Struct bevy::ecs::schedule::Stepping

pub struct Stepping { /* private fields */ }
Expand description

Resource for controlling system stepping behavior

Implementations§

§

impl Stepping

pub fn new() -> Stepping

Create a new instance of the Stepping resource.

Examples found in repository?
examples/games/stepping.rs (line 48)
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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
Hide additional examples
examples/ecs/system_stepping.rs (line 46)
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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>>)

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>

Return the list of schedules with stepping enabled in the order they are executed in.

Examples found in repository?
examples/games/stepping.rs (line 111)
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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)>

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?
examples/games/stepping.rs (line 269)
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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

Enable stepping for the provided schedule

Examples found in repository?
examples/games/stepping.rs (line 50)
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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
Hide additional examples
examples/ecs/system_stepping.rs (line 60)
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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

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

Clear behavior set for all systems in the provided Schedule

pub fn enable(&mut self) -> &mut Stepping

Begin stepping at the start of the next frame

Examples found in repository?
examples/games/stepping.rs (line 223)
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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
Hide additional examples
examples/ecs/system_stepping.rs (line 60)
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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

Disable stepping, resume normal systems execution

Examples found in repository?
examples/games/stepping.rs (line 220)
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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
Hide additional examples
examples/ecs/system_stepping.rs (line 190)
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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 is_enabled(&self) -> bool

Check if stepping is enabled

Examples found in repository?
examples/games/stepping.rs (line 219)
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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

Run the next system during the next render frame

NOTE: This will have no impact unless stepping has been enabled

Examples found in repository?
examples/games/stepping.rs (line 238)
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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
Hide additional examples
examples/ecs/system_stepping.rs (line 71)
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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 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?
examples/games/stepping.rs (line 235)
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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
Hide additional examples
examples/ecs/system_stepping.rs (line 95)
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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 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?
examples/ecs/system_stepping.rs (line 122)
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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 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?
examples/games/stepping.rs (line 168)
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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 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?
examples/ecs/system_stepping.rs (line 138)
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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 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

Add a breakpoint for system

Examples found in repository?
examples/ecs/system_stepping.rs (line 161)
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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 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

Clear a breakpoint for the system

Examples found in repository?
examples/ecs/system_stepping.rs (line 178)
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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

clear a breakpoint for system instance

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

clear a breakpoint for system instance

pub fn skipped_systems(&mut self, schedule: &Schedule) -> Option<FixedBitSet>

get the list of systems this schedule should skip for this render frame

Trait Implementations§

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impl Debug for Stepping

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fn fmt(&self, f: &mut Formatter<'_>) -> Result<(), Error>

Formats the value using the given formatter. Read more
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impl Default for Stepping

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fn default() -> Stepping

Returns the “default value” for a type. Read more
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impl Resource for Stepping
where Stepping: Send + Sync + 'static,

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