();
println!(
r#"
Actions: Stepping::disable(); app.update()
Result: All systems will run. With Stepping disabled, there's no need to
call Stepping::step_frame() or Stepping::continue_frame() to run
systems in the Update schedule."#
);
let mut stepping = app.world_mut().resource_mut::<Stepping>();
stepping.disable();
app.update();
}
pub fn is_enabled(&self) -> bool
pub fn is_enabled(&self) -> bool
Check if stepping is enabled
Examples found in repository?
213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283
fn handle_input(keyboard_input: Res<ButtonInput<KeyCode>>, mut stepping: ResMut<Stepping>) {
if keyboard_input.just_pressed(KeyCode::Slash) {
info!("{:#?}", stepping);
}
// grave key to toggle stepping mode for the FixedUpdate schedule
if keyboard_input.just_pressed(KeyCode::Backquote) {
if stepping.is_enabled() {
stepping.disable();
debug!("disabled stepping");
} else {
stepping.enable();
debug!("enabled stepping");
}
}
if !stepping.is_enabled() {
return;
}
// space key will step the remainder of this frame
if keyboard_input.just_pressed(KeyCode::Space) {
debug!("continue");
stepping.continue_frame();
} else if keyboard_input.just_pressed(KeyCode::KeyS) {
debug!("stepping frame");
stepping.step_frame();
}
}
fn update_ui(
mut commands: Commands,
state: Res<State>,
stepping: Res<Stepping>,
mut ui: Query<(Entity, &mut Text, &Visibility), With<SteppingUi>>,
) {
if ui.is_empty() {
return;
}
// ensure the UI is only visible when stepping is enabled
let (ui, mut text, vis) = ui.single_mut();
match (vis, stepping.is_enabled()) {
(Visibility::Hidden, true) => {
commands.entity(ui).insert(Visibility::Inherited);
}
(Visibility::Hidden, false) | (_, true) => (),
(_, false) => {
commands.entity(ui).insert(Visibility::Hidden);
}
}
// if we're not stepping, there's nothing more to be done here.
if !stepping.is_enabled() {
return;
}
let (cursor_schedule, cursor_system) = match stepping.cursor() {
// no cursor means stepping isn't enabled, so we're done here
None => return,
Some(c) => c,
};
for (schedule, system, text_index) in &state.systems {
let mark = if &cursor_schedule == schedule && *system == cursor_system {
"-> "
} else {
" "
};
text.sections[*text_index].value = mark.to_string();
}
}
pub fn step_frame(&mut self) -> &mut Stepping
pub fn step_frame(&mut self) -> &mut Stepping
Run the next system during the next render frame
NOTE: This will have no impact unless stepping has been enabled
Examples found in repository?
213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240
fn handle_input(keyboard_input: Res<ButtonInput<KeyCode>>, mut stepping: ResMut<Stepping>) {
if keyboard_input.just_pressed(KeyCode::Slash) {
info!("{:#?}", stepping);
}
// grave key to toggle stepping mode for the FixedUpdate schedule
if keyboard_input.just_pressed(KeyCode::Backquote) {
if stepping.is_enabled() {
stepping.disable();
debug!("disabled stepping");
} else {
stepping.enable();
debug!("enabled stepping");
}
}
if !stepping.is_enabled() {
return;
}
// space key will step the remainder of this frame
if keyboard_input.just_pressed(KeyCode::Space) {
debug!("continue");
stepping.continue_frame();
} else if keyboard_input.just_pressed(KeyCode::KeyS) {
debug!("stepping frame");
stepping.step_frame();
}
}
More examples
7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192
fn main() {
let mut app = App::new();
app
// to display log messages from Stepping resource
.add_plugins(LogPlugin::default())
.add_systems(
Update,
(
update_system_one,
// establish a dependency here to simplify descriptions below
update_system_two.after(update_system_one),
update_system_three.after(update_system_two),
update_system_four,
),
)
.add_systems(PreUpdate, pre_update_system);
// For the simplicity of this example, we directly modify the `Stepping`
// resource here and run the systems with `App::update()`. Each call to
// `App::update()` is the equivalent of a single frame render when using
// `App::run()`.
//
// In a real-world situation, the `Stepping` resource would be modified by
// a system based on input from the user. A full demonstration of this can
// be found in the breakout example.
println!(
r#"
Actions: call app.update()
Result: All systems run normally"#
);
app.update();
println!(
r#"
Actions: Add the Stepping resource then call app.update()
Result: All systems run normally. Stepping has no effect unless explicitly
configured for a Schedule, and Stepping has been enabled."#
);
app.insert_resource(Stepping::new());
app.update();
println!(
r#"
Actions: Add the Update Schedule to Stepping; enable Stepping; call
app.update()
Result: Only the systems in PreUpdate run. When Stepping is enabled,
systems in the configured schedules will not run unless:
* Stepping::step_frame() is called
* Stepping::continue_frame() is called
* System has been configured to always run"#
);
let mut stepping = app.world_mut().resource_mut::<Stepping>();
stepping.add_schedule(Update).enable();
app.update();
println!(
r#"
Actions: call Stepping.step_frame(); call app.update()
Result: The PreUpdate systems run, and one Update system will run. In
Stepping, step means run the next system across all the schedules
that have been added to the Stepping resource."#
);
let mut stepping = app.world_mut().resource_mut::<Stepping>();
stepping.step_frame();
app.update();
println!(
r#"
Actions: call app.update()
Result: Only the PreUpdate systems run. The previous call to
Stepping::step_frame() only applies for the next call to
app.update()/the next frame rendered.
"#
);
app.update();
println!(
r#"
Actions: call Stepping::continue_frame(); call app.update()
Result: PreUpdate system will run, and all remaining Update systems will
run. Stepping::continue_frame() tells stepping to run all systems
starting after the last run system until it hits the end of the
frame, or it encounters a system with a breakpoint set. In this
case, we previously performed a step, running one system in Update.
This continue will cause all remaining systems in Update to run."#
);
let mut stepping = app.world_mut().resource_mut::<Stepping>();
stepping.continue_frame();
app.update();
println!(
r#"
Actions: call Stepping::step_frame() & app.update() four times in a row
Result: PreUpdate system runs every time we call app.update(), along with
one system from the Update schedule each time. This shows what
execution would look like to step through an entire frame of
systems."#
);
for _ in 0..4 {
let mut stepping = app.world_mut().resource_mut::<Stepping>();
stepping.step_frame();
app.update();
}
println!(
r#"
Actions: Stepping::always_run(Update, update_system_two); step through all
systems
Result: PreUpdate system and update_system_two() will run every time we
call app.update(). We'll also only need to step three times to
execute all systems in the frame. Stepping::always_run() allows
us to granularly allow systems to run when stepping is enabled."#
);
let mut stepping = app.world_mut().resource_mut::<Stepping>();
stepping.always_run(Update, update_system_two);
for _ in 0..3 {
let mut stepping = app.world_mut().resource_mut::<Stepping>();
stepping.step_frame();
app.update();
}
println!(
r#"
Actions: Stepping::never_run(Update, update_system_two); continue through
all systems
Result: All systems except update_system_two() will execute.
Stepping::never_run() allows us to disable systems while Stepping
is enabled."#
);
let mut stepping = app.world_mut().resource_mut::<Stepping>();
stepping.never_run(Update, update_system_two);
stepping.continue_frame();
app.update();
println!(
r#"
Actions: Stepping::set_breakpoint(Update, update_system_two); continue,
step, continue
Result: During the first continue, pre_update_system() and
update_system_one() will run. update_system_four() may also run
as it has no dependency on update_system_two() or
update_system_three(). Nether update_system_two() nor
update_system_three() will run in the first app.update() call as
they form a chained dependency on update_system_one() and run
in order of one, two, three. Stepping stops system execution in
the Update schedule when it encounters the breakpoint for
update_system_three().
During the step we run update_system_two() along with the
pre_update_system().
During the final continue pre_update_system() and
update_system_three() run."#
);
let mut stepping = app.world_mut().resource_mut::<Stepping>();
stepping.set_breakpoint(Update, update_system_two);
stepping.continue_frame();
app.update();
let mut stepping = app.world_mut().resource_mut::<Stepping>();
stepping.step_frame();
app.update();
let mut stepping = app.world_mut().resource_mut::<Stepping>();
stepping.continue_frame();
app.update();
println!(
r#"
Actions: Stepping::clear_breakpoint(Update, update_system_two); continue
through all systems
Result: All systems will run"#
);
let mut stepping = app.world_mut().resource_mut::<Stepping>();
stepping.clear_breakpoint(Update, update_system_two);
stepping.continue_frame();
app.update();
println!(
r#"
Actions: Stepping::disable(); app.update()
Result: All systems will run. With Stepping disabled, there's no need to
call Stepping::step_frame() or Stepping::continue_frame() to run
systems in the Update schedule."#
);
let mut stepping = app.world_mut().resource_mut::<Stepping>();
stepping.disable();
app.update();
}
pub fn continue_frame(&mut self) -> &mut Stepping
pub fn continue_frame(&mut self) -> &mut Stepping
Run all remaining systems in the stepping frame during the next render frame
NOTE: This will have no impact unless stepping has been enabled
Examples found in repository?
213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240
fn handle_input(keyboard_input: Res<ButtonInput<KeyCode>>, mut stepping: ResMut<Stepping>) {
if keyboard_input.just_pressed(KeyCode::Slash) {
info!("{:#?}", stepping);
}
// grave key to toggle stepping mode for the FixedUpdate schedule
if keyboard_input.just_pressed(KeyCode::Backquote) {
if stepping.is_enabled() {
stepping.disable();
debug!("disabled stepping");
} else {
stepping.enable();
debug!("enabled stepping");
}
}
if !stepping.is_enabled() {
return;
}
// space key will step the remainder of this frame
if keyboard_input.just_pressed(KeyCode::Space) {
debug!("continue");
stepping.continue_frame();
} else if keyboard_input.just_pressed(KeyCode::KeyS) {
debug!("stepping frame");
stepping.step_frame();
}
}
More examples
7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192
fn main() {
let mut app = App::new();
app
// to display log messages from Stepping resource
.add_plugins(LogPlugin::default())
.add_systems(
Update,
(
update_system_one,
// establish a dependency here to simplify descriptions below
update_system_two.after(update_system_one),
update_system_three.after(update_system_two),
update_system_four,
),
)
.add_systems(PreUpdate, pre_update_system);
// For the simplicity of this example, we directly modify the `Stepping`
// resource here and run the systems with `App::update()`. Each call to
// `App::update()` is the equivalent of a single frame render when using
// `App::run()`.
//
// In a real-world situation, the `Stepping` resource would be modified by
// a system based on input from the user. A full demonstration of this can
// be found in the breakout example.
println!(
r#"
Actions: call app.update()
Result: All systems run normally"#
);
app.update();
println!(
r#"
Actions: Add the Stepping resource then call app.update()
Result: All systems run normally. Stepping has no effect unless explicitly
configured for a Schedule, and Stepping has been enabled."#
);
app.insert_resource(Stepping::new());
app.update();
println!(
r#"
Actions: Add the Update Schedule to Stepping; enable Stepping; call
app.update()
Result: Only the systems in PreUpdate run. When Stepping is enabled,
systems in the configured schedules will not run unless:
* Stepping::step_frame() is called
* Stepping::continue_frame() is called
* System has been configured to always run"#
);
let mut stepping = app.world_mut().resource_mut::<Stepping>();
stepping.add_schedule(Update).enable();
app.update();
println!(
r#"
Actions: call Stepping.step_frame(); call app.update()
Result: The PreUpdate systems run, and one Update system will run. In
Stepping, step means run the next system across all the schedules
that have been added to the Stepping resource."#
);
let mut stepping = app.world_mut().resource_mut::<Stepping>();
stepping.step_frame();
app.update();
println!(
r#"
Actions: call app.update()
Result: Only the PreUpdate systems run. The previous call to
Stepping::step_frame() only applies for the next call to
app.update()/the next frame rendered.
"#
);
app.update();
println!(
r#"
Actions: call Stepping::continue_frame(); call app.update()
Result: PreUpdate system will run, and all remaining Update systems will
run. Stepping::continue_frame() tells stepping to run all systems
starting after the last run system until it hits the end of the
frame, or it encounters a system with a breakpoint set. In this
case, we previously performed a step, running one system in Update.
This continue will cause all remaining systems in Update to run."#
);
let mut stepping = app.world_mut().resource_mut::<Stepping>();
stepping.continue_frame();
app.update();
println!(
r#"
Actions: call Stepping::step_frame() & app.update() four times in a row
Result: PreUpdate system runs every time we call app.update(), along with
one system from the Update schedule each time. This shows what
execution would look like to step through an entire frame of
systems."#
);
for _ in 0..4 {
let mut stepping = app.world_mut().resource_mut::<Stepping>();
stepping.step_frame();
app.update();
}
println!(
r#"
Actions: Stepping::always_run(Update, update_system_two); step through all
systems
Result: PreUpdate system and update_system_two() will run every time we
call app.update(). We'll also only need to step three times to
execute all systems in the frame. Stepping::always_run() allows
us to granularly allow systems to run when stepping is enabled."#
);
let mut stepping = app.world_mut().resource_mut::<Stepping>();
stepping.always_run(Update, update_system_two);
for _ in 0..3 {
let mut stepping = app.world_mut().resource_mut::<Stepping>();
stepping.step_frame();
app.update();
}
println!(
r#"
Actions: Stepping::never_run(Update, update_system_two); continue through
all systems
Result: All systems except update_system_two() will execute.
Stepping::never_run() allows us to disable systems while Stepping
is enabled."#
);
let mut stepping = app.world_mut().resource_mut::<Stepping>();
stepping.never_run(Update, update_system_two);
stepping.continue_frame();
app.update();
println!(
r#"
Actions: Stepping::set_breakpoint(Update, update_system_two); continue,
step, continue
Result: During the first continue, pre_update_system() and
update_system_one() will run. update_system_four() may also run
as it has no dependency on update_system_two() or
update_system_three(). Nether update_system_two() nor
update_system_three() will run in the first app.update() call as
they form a chained dependency on update_system_one() and run
in order of one, two, three. Stepping stops system execution in
the Update schedule when it encounters the breakpoint for
update_system_three().
During the step we run update_system_two() along with the
pre_update_system().
During the final continue pre_update_system() and
update_system_three() run."#
);
let mut stepping = app.world_mut().resource_mut::<Stepping>();
stepping.set_breakpoint(Update, update_system_two);
stepping.continue_frame();
app.update();
let mut stepping = app.world_mut().resource_mut::<Stepping>();
stepping.step_frame();
app.update();
let mut stepping = app.world_mut().resource_mut::<Stepping>();
stepping.continue_frame();
app.update();
println!(
r#"
Actions: Stepping::clear_breakpoint(Update, update_system_two); continue
through all systems
Result: All systems will run"#
);
let mut stepping = app.world_mut().resource_mut::<Stepping>();
stepping.clear_breakpoint(Update, update_system_two);
stepping.continue_frame();
app.update();
println!(
r#"
Actions: Stepping::disable(); app.update()
Result: All systems will run. With Stepping disabled, there's no need to
call Stepping::step_frame() or Stepping::continue_frame() to run
systems in the Update schedule."#
);
let mut stepping = app.world_mut().resource_mut::<Stepping>();
stepping.disable();
app.update();
}
pub fn always_run<Marker>(
&mut self,
schedule: impl ScheduleLabel,
system: impl IntoSystem<(), (), Marker>
) -> &mut Stepping
pub fn always_run<Marker>( &mut self, schedule: impl ScheduleLabel, system: impl IntoSystem<(), (), Marker> ) -> &mut Stepping
Ensure this system always runs when stepping is enabled
Note: if the system is run multiple times in the Schedule
, this
will apply for all instances of the system.
Examples found in repository?
7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192
fn main() {
let mut app = App::new();
app
// to display log messages from Stepping resource
.add_plugins(LogPlugin::default())
.add_systems(
Update,
(
update_system_one,
// establish a dependency here to simplify descriptions below
update_system_two.after(update_system_one),
update_system_three.after(update_system_two),
update_system_four,
),
)
.add_systems(PreUpdate, pre_update_system);
// For the simplicity of this example, we directly modify the `Stepping`
// resource here and run the systems with `App::update()`. Each call to
// `App::update()` is the equivalent of a single frame render when using
// `App::run()`.
//
// In a real-world situation, the `Stepping` resource would be modified by
// a system based on input from the user. A full demonstration of this can
// be found in the breakout example.
println!(
r#"
Actions: call app.update()
Result: All systems run normally"#
);
app.update();
println!(
r#"
Actions: Add the Stepping resource then call app.update()
Result: All systems run normally. Stepping has no effect unless explicitly
configured for a Schedule, and Stepping has been enabled."#
);
app.insert_resource(Stepping::new());
app.update();
println!(
r#"
Actions: Add the Update Schedule to Stepping; enable Stepping; call
app.update()
Result: Only the systems in PreUpdate run. When Stepping is enabled,
systems in the configured schedules will not run unless:
* Stepping::step_frame() is called
* Stepping::continue_frame() is called
* System has been configured to always run"#
);
let mut stepping = app.world_mut().resource_mut::<Stepping>();
stepping.add_schedule(Update).enable();
app.update();
println!(
r#"
Actions: call Stepping.step_frame(); call app.update()
Result: The PreUpdate systems run, and one Update system will run. In
Stepping, step means run the next system across all the schedules
that have been added to the Stepping resource."#
);
let mut stepping = app.world_mut().resource_mut::<Stepping>();
stepping.step_frame();
app.update();
println!(
r#"
Actions: call app.update()
Result: Only the PreUpdate systems run. The previous call to
Stepping::step_frame() only applies for the next call to
app.update()/the next frame rendered.
"#
);
app.update();
println!(
r#"
Actions: call Stepping::continue_frame(); call app.update()
Result: PreUpdate system will run, and all remaining Update systems will
run. Stepping::continue_frame() tells stepping to run all systems
starting after the last run system until it hits the end of the
frame, or it encounters a system with a breakpoint set. In this
case, we previously performed a step, running one system in Update.
This continue will cause all remaining systems in Update to run."#
);
let mut stepping = app.world_mut().resource_mut::<Stepping>();
stepping.continue_frame();
app.update();
println!(
r#"
Actions: call Stepping::step_frame() & app.update() four times in a row
Result: PreUpdate system runs every time we call app.update(), along with
one system from the Update schedule each time. This shows what
execution would look like to step through an entire frame of
systems."#
);
for _ in 0..4 {
let mut stepping = app.world_mut().resource_mut::<Stepping>();
stepping.step_frame();
app.update();
}
println!(
r#"
Actions: Stepping::always_run(Update, update_system_two); step through all
systems
Result: PreUpdate system and update_system_two() will run every time we
call app.update(). We'll also only need to step three times to
execute all systems in the frame. Stepping::always_run() allows
us to granularly allow systems to run when stepping is enabled."#
);
let mut stepping = app.world_mut().resource_mut::<Stepping>();
stepping.always_run(Update, update_system_two);
for _ in 0..3 {
let mut stepping = app.world_mut().resource_mut::<Stepping>();
stepping.step_frame();
app.update();
}
println!(
r#"
Actions: Stepping::never_run(Update, update_system_two); continue through
all systems
Result: All systems except update_system_two() will execute.
Stepping::never_run() allows us to disable systems while Stepping
is enabled."#
);
let mut stepping = app.world_mut().resource_mut::<Stepping>();
stepping.never_run(Update, update_system_two);
stepping.continue_frame();
app.update();
println!(
r#"
Actions: Stepping::set_breakpoint(Update, update_system_two); continue,
step, continue
Result: During the first continue, pre_update_system() and
update_system_one() will run. update_system_four() may also run
as it has no dependency on update_system_two() or
update_system_three(). Nether update_system_two() nor
update_system_three() will run in the first app.update() call as
they form a chained dependency on update_system_one() and run
in order of one, two, three. Stepping stops system execution in
the Update schedule when it encounters the breakpoint for
update_system_three().
During the step we run update_system_two() along with the
pre_update_system().
During the final continue pre_update_system() and
update_system_three() run."#
);
let mut stepping = app.world_mut().resource_mut::<Stepping>();
stepping.set_breakpoint(Update, update_system_two);
stepping.continue_frame();
app.update();
let mut stepping = app.world_mut().resource_mut::<Stepping>();
stepping.step_frame();
app.update();
let mut stepping = app.world_mut().resource_mut::<Stepping>();
stepping.continue_frame();
app.update();
println!(
r#"
Actions: Stepping::clear_breakpoint(Update, update_system_two); continue
through all systems
Result: All systems will run"#
);
let mut stepping = app.world_mut().resource_mut::<Stepping>();
stepping.clear_breakpoint(Update, update_system_two);
stepping.continue_frame();
app.update();
println!(
r#"
Actions: Stepping::disable(); app.update()
Result: All systems will run. With Stepping disabled, there's no need to
call Stepping::step_frame() or Stepping::continue_frame() to run
systems in the Update schedule."#
);
let mut stepping = app.world_mut().resource_mut::<Stepping>();
stepping.disable();
app.update();
}
pub fn always_run_node(
&mut self,
schedule: impl ScheduleLabel,
node: NodeId
) -> &mut Stepping
pub fn always_run_node( &mut self, schedule: impl ScheduleLabel, node: NodeId ) -> &mut Stepping
Ensure this system instance always runs when stepping is enabled
Examples found in repository?
101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187
fn build_ui(
mut commands: Commands,
asset_server: Res<AssetServer>,
schedules: Res<Schedules>,
mut stepping: ResMut<Stepping>,
mut state: ResMut<State>,
) {
let mut text_sections = Vec::new();
let mut always_run = Vec::new();
let Ok(schedule_order) = stepping.schedules() else {
return;
};
// go through the stepping schedules and construct a list of systems for
// each label
for label in schedule_order {
let schedule = schedules.get(*label).unwrap();
text_sections.push(TextSection::new(
format!("{:?}\n", label),
TextStyle {
font: asset_server.load(FONT_BOLD),
font_size: FONT_SIZE,
color: FONT_COLOR,
},
));
// grab the list of systems in the schedule, in the order the
// single-threaded executor would run them.
let Ok(systems) = schedule.systems() else {
return;
};
for (node_id, system) in systems {
// skip bevy default systems; we don't want to step those
if system.name().starts_with("bevy") {
always_run.push((*label, node_id));
continue;
}
// Add an entry to our systems list so we can find where to draw
// the cursor when the stepping cursor is at this system
state.systems.push((*label, node_id, text_sections.len()));
// Add a text section for displaying the cursor for this system
text_sections.push(TextSection::new(
" ",
TextStyle {
font: asset_server.load(FONT_MEDIUM),
font_size: FONT_SIZE,
color: FONT_COLOR,
},
));
// add the name of the system to the ui
text_sections.push(TextSection::new(
format!("{}\n", system.name()),
TextStyle {
font: asset_server.load(FONT_MEDIUM),
font_size: FONT_SIZE,
color: FONT_COLOR,
},
));
}
}
for (label, node) in always_run.drain(..) {
stepping.always_run_node(label, node);
}
commands.spawn((
SteppingUi,
TextBundle {
text: Text::from_sections(text_sections),
style: Style {
position_type: PositionType::Absolute,
top: state.ui_top,
left: state.ui_left,
padding: UiRect::all(Val::Px(10.0)),
..default()
},
background_color: BackgroundColor(Color::srgba(1.0, 1.0, 1.0, 0.33)),
visibility: Visibility::Hidden,
..default()
},
));
}
pub fn never_run<Marker>(
&mut self,
schedule: impl ScheduleLabel,
system: impl IntoSystem<(), (), Marker>
) -> &mut Stepping
pub fn never_run<Marker>( &mut self, schedule: impl ScheduleLabel, system: impl IntoSystem<(), (), Marker> ) -> &mut Stepping
Ensure this system never runs when stepping is enabled
Examples found in repository?
7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192
fn main() {
let mut app = App::new();
app
// to display log messages from Stepping resource
.add_plugins(LogPlugin::default())
.add_systems(
Update,
(
update_system_one,
// establish a dependency here to simplify descriptions below
update_system_two.after(update_system_one),
update_system_three.after(update_system_two),
update_system_four,
),
)
.add_systems(PreUpdate, pre_update_system);
// For the simplicity of this example, we directly modify the `Stepping`
// resource here and run the systems with `App::update()`. Each call to
// `App::update()` is the equivalent of a single frame render when using
// `App::run()`.
//
// In a real-world situation, the `Stepping` resource would be modified by
// a system based on input from the user. A full demonstration of this can
// be found in the breakout example.
println!(
r#"
Actions: call app.update()
Result: All systems run normally"#
);
app.update();
println!(
r#"
Actions: Add the Stepping resource then call app.update()
Result: All systems run normally. Stepping has no effect unless explicitly
configured for a Schedule, and Stepping has been enabled."#
);
app.insert_resource(Stepping::new());
app.update();
println!(
r#"
Actions: Add the Update Schedule to Stepping; enable Stepping; call
app.update()
Result: Only the systems in PreUpdate run. When Stepping is enabled,
systems in the configured schedules will not run unless:
* Stepping::step_frame() is called
* Stepping::continue_frame() is called
* System has been configured to always run"#
);
let mut stepping = app.world_mut().resource_mut::<Stepping>();
stepping.add_schedule(Update).enable();
app.update();
println!(
r#"
Actions: call Stepping.step_frame(); call app.update()
Result: The PreUpdate systems run, and one Update system will run. In
Stepping, step means run the next system across all the schedules
that have been added to the Stepping resource."#
);
let mut stepping = app.world_mut().resource_mut::<Stepping>();
stepping.step_frame();
app.update();
println!(
r#"
Actions: call app.update()
Result: Only the PreUpdate systems run. The previous call to
Stepping::step_frame() only applies for the next call to
app.update()/the next frame rendered.
"#
);
app.update();
println!(
r#"
Actions: call Stepping::continue_frame(); call app.update()
Result: PreUpdate system will run, and all remaining Update systems will
run. Stepping::continue_frame() tells stepping to run all systems
starting after the last run system until it hits the end of the
frame, or it encounters a system with a breakpoint set. In this
case, we previously performed a step, running one system in Update.
This continue will cause all remaining systems in Update to run."#
);
let mut stepping = app.world_mut().resource_mut::<Stepping>();
stepping.continue_frame();
app.update();
println!(
r#"
Actions: call Stepping::step_frame() & app.update() four times in a row
Result: PreUpdate system runs every time we call app.update(), along with
one system from the Update schedule each time. This shows what
execution would look like to step through an entire frame of
systems."#
);
for _ in 0..4 {
let mut stepping = app.world_mut().resource_mut::<Stepping>();
stepping.step_frame();
app.update();
}
println!(
r#"
Actions: Stepping::always_run(Update, update_system_two); step through all
systems
Result: PreUpdate system and update_system_two() will run every time we
call app.update(). We'll also only need to step three times to
execute all systems in the frame. Stepping::always_run() allows
us to granularly allow systems to run when stepping is enabled."#
);
let mut stepping = app.world_mut().resource_mut::<Stepping>();
stepping.always_run(Update, update_system_two);
for _ in 0..3 {
let mut stepping = app.world_mut().resource_mut::<Stepping>();
stepping.step_frame();
app.update();
}
println!(
r#"
Actions: Stepping::never_run(Update, update_system_two); continue through
all systems
Result: All systems except update_system_two() will execute.
Stepping::never_run() allows us to disable systems while Stepping
is enabled."#
);
let mut stepping = app.world_mut().resource_mut::<Stepping>();
stepping.never_run(Update, update_system_two);
stepping.continue_frame();
app.update();
println!(
r#"
Actions: Stepping::set_breakpoint(Update, update_system_two); continue,
step, continue
Result: During the first continue, pre_update_system() and
update_system_one() will run. update_system_four() may also run
as it has no dependency on update_system_two() or
update_system_three(). Nether update_system_two() nor
update_system_three() will run in the first app.update() call as
they form a chained dependency on update_system_one() and run
in order of one, two, three. Stepping stops system execution in
the Update schedule when it encounters the breakpoint for
update_system_three().
During the step we run update_system_two() along with the
pre_update_system().
During the final continue pre_update_system() and
update_system_three() run."#
);
let mut stepping = app.world_mut().resource_mut::<Stepping>();
stepping.set_breakpoint(Update, update_system_two);
stepping.continue_frame();
app.update();
let mut stepping = app.world_mut().resource_mut::<Stepping>();
stepping.step_frame();
app.update();
let mut stepping = app.world_mut().resource_mut::<Stepping>();
stepping.continue_frame();
app.update();
println!(
r#"
Actions: Stepping::clear_breakpoint(Update, update_system_two); continue
through all systems
Result: All systems will run"#
);
let mut stepping = app.world_mut().resource_mut::<Stepping>();
stepping.clear_breakpoint(Update, update_system_two);
stepping.continue_frame();
app.update();
println!(
r#"
Actions: Stepping::disable(); app.update()
Result: All systems will run. With Stepping disabled, there's no need to
call Stepping::step_frame() or Stepping::continue_frame() to run
systems in the Update schedule."#
);
let mut stepping = app.world_mut().resource_mut::<Stepping>();
stepping.disable();
app.update();
}
pub fn never_run_node(
&mut self,
schedule: impl ScheduleLabel,
node: NodeId
) -> &mut Stepping
pub fn never_run_node( &mut self, schedule: impl ScheduleLabel, node: NodeId ) -> &mut Stepping
Ensure this system instance never runs when stepping is enabled
pub fn set_breakpoint<Marker>(
&mut self,
schedule: impl ScheduleLabel,
system: impl IntoSystem<(), (), Marker>
) -> &mut Stepping
pub fn set_breakpoint<Marker>( &mut self, schedule: impl ScheduleLabel, system: impl IntoSystem<(), (), Marker> ) -> &mut Stepping
Add a breakpoint for system
Examples found in repository?
7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192
fn main() {
let mut app = App::new();
app
// to display log messages from Stepping resource
.add_plugins(LogPlugin::default())
.add_systems(
Update,
(
update_system_one,
// establish a dependency here to simplify descriptions below
update_system_two.after(update_system_one),
update_system_three.after(update_system_two),
update_system_four,
),
)
.add_systems(PreUpdate, pre_update_system);
// For the simplicity of this example, we directly modify the `Stepping`
// resource here and run the systems with `App::update()`. Each call to
// `App::update()` is the equivalent of a single frame render when using
// `App::run()`.
//
// In a real-world situation, the `Stepping` resource would be modified by
// a system based on input from the user. A full demonstration of this can
// be found in the breakout example.
println!(
r#"
Actions: call app.update()
Result: All systems run normally"#
);
app.update();
println!(
r#"
Actions: Add the Stepping resource then call app.update()
Result: All systems run normally. Stepping has no effect unless explicitly
configured for a Schedule, and Stepping has been enabled."#
);
app.insert_resource(Stepping::new());
app.update();
println!(
r#"
Actions: Add the Update Schedule to Stepping; enable Stepping; call
app.update()
Result: Only the systems in PreUpdate run. When Stepping is enabled,
systems in the configured schedules will not run unless:
* Stepping::step_frame() is called
* Stepping::continue_frame() is called
* System has been configured to always run"#
);
let mut stepping = app.world_mut().resource_mut::<Stepping>();
stepping.add_schedule(Update).enable();
app.update();
println!(
r#"
Actions: call Stepping.step_frame(); call app.update()
Result: The PreUpdate systems run, and one Update system will run. In
Stepping, step means run the next system across all the schedules
that have been added to the Stepping resource."#
);
let mut stepping = app.world_mut().resource_mut::<Stepping>();
stepping.step_frame();
app.update();
println!(
r#"
Actions: call app.update()
Result: Only the PreUpdate systems run. The previous call to
Stepping::step_frame() only applies for the next call to
app.update()/the next frame rendered.
"#
);
app.update();
println!(
r#"
Actions: call Stepping::continue_frame(); call app.update()
Result: PreUpdate system will run, and all remaining Update systems will
run. Stepping::continue_frame() tells stepping to run all systems
starting after the last run system until it hits the end of the
frame, or it encounters a system with a breakpoint set. In this
case, we previously performed a step, running one system in Update.
This continue will cause all remaining systems in Update to run."#
);
let mut stepping = app.world_mut().resource_mut::<Stepping>();
stepping.continue_frame();
app.update();
println!(
r#"
Actions: call Stepping::step_frame() & app.update() four times in a row
Result: PreUpdate system runs every time we call app.update(), along with
one system from the Update schedule each time. This shows what
execution would look like to step through an entire frame of
systems."#
);
for _ in 0..4 {
let mut stepping = app.world_mut().resource_mut::<Stepping>();
stepping.step_frame();
app.update();
}
println!(
r#"
Actions: Stepping::always_run(Update, update_system_two); step through all
systems
Result: PreUpdate system and update_system_two() will run every time we
call app.update(). We'll also only need to step three times to
execute all systems in the frame. Stepping::always_run() allows
us to granularly allow systems to run when stepping is enabled."#
);
let mut stepping = app.world_mut().resource_mut::<Stepping>();
stepping.always_run(Update, update_system_two);
for _ in 0..3 {
let mut stepping = app.world_mut().resource_mut::<Stepping>();
stepping.step_frame();
app.update();
}
println!(
r#"
Actions: Stepping::never_run(Update, update_system_two); continue through
all systems
Result: All systems except update_system_two() will execute.
Stepping::never_run() allows us to disable systems while Stepping
is enabled."#
);
let mut stepping = app.world_mut().resource_mut::<Stepping>();
stepping.never_run(Update, update_system_two);
stepping.continue_frame();
app.update();
println!(
r#"
Actions: Stepping::set_breakpoint(Update, update_system_two); continue,
step, continue
Result: During the first continue, pre_update_system() and
update_system_one() will run. update_system_four() may also run
as it has no dependency on update_system_two() or
update_system_three(). Nether update_system_two() nor
update_system_three() will run in the first app.update() call as
they form a chained dependency on update_system_one() and run
in order of one, two, three. Stepping stops system execution in
the Update schedule when it encounters the breakpoint for
update_system_three().
During the step we run update_system_two() along with the
pre_update_system().
During the final continue pre_update_system() and
update_system_three() run."#
);
let mut stepping = app.world_mut().resource_mut::<Stepping>();
stepping.set_breakpoint(Update, update_system_two);
stepping.continue_frame();
app.update();
let mut stepping = app.world_mut().resource_mut::<Stepping>();
stepping.step_frame();
app.update();
let mut stepping = app.world_mut().resource_mut::<Stepping>();
stepping.continue_frame();
app.update();
println!(
r#"
Actions: Stepping::clear_breakpoint(Update, update_system_two); continue
through all systems
Result: All systems will run"#
);
let mut stepping = app.world_mut().resource_mut::<Stepping>();
stepping.clear_breakpoint(Update, update_system_two);
stepping.continue_frame();
app.update();
println!(
r#"
Actions: Stepping::disable(); app.update()
Result: All systems will run. With Stepping disabled, there's no need to
call Stepping::step_frame() or Stepping::continue_frame() to run
systems in the Update schedule."#
);
let mut stepping = app.world_mut().resource_mut::<Stepping>();
stepping.disable();
app.update();
}
pub fn set_breakpoint_node(
&mut self,
schedule: impl ScheduleLabel,
node: NodeId
) -> &mut Stepping
pub fn set_breakpoint_node( &mut self, schedule: impl ScheduleLabel, node: NodeId ) -> &mut Stepping
Add a breakpoint for system instance
pub fn clear_breakpoint<Marker>(
&mut self,
schedule: impl ScheduleLabel,
system: impl IntoSystem<(), (), Marker>
) -> &mut Stepping
pub fn clear_breakpoint<Marker>( &mut self, schedule: impl ScheduleLabel, system: impl IntoSystem<(), (), Marker> ) -> &mut Stepping
Clear a breakpoint for the system
Examples found in repository?
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fn main() {
let mut app = App::new();
app
// to display log messages from Stepping resource
.add_plugins(LogPlugin::default())
.add_systems(
Update,
(
update_system_one,
// establish a dependency here to simplify descriptions below
update_system_two.after(update_system_one),
update_system_three.after(update_system_two),
update_system_four,
),
)
.add_systems(PreUpdate, pre_update_system);
// For the simplicity of this example, we directly modify the `Stepping`
// resource here and run the systems with `App::update()`. Each call to
// `App::update()` is the equivalent of a single frame render when using
// `App::run()`.
//
// In a real-world situation, the `Stepping` resource would be modified by
// a system based on input from the user. A full demonstration of this can
// be found in the breakout example.
println!(
r#"
Actions: call app.update()
Result: All systems run normally"#
);
app.update();
println!(
r#"
Actions: Add the Stepping resource then call app.update()
Result: All systems run normally. Stepping has no effect unless explicitly
configured for a Schedule, and Stepping has been enabled."#
);
app.insert_resource(Stepping::new());
app.update();
println!(
r#"
Actions: Add the Update Schedule to Stepping; enable Stepping; call
app.update()
Result: Only the systems in PreUpdate run. When Stepping is enabled,
systems in the configured schedules will not run unless:
* Stepping::step_frame() is called
* Stepping::continue_frame() is called
* System has been configured to always run"#
);
let mut stepping = app.world_mut().resource_mut::<Stepping>();
stepping.add_schedule(Update).enable();
app.update();
println!(
r#"
Actions: call Stepping.step_frame(); call app.update()
Result: The PreUpdate systems run, and one Update system will run. In
Stepping, step means run the next system across all the schedules
that have been added to the Stepping resource."#
);
let mut stepping = app.world_mut().resource_mut::<Stepping>();
stepping.step_frame();
app.update();
println!(
r#"
Actions: call app.update()
Result: Only the PreUpdate systems run. The previous call to
Stepping::step_frame() only applies for the next call to
app.update()/the next frame rendered.
"#
);
app.update();
println!(
r#"
Actions: call Stepping::continue_frame(); call app.update()
Result: PreUpdate system will run, and all remaining Update systems will
run. Stepping::continue_frame() tells stepping to run all systems
starting after the last run system until it hits the end of the
frame, or it encounters a system with a breakpoint set. In this
case, we previously performed a step, running one system in Update.
This continue will cause all remaining systems in Update to run."#
);
let mut stepping = app.world_mut().resource_mut::<Stepping>();
stepping.continue_frame();
app.update();
println!(
r#"
Actions: call Stepping::step_frame() & app.update() four times in a row
Result: PreUpdate system runs every time we call app.update(), along with
one system from the Update schedule each time. This shows what
execution would look like to step through an entire frame of
systems."#
);
for _ in 0..4 {
let mut stepping = app.world_mut().resource_mut::<Stepping>();
stepping.step_frame();
app.update();
}
println!(
r#"
Actions: Stepping::always_run(Update, update_system_two); step through all
systems
Result: PreUpdate system and update_system_two() will run every time we
call app.update(). We'll also only need to step three times to
execute all systems in the frame. Stepping::always_run() allows
us to granularly allow systems to run when stepping is enabled."#
);
let mut stepping = app.world_mut().resource_mut::<Stepping>();
stepping.always_run(Update, update_system_two);
for _ in 0..3 {
let mut stepping = app.world_mut().resource_mut::<Stepping>();
stepping.step_frame();
app.update();
}
println!(
r#"
Actions: Stepping::never_run(Update, update_system_two); continue through
all systems
Result: All systems except update_system_two() will execute.
Stepping::never_run() allows us to disable systems while Stepping
is enabled."#
);
let mut stepping = app.world_mut().resource_mut::<Stepping>();
stepping.never_run(Update, update_system_two);
stepping.continue_frame();
app.update();
println!(
r#"
Actions: Stepping::set_breakpoint(Update, update_system_two); continue,
step, continue
Result: During the first continue, pre_update_system() and
update_system_one() will run. update_system_four() may also run
as it has no dependency on update_system_two() or
update_system_three(). Nether update_system_two() nor
update_system_three() will run in the first app.update() call as
they form a chained dependency on update_system_one() and run
in order of one, two, three. Stepping stops system execution in
the Update schedule when it encounters the breakpoint for
update_system_three().
During the step we run update_system_two() along with the
pre_update_system().
During the final continue pre_update_system() and
update_system_three() run."#
);
let mut stepping = app.world_mut().resource_mut::<Stepping>();
stepping.set_breakpoint(Update, update_system_two);
stepping.continue_frame();
app.update();
let mut stepping = app.world_mut().resource_mut::<Stepping>();
stepping.step_frame();
app.update();
let mut stepping = app.world_mut().resource_mut::<Stepping>();
stepping.continue_frame();
app.update();
println!(
r#"
Actions: Stepping::clear_breakpoint(Update, update_system_two); continue
through all systems
Result: All systems will run"#
);
let mut stepping = app.world_mut().resource_mut::<Stepping>();
stepping.clear_breakpoint(Update, update_system_two);
stepping.continue_frame();
app.update();
println!(
r#"
Actions: Stepping::disable(); app.update()
Result: All systems will run. With Stepping disabled, there's no need to
call Stepping::step_frame() or Stepping::continue_frame() to run
systems in the Update schedule."#
);
let mut stepping = app.world_mut().resource_mut::<Stepping>();
stepping.disable();
app.update();
}
pub fn clear_breakpoint_node(
&mut self,
schedule: impl ScheduleLabel,
node: NodeId
) -> &mut Stepping
pub fn clear_breakpoint_node( &mut self, schedule: impl ScheduleLabel, node: NodeId ) -> &mut Stepping
clear a breakpoint for system instance
pub fn clear_system<Marker>(
&mut self,
schedule: impl ScheduleLabel,
system: impl IntoSystem<(), (), Marker>
) -> &mut Stepping
pub fn clear_system<Marker>( &mut self, schedule: impl ScheduleLabel, system: impl IntoSystem<(), (), Marker> ) -> &mut Stepping
Clear any behavior set for the system
pub fn clear_node(
&mut self,
schedule: impl ScheduleLabel,
node: NodeId
) -> &mut Stepping
pub fn clear_node( &mut self, schedule: impl ScheduleLabel, node: NodeId ) -> &mut Stepping
clear a breakpoint for system instance
pub fn skipped_systems(&mut self, schedule: &Schedule) -> Option<FixedBitSet>
pub fn skipped_systems(&mut self, schedule: &Schedule) -> Option<FixedBitSet>
get the list of systems this schedule should skip for this render frame
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impl !UnwindSafe for Stepping
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