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EntityCommands

Struct EntityCommands 

Source
pub struct EntityCommands<'a> { /* private fields */ }
Expand description

A list of commands that will be run to modify an Entity.

§Note

Most Commands (and thereby EntityCommands) are deferred: when you call the command, if it requires mutable access to the World (that is, if it removes, adds, or changes something), it’s not executed immediately.

Instead, the command is added to a “command queue.” The command queue is applied later when the ApplyDeferred system runs. Commands are executed one-by-one so that each command can have exclusive access to the World.

§Fallible

Due to their deferred nature, an entity you’re trying to change with an EntityCommand can be despawned by the time the command is executed.

All deferred entity commands will check whether the entity exists at the time of execution and will return an error if it doesn’t.

§Error handling

An EntityCommand can return a Result, which will be passed to an error handler if the Result is an error.

The default error handler panics. It can be configured via the DefaultErrorHandler resource.

Alternatively, you can customize the error handler for a specific command by calling EntityCommands::queue_handled.

The error module provides some simple error handlers for convenience.

Implementations§

Source§

impl<'a> EntityCommands<'a>

Source

pub fn with_children( &mut self, func: impl FnOnce(&mut RelatedSpawnerCommands<'_, ChildOf>), ) -> &mut EntityCommands<'a>

Spawns children of this entity (with a ChildOf relationship) by taking a function that operates on a ChildSpawner.

Examples found in repository?
examples/ui/font_atlas_debug.rs (lines 96-106)
83fn setup(mut commands: Commands, asset_server: Res<AssetServer>, mut state: ResMut<State>) {
84    let font_handle = asset_server.load("fonts/FiraSans-Bold.ttf");
85    state.handle = font_handle.clone();
86    commands.spawn(Camera2d);
87    commands
88        .spawn((
89            Node {
90                position_type: PositionType::Absolute,
91                bottom: Val::ZERO,
92                ..default()
93            },
94            BackgroundColor(Color::NONE),
95        ))
96        .with_children(|parent| {
97            parent.spawn((
98                Text::new("a"),
99                TextFont {
100                    font: font_handle,
101                    font_size: 50.0,
102                    ..default()
103                },
104                TextColor(YELLOW.into()),
105            ));
106        });
107    // We're seeding the PRNG here to make this example deterministic for testing purposes.
108    // This isn't strictly required in practical use unless you need your app to be deterministic.
109    commands.insert_resource(SeededRng(ChaCha8Rng::seed_from_u64(19878367467713)));
110}
More examples
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examples/ui/ui_texture_slice.rs (lines 63-94)
44fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
45    let image = asset_server.load("textures/fantasy_ui_borders/panel-border-010.png");
46
47    let slicer = TextureSlicer {
48        border: BorderRect::all(22.0),
49        center_scale_mode: SliceScaleMode::Stretch,
50        sides_scale_mode: SliceScaleMode::Stretch,
51        max_corner_scale: 1.0,
52    };
53    // ui camera
54    commands.spawn(Camera2d);
55    commands
56        .spawn(Node {
57            width: percent(100),
58            height: percent(100),
59            align_items: AlignItems::Center,
60            justify_content: JustifyContent::Center,
61            ..default()
62        })
63        .with_children(|parent| {
64            for [w, h] in [[150.0, 150.0], [300.0, 150.0], [150.0, 300.0]] {
65                parent
66                    .spawn((
67                        Button,
68                        ImageNode {
69                            image: image.clone(),
70                            image_mode: NodeImageMode::Sliced(slicer.clone()),
71                            ..default()
72                        },
73                        Node {
74                            width: px(w),
75                            height: px(h),
76                            // horizontally center child text
77                            justify_content: JustifyContent::Center,
78                            // vertically center child text
79                            align_items: AlignItems::Center,
80                            margin: UiRect::all(px(20)),
81                            ..default()
82                        },
83                    ))
84                    .with_child((
85                        Text::new("Button"),
86                        TextFont {
87                            font: asset_server.load("fonts/FiraSans-Bold.ttf"),
88                            font_size: 33.0,
89                            ..default()
90                        },
91                        TextColor(Color::srgb(0.9, 0.9, 0.9)),
92                    ));
93            }
94        });
95}
examples/ui/ui_texture_slice_flip_and_tile.rs (lines 50-70)
17fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
18    let image = asset_server.load_with_settings(
19        "textures/fantasy_ui_borders/numbered_slices.png",
20        |settings: &mut ImageLoaderSettings| {
21            // Need to use nearest filtering to avoid bleeding between the slices with tiling
22            settings.sampler = ImageSampler::nearest();
23        },
24    );
25
26    let slicer = TextureSlicer {
27        // `numbered_slices.png` is 48 pixels square. `BorderRect::square(16.)` insets the slicing line from each edge by 16 pixels, resulting in nine slices that are each 16 pixels square.
28        border: BorderRect::all(16.),
29        // With `SliceScaleMode::Tile` the side and center slices are tiled to fill the side and center sections of the target.
30        // And with a `stretch_value` of `1.` the tiles will have the same size as the corresponding slices in the source image.
31        center_scale_mode: SliceScaleMode::Tile { stretch_value: 1. },
32        sides_scale_mode: SliceScaleMode::Tile { stretch_value: 1. },
33        ..default()
34    };
35
36    // ui camera
37    commands.spawn(Camera2d);
38
39    commands
40        .spawn(Node {
41            width: percent(100),
42            height: percent(100),
43            justify_content: JustifyContent::Center,
44            align_content: AlignContent::Center,
45            flex_wrap: FlexWrap::Wrap,
46            column_gap: px(10),
47            row_gap: px(10),
48            ..default()
49        })
50        .with_children(|parent| {
51            for [columns, rows] in [[3, 3], [4, 4], [5, 4], [4, 5], [5, 5]] {
52                for (flip_x, flip_y) in [(false, false), (false, true), (true, false), (true, true)]
53                {
54                    parent.spawn((
55                        ImageNode {
56                            image: image.clone(),
57                            flip_x,
58                            flip_y,
59                            image_mode: NodeImageMode::Sliced(slicer.clone()),
60                            ..default()
61                        },
62                        Node {
63                            width: px(16 * columns),
64                            height: px(16 * rows),
65                            ..default()
66                        },
67                    ));
68                }
69            }
70        });
71}
examples/picking/dragdrop_picking.rs (lines 47-80)
29fn setup(
30    mut commands: Commands,
31    mut meshes: ResMut<Assets<Mesh>>,
32    mut materials: ResMut<Assets<ColorMaterial>>,
33) {
34    commands.spawn(Camera2d);
35
36    commands
37        .spawn((
38            Node {
39                width: Val::Percent(100.0),
40                height: Val::Percent(100.0),
41                align_items: AlignItems::Center,
42                justify_content: JustifyContent::Start,
43                ..default()
44            },
45            Pickable::IGNORE,
46        ))
47        .with_children(|parent| {
48            parent
49                .spawn((
50                    DraggableButton,
51                    Node {
52                        width: Val::Px(BUTTON_WIDTH),
53                        height: Val::Px(BUTTON_HEIGHT),
54                        margin: UiRect::all(Val::Px(10.0)),
55                        justify_content: JustifyContent::Center,
56                        align_items: AlignItems::Center,
57                        ..default()
58                    },
59                    BackgroundColor(Color::srgb(1.0, 0.0, 0.0)),
60                ))
61                .with_child((
62                    Text::new("Drag from me"),
63                    TextColor(Color::WHITE),
64                    Pickable::IGNORE,
65                ))
66                .observe(
67                    |mut event: On<Pointer<DragStart>>,
68                     mut button_color: Single<&mut BackgroundColor, With<DraggableButton>>| {
69                        button_color.0 = Color::srgb(1.0, 0.5, 0.0);
70                        event.propagate(false);
71                    },
72                )
73                .observe(
74                    |mut event: On<Pointer<DragEnd>>,
75                     mut button_color: Single<&mut BackgroundColor, With<DraggableButton>>| {
76                        button_color.0 = Color::srgb(1.0, 0.0, 0.0);
77                        event.propagate(false);
78                    },
79                );
80        });
81
82    commands
83        .spawn((
84            DropArea,
85            Mesh2d(meshes.add(Rectangle::new(AREA_SIZE, AREA_SIZE))),
86            MeshMaterial2d(materials.add(Color::srgb(0.1, 0.4, 0.1))),
87            Transform::IDENTITY,
88            children![(
89                Text2d::new("Drop here"),
90                TextFont::from_font_size(50.),
91                TextColor(Color::BLACK),
92                Pickable::IGNORE,
93                Transform::from_translation(Vec3::Z),
94            )],
95        ))
96        .observe(on_drag_enter)
97        .observe(on_drag_over)
98        .observe(on_drag_drop)
99        .observe(on_drag_leave);
100}
examples/ui/ui_texture_atlas_slice.rs (lines 73-113)
47fn setup(
48    mut commands: Commands,
49    asset_server: Res<AssetServer>,
50    mut texture_atlases: ResMut<Assets<TextureAtlasLayout>>,
51) {
52    let texture_handle = asset_server.load("textures/fantasy_ui_borders/border_sheet.png");
53    let atlas_layout =
54        TextureAtlasLayout::from_grid(UVec2::new(50, 50), 6, 6, Some(UVec2::splat(2)), None);
55    let atlas_layout_handle = texture_atlases.add(atlas_layout);
56
57    let slicer = TextureSlicer {
58        border: BorderRect::all(24.0),
59        center_scale_mode: SliceScaleMode::Stretch,
60        sides_scale_mode: SliceScaleMode::Stretch,
61        max_corner_scale: 1.0,
62    };
63    // ui camera
64    commands.spawn(Camera2d);
65    commands
66        .spawn(Node {
67            width: percent(100),
68            height: percent(100),
69            align_items: AlignItems::Center,
70            justify_content: JustifyContent::Center,
71            ..default()
72        })
73        .with_children(|parent| {
74            for (idx, [w, h]) in [
75                (0, [150.0, 150.0]),
76                (7, [300.0, 150.0]),
77                (13, [150.0, 300.0]),
78            ] {
79                parent
80                    .spawn((
81                        Button,
82                        ImageNode::from_atlas_image(
83                            texture_handle.clone(),
84                            TextureAtlas {
85                                index: idx,
86                                layout: atlas_layout_handle.clone(),
87                            },
88                        )
89                        .with_mode(NodeImageMode::Sliced(slicer.clone())),
90                        Node {
91                            width: px(w),
92                            height: px(h),
93                            // horizontally center child text
94                            justify_content: JustifyContent::Center,
95                            // vertically center child text
96                            align_items: AlignItems::Center,
97                            margin: UiRect::all(px(20)),
98                            ..default()
99                        },
100                    ))
101                    .with_children(|parent| {
102                        parent.spawn((
103                            Text::new("Button"),
104                            TextFont {
105                                font: asset_server.load("fonts/FiraSans-Bold.ttf"),
106                                font_size: 33.0,
107                                ..default()
108                            },
109                            TextColor(Color::srgb(0.9, 0.9, 0.9)),
110                        ));
111                    });
112            }
113        });
114}
examples/ui/tab_navigation.rs (lines 88-149)
68fn setup(mut commands: Commands) {
69    // ui camera
70    commands.spawn(Camera2d);
71    commands
72        .spawn(Node {
73            width: percent(100),
74            height: percent(100),
75            display: Display::Flex,
76            flex_direction: FlexDirection::Column,
77            align_items: AlignItems::Center,
78            justify_content: JustifyContent::Center,
79            row_gap: px(6),
80            ..default()
81        })
82        .observe(
83            |mut event: On<Pointer<Click>>, mut focus: ResMut<InputFocus>| {
84                focus.0 = None;
85                event.propagate(false);
86            },
87        )
88        .with_children(|parent| {
89            for (label, tab_group, indices) in [
90                // In this group all the buttons have the same `TabIndex` so they will be visited according to their order as children.
91                ("TabGroup 0", TabGroup::new(0), [0, 0, 0, 0]),
92                // In this group the `TabIndex`s are reversed so the buttons will be visited in right-to-left order.
93                ("TabGroup 2", TabGroup::new(2), [3, 2, 1, 0]),
94                // In this group the orders of the indices and buttons match so the buttons will be visited in left-to-right order.
95                ("TabGroup 1", TabGroup::new(1), [0, 1, 2, 3]),
96                // Visit the modal group's buttons in an arbitrary order.
97                ("Modal TabGroup", TabGroup::modal(), [0, 3, 1, 2]),
98            ] {
99                parent.spawn(Text::new(label));
100                parent
101                    .spawn((
102                        Node {
103                            display: Display::Flex,
104                            flex_direction: FlexDirection::Row,
105                            column_gap: px(6),
106                            margin: UiRect {
107                                bottom: px(10),
108                                ..default()
109                            },
110                            ..default()
111                        },
112                        tab_group,
113                    ))
114                    .with_children(|parent| {
115                        for i in indices {
116                            parent
117                                .spawn((
118                                    Button,
119                                    Node {
120                                        width: px(200),
121                                        height: px(65),
122                                        border: UiRect::all(px(5)),
123                                        justify_content: JustifyContent::Center,
124                                        align_items: AlignItems::Center,
125                                        ..default()
126                                    },
127                                    BorderColor::all(Color::BLACK),
128                                    BackgroundColor(NORMAL_BUTTON),
129                                    TabIndex(i),
130                                    children![(
131                                        Text::new(format!("TabIndex {i}")),
132                                        TextFont {
133                                            font_size: 20.0,
134                                            ..default()
135                                        },
136                                        TextColor(Color::srgb(0.9, 0.9, 0.9)),
137                                    )],
138                                ))
139                                .observe(
140                                    |mut click: On<Pointer<Click>>,
141                                    mut focus: ResMut<InputFocus>| {
142                                        focus.0 = Some(click.entity);
143                                        click.propagate(false);
144                                    },
145                                );
146                        }
147                    });
148            }
149        });
150}
Source

pub fn add_children(&mut self, children: &[Entity]) -> &mut EntityCommands<'a>

Adds the given children to this entity.

Source

pub fn clear_children(&mut self) -> &mut EntityCommands<'a>

👎Deprecated: Use detach_all_children() instead

Removes all the children from this entity. See also detach_all_related

Source

pub fn detach_all_children(&mut self) -> &mut EntityCommands<'a>

Removes all the parent-child relationships from this entity. To despawn the child entities, instead use EntityWorldMut::despawn_children. See also detach_all_related

Source

pub fn insert_children( &mut self, index: usize, children: &[Entity], ) -> &mut EntityCommands<'a>

Insert children at specific index. See also insert_related.

Source

pub fn insert_child( &mut self, index: usize, child: Entity, ) -> &mut EntityCommands<'a>

Insert children at specific index. See also insert_related.

Source

pub fn add_child(&mut self, child: Entity) -> &mut EntityCommands<'a>

Adds the given child to this entity.

Source

pub fn remove_children( &mut self, children: &[Entity], ) -> &mut EntityCommands<'a>

👎Deprecated: Use detach_children() instead

Removes the relationship between this entity and the given entities.

Source

pub fn detach_children( &mut self, children: &[Entity], ) -> &mut EntityCommands<'a>

Removes the parent-child relationship between this entity and the given entities. Does not despawn the children.

Source

pub fn remove_child(&mut self, child: Entity) -> &mut EntityCommands<'a>

👎Deprecated: Use detach_child() instead

Removes the relationship between this entity and the given entity.

Source

pub fn detach_child(&mut self, child: Entity) -> &mut EntityCommands<'a>

Removes the parent-child relationship between this entity and the given entity. Does not despawn the child.

Source

pub fn replace_children( &mut self, children: &[Entity], ) -> &mut EntityCommands<'a>

Replaces the children on this entity with a new list of children.

Source

pub fn replace_children_with_difference( &mut self, entities_to_unrelate: &[Entity], entities_to_relate: &[Entity], newly_related_entities: &[Entity], ) -> &mut EntityCommands<'a>

Replaces all the related entities with a new set of entities.

§Warning

Failing to maintain the functions invariants may lead to erratic engine behavior including random crashes. Refer to EntityWorldMut::replace_related_with_difference for a list of these invariants.

§Panics

Panics when debug assertions are enabled if an invariant is broken and the command is executed.

Source

pub fn with_child(&mut self, bundle: impl Bundle) -> &mut EntityCommands<'a>

Spawns the passed bundle and adds it to this entity as a child.

For efficient spawning of multiple children, use with_children.

Examples found in repository?
examples/3d/spherical_area_lights.rs (lines 60-64)
16fn setup(
17    mut commands: Commands,
18    mut meshes: ResMut<Assets<Mesh>>,
19    mut materials: ResMut<Assets<StandardMaterial>>,
20) {
21    // camera
22    commands.spawn((
23        Camera3d::default(),
24        Transform::from_xyz(0.2, 1.5, 2.5).looking_at(Vec3::ZERO, Vec3::Y),
25    ));
26
27    // plane
28    commands.spawn((
29        Mesh3d(meshes.add(Plane3d::default().mesh().size(100.0, 100.0))),
30        MeshMaterial3d(materials.add(StandardMaterial {
31            base_color: Color::srgb(0.2, 0.2, 0.2),
32            perceptual_roughness: 0.08,
33            ..default()
34        })),
35    ));
36
37    const COUNT: usize = 6;
38    let position_range = -2.0..2.0;
39    let radius_range = 0.0..0.4;
40    let pos_len = position_range.end - position_range.start;
41    let radius_len = radius_range.end - radius_range.start;
42    let mesh = meshes.add(Sphere::new(1.0).mesh().uv(120, 64));
43
44    for i in 0..COUNT {
45        let percent = i as f32 / COUNT as f32;
46        let radius = radius_range.start + percent * radius_len;
47
48        // sphere light
49        commands
50            .spawn((
51                Mesh3d(mesh.clone()),
52                MeshMaterial3d(materials.add(StandardMaterial {
53                    base_color: Color::srgb(0.5, 0.5, 1.0),
54                    unlit: true,
55                    ..default()
56                })),
57                Transform::from_xyz(position_range.start + percent * pos_len, 0.3, 0.0)
58                    .with_scale(Vec3::splat(radius)),
59            ))
60            .with_child(PointLight {
61                radius,
62                color: Color::srgb(0.2, 0.2, 1.0),
63                ..default()
64            });
65    }
66}
More examples
Hide additional examples
examples/ui/ui_texture_slice.rs (lines 84-92)
44fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
45    let image = asset_server.load("textures/fantasy_ui_borders/panel-border-010.png");
46
47    let slicer = TextureSlicer {
48        border: BorderRect::all(22.0),
49        center_scale_mode: SliceScaleMode::Stretch,
50        sides_scale_mode: SliceScaleMode::Stretch,
51        max_corner_scale: 1.0,
52    };
53    // ui camera
54    commands.spawn(Camera2d);
55    commands
56        .spawn(Node {
57            width: percent(100),
58            height: percent(100),
59            align_items: AlignItems::Center,
60            justify_content: JustifyContent::Center,
61            ..default()
62        })
63        .with_children(|parent| {
64            for [w, h] in [[150.0, 150.0], [300.0, 150.0], [150.0, 300.0]] {
65                parent
66                    .spawn((
67                        Button,
68                        ImageNode {
69                            image: image.clone(),
70                            image_mode: NodeImageMode::Sliced(slicer.clone()),
71                            ..default()
72                        },
73                        Node {
74                            width: px(w),
75                            height: px(h),
76                            // horizontally center child text
77                            justify_content: JustifyContent::Center,
78                            // vertically center child text
79                            align_items: AlignItems::Center,
80                            margin: UiRect::all(px(20)),
81                            ..default()
82                        },
83                    ))
84                    .with_child((
85                        Text::new("Button"),
86                        TextFont {
87                            font: asset_server.load("fonts/FiraSans-Bold.ttf"),
88                            font_size: 33.0,
89                            ..default()
90                        },
91                        TextColor(Color::srgb(0.9, 0.9, 0.9)),
92                    ));
93            }
94        });
95}
examples/picking/dragdrop_picking.rs (lines 61-65)
29fn setup(
30    mut commands: Commands,
31    mut meshes: ResMut<Assets<Mesh>>,
32    mut materials: ResMut<Assets<ColorMaterial>>,
33) {
34    commands.spawn(Camera2d);
35
36    commands
37        .spawn((
38            Node {
39                width: Val::Percent(100.0),
40                height: Val::Percent(100.0),
41                align_items: AlignItems::Center,
42                justify_content: JustifyContent::Start,
43                ..default()
44            },
45            Pickable::IGNORE,
46        ))
47        .with_children(|parent| {
48            parent
49                .spawn((
50                    DraggableButton,
51                    Node {
52                        width: Val::Px(BUTTON_WIDTH),
53                        height: Val::Px(BUTTON_HEIGHT),
54                        margin: UiRect::all(Val::Px(10.0)),
55                        justify_content: JustifyContent::Center,
56                        align_items: AlignItems::Center,
57                        ..default()
58                    },
59                    BackgroundColor(Color::srgb(1.0, 0.0, 0.0)),
60                ))
61                .with_child((
62                    Text::new("Drag from me"),
63                    TextColor(Color::WHITE),
64                    Pickable::IGNORE,
65                ))
66                .observe(
67                    |mut event: On<Pointer<DragStart>>,
68                     mut button_color: Single<&mut BackgroundColor, With<DraggableButton>>| {
69                        button_color.0 = Color::srgb(1.0, 0.5, 0.0);
70                        event.propagate(false);
71                    },
72                )
73                .observe(
74                    |mut event: On<Pointer<DragEnd>>,
75                     mut button_color: Single<&mut BackgroundColor, With<DraggableButton>>| {
76                        button_color.0 = Color::srgb(1.0, 0.0, 0.0);
77                        event.propagate(false);
78                    },
79                );
80        });
81
82    commands
83        .spawn((
84            DropArea,
85            Mesh2d(meshes.add(Rectangle::new(AREA_SIZE, AREA_SIZE))),
86            MeshMaterial2d(materials.add(Color::srgb(0.1, 0.4, 0.1))),
87            Transform::IDENTITY,
88            children![(
89                Text2d::new("Drop here"),
90                TextFont::from_font_size(50.),
91                TextColor(Color::BLACK),
92                Pickable::IGNORE,
93                Transform::from_translation(Vec3::Z),
94            )],
95        ))
96        .observe(on_drag_enter)
97        .observe(on_drag_over)
98        .observe(on_drag_drop)
99        .observe(on_drag_leave);
100}
examples/ui/ui_drag_and_drop.rs (line 96)
16fn setup(mut commands: Commands) {
17    commands.spawn(Camera2d);
18    commands
19        .spawn((Node {
20            display: Display::Grid,
21            align_self: AlignSelf::Center,
22            justify_self: JustifySelf::Center,
23            ..Default::default()
24        }, Pickable::IGNORE, BackgroundColor(Color::srgb(0.4, 0.4, 0.4))))
25        .with_children(|parent| {
26            let tile_colors = [
27                Color::srgb(0.2, 0.2, 0.8),
28                Color::srgb(0.8, 0.2, 0.2)
29            ];
30            for column in 0..COLUMNS {
31                for row in 0..ROWS {
32                    let i = column + row * COLUMNS;
33                    let tile_color = tile_colors[((row % 2) + column) as usize % tile_colors.len()];
34                    let tile_border_color = tile_color.darker(0.025);
35                    parent
36                        .spawn((
37                            Node {
38                                width: Val::Px(TILE_SIZE),
39                                height: Val::Px(TILE_SIZE),
40                                border: UiRect::all(Val::Px(4.)),
41                                grid_row: GridPlacement::start(row + 1),
42                                grid_column: GridPlacement::start(column + 1),
43                                align_items: AlignItems::Center,
44                                justify_content: JustifyContent::Center,
45                                ..Default::default()
46                            },
47                            BorderColor::all(tile_border_color),
48                            BackgroundColor(tile_color),
49                            Outline {
50                                width: Val::Px(2.),
51                                offset: Val::ZERO,
52                                color: Color::NONE,
53                            },
54                            Pickable {
55                                should_block_lower: false,
56                                is_hoverable: true,
57                            },
58                            GlobalZIndex::default()
59                        ))
60                        .observe(move |on_over: On<Pointer<Over>>, mut query: Query<(&mut BackgroundColor, &mut BorderColor)>| {
61                            if let Ok((mut background_color, mut border_color)) = query.get_mut(on_over.event_target()) {
62                                background_color.0 = tile_color.lighter(0.1);
63                                border_color.set_all(tile_border_color.lighter(0.1));
64                            }
65                        })
66                        .observe(move |on_out: On<Pointer<Out>>, mut query: Query<(&mut BackgroundColor, &mut BorderColor)>| {
67                            if let Ok((mut background_color, mut border_color)) = query.get_mut(on_out.event_target()) {
68                                background_color.0 = tile_color;
69                                border_color.set_all(tile_border_color);
70                            }
71                        })
72                        .observe(|on_drag_start: On<Pointer<DragStart>>, mut query: Query<(&mut Outline, &mut GlobalZIndex)>| {
73                            if let Ok((mut outline, mut global_zindex, )) = query.get_mut(on_drag_start.event_target()) {
74                                outline.color = Color::WHITE;
75                                global_zindex.0 = 1;
76                            }
77                        })
78                        .observe(|on_drag: On<Pointer<Drag>>, mut query: Query<&mut UiTransform>| {
79                            if let Ok(mut transform) = query.get_mut(on_drag.event_target()) {
80                                transform.translation = Val2::px(on_drag.distance.x, on_drag.distance.y);
81                            }
82                        })
83                        .observe(move |on_drag_end: On<Pointer<DragEnd>>, mut query: Query<(&mut UiTransform, &mut Outline, &mut GlobalZIndex)>| {
84                            if let Ok((mut transform, mut outline, mut global_zindex)) = query.get_mut(on_drag_end.event_target()) {
85                                transform.translation = Val2::ZERO;
86                                outline.color = Color::NONE;
87                                global_zindex.0 = 0;
88                            }
89                        })
90                        .observe(|on_drag_drop: On<Pointer<DragDrop>>, mut query: Query<&mut Node>| {
91                            if let Ok([mut a, mut b]) = query.get_many_mut([on_drag_drop.event_target(), on_drag_drop.dropped]) {
92                                core::mem::swap(&mut a.grid_row, &mut b.grid_row);
93                                core::mem::swap(&mut a.grid_column, &mut b.grid_column);
94                            }
95                        })
96                        .with_child((Text::new(format!("{i}")), Pickable::IGNORE));
97                }
98            }
99        });
100}
Source§

impl<'a> EntityCommands<'a>

Spawns a entity related to this entity (with the R relationship) by taking a bundle

Spawns entities related to this entity (with the R relationship) by taking a function that operates on a RelatedSpawner.

Relates the given entities to this entity with the relation R.

See add_one_related if you want relate only one entity.

Removes the relation R between this entity and all its related entities.

Relates the given entities to this entity with the relation R, starting at this particular index.

If the related has duplicates, a related entity will take the index of its last occurrence in related. If the indices go out of bounds, they will be clamped into bounds. This will not re-order existing related entities unless they are in related.

Relates the given entity to this with the relation R.

See add_related if you want to relate more than one entity.

Removes the relation R between this entity and the given entities.

Replaces all the related entities with the given set of new related entities.

Replaces all the related entities with a new set of entities.

§Warning

Failing to maintain the functions invariants may lead to erratic engine behavior including random crashes. Refer to EntityWorldMut::replace_related_with_difference for a list of these invariants.

§Panics

Panics when debug assertions are enable, an invariant is are broken and the command is executed.

Despawns entities that relate to this one via the given RelationshipTarget. This entity will not be despawned.

Source

pub fn despawn_children(&mut self) -> &mut EntityCommands<'a>

Despawns the children of this entity. This entity will not be despawned.

This is a specialization of despawn_related, a more general method for despawning via relationships.

Source

pub fn insert_recursive<S>( &mut self, bundle: impl Bundle + Clone, ) -> &mut EntityCommands<'a>

Inserts a component or bundle of components into the entity and all related entities, traversing the relationship tracked in S in a breadth-first manner.

§Warning

This method should only be called on relationships that form a tree-like structure. Any cycles will cause this method to loop infinitely.

Source

pub fn remove_recursive<S, B>(&mut self) -> &mut EntityCommands<'a>

Removes a component or bundle of components of type B from the entity and all related entities, traversing the relationship tracked in S in a breadth-first manner.

§Warning

This method should only be called on relationships that form a tree-like structure. Any cycles will cause this method to loop infinitely.

Source§

impl<'a> EntityCommands<'a>

Source

pub fn id(&self) -> Entity

Returns the Entity id of the entity.

§Example
fn my_system(mut commands: Commands) {
    let entity_id = commands.spawn_empty().id();
}
Examples found in repository?
examples/animation/animated_transform.rs (line 153)
22fn setup(
23    mut commands: Commands,
24    mut meshes: ResMut<Assets<Mesh>>,
25    mut materials: ResMut<Assets<StandardMaterial>>,
26    mut animations: ResMut<Assets<AnimationClip>>,
27    mut graphs: ResMut<Assets<AnimationGraph>>,
28) {
29    // Camera
30    commands.spawn((
31        Camera3d::default(),
32        Transform::from_xyz(-2.0, 2.5, 5.0).looking_at(Vec3::ZERO, Vec3::Y),
33    ));
34
35    // Light
36    commands.spawn((
37        PointLight {
38            intensity: 500_000.0,
39            ..default()
40        },
41        Transform::from_xyz(0.0, 2.5, 0.0),
42    ));
43
44    // Let's use the `Name` component to target entities. We can use anything we
45    // like, but names are convenient.
46    let planet = Name::new("planet");
47    let orbit_controller = Name::new("orbit_controller");
48    let satellite = Name::new("satellite");
49
50    // Creating the animation
51    let mut animation = AnimationClip::default();
52    // A curve can modify a single part of a transform: here, the translation.
53    let planet_animation_target_id = AnimationTargetId::from_name(&planet);
54    animation.add_curve_to_target(
55        planet_animation_target_id,
56        AnimatableCurve::new(
57            animated_field!(Transform::translation),
58            UnevenSampleAutoCurve::new([0.0, 1.0, 2.0, 3.0, 4.0].into_iter().zip([
59                Vec3::new(1.0, 0.0, 1.0),
60                Vec3::new(-1.0, 0.0, 1.0),
61                Vec3::new(-1.0, 0.0, -1.0),
62                Vec3::new(1.0, 0.0, -1.0),
63                // in case seamless looping is wanted, the last keyframe should
64                // be the same as the first one
65                Vec3::new(1.0, 0.0, 1.0),
66            ]))
67            .expect("should be able to build translation curve because we pass in valid samples"),
68        ),
69    );
70    // Or it can modify the rotation of the transform.
71    // To find the entity to modify, the hierarchy will be traversed looking for
72    // an entity with the right name at each level.
73    let orbit_controller_animation_target_id =
74        AnimationTargetId::from_names([planet.clone(), orbit_controller.clone()].iter());
75    animation.add_curve_to_target(
76        orbit_controller_animation_target_id,
77        AnimatableCurve::new(
78            animated_field!(Transform::rotation),
79            UnevenSampleAutoCurve::new([0.0, 1.0, 2.0, 3.0, 4.0].into_iter().zip([
80                Quat::IDENTITY,
81                Quat::from_axis_angle(Vec3::Y, PI / 2.),
82                Quat::from_axis_angle(Vec3::Y, PI / 2. * 2.),
83                Quat::from_axis_angle(Vec3::Y, PI / 2. * 3.),
84                Quat::IDENTITY,
85            ]))
86            .expect("Failed to build rotation curve"),
87        ),
88    );
89    // If a curve in an animation is shorter than the other, it will not repeat
90    // until all other curves are finished. In that case, another animation should
91    // be created for each part that would have a different duration / period.
92    let satellite_animation_target_id = AnimationTargetId::from_names(
93        [planet.clone(), orbit_controller.clone(), satellite.clone()].iter(),
94    );
95    animation.add_curve_to_target(
96        satellite_animation_target_id,
97        AnimatableCurve::new(
98            animated_field!(Transform::scale),
99            UnevenSampleAutoCurve::new(
100                [0.0, 0.5, 1.0, 1.5, 2.0, 2.5, 3.0, 3.5, 4.0]
101                    .into_iter()
102                    .zip([
103                        Vec3::splat(0.8),
104                        Vec3::splat(1.2),
105                        Vec3::splat(0.8),
106                        Vec3::splat(1.2),
107                        Vec3::splat(0.8),
108                        Vec3::splat(1.2),
109                        Vec3::splat(0.8),
110                        Vec3::splat(1.2),
111                        Vec3::splat(0.8),
112                    ]),
113            )
114            .expect("Failed to build scale curve"),
115        ),
116    );
117    // There can be more than one curve targeting the same entity path.
118    animation.add_curve_to_target(
119        AnimationTargetId::from_names(
120            [planet.clone(), orbit_controller.clone(), satellite.clone()].iter(),
121        ),
122        AnimatableCurve::new(
123            animated_field!(Transform::rotation),
124            UnevenSampleAutoCurve::new([0.0, 1.0, 2.0, 3.0, 4.0].into_iter().zip([
125                Quat::IDENTITY,
126                Quat::from_axis_angle(Vec3::Y, PI / 2.),
127                Quat::from_axis_angle(Vec3::Y, PI / 2. * 2.),
128                Quat::from_axis_angle(Vec3::Y, PI / 2. * 3.),
129                Quat::IDENTITY,
130            ]))
131            .expect("should be able to build translation curve because we pass in valid samples"),
132        ),
133    );
134
135    // Create the animation graph
136    let (graph, animation_index) = AnimationGraph::from_clip(animations.add(animation));
137
138    // Create the animation player, and set it to repeat
139    let mut player = AnimationPlayer::default();
140    player.play(animation_index).repeat();
141
142    // Create the scene that will be animated
143    // First entity is the planet
144    let planet_entity = commands
145        .spawn((
146            Mesh3d(meshes.add(Sphere::default())),
147            MeshMaterial3d(materials.add(Color::srgb(0.8, 0.7, 0.6))),
148            // Add the animation graph and player
149            planet,
150            AnimationGraphHandle(graphs.add(graph)),
151            player,
152        ))
153        .id();
154    commands.entity(planet_entity).insert((
155        planet_animation_target_id,
156        AnimatedBy(planet_entity),
157        children![(
158            Transform::default(),
159            Visibility::default(),
160            orbit_controller,
161            orbit_controller_animation_target_id,
162            AnimatedBy(planet_entity),
163            children![(
164                Mesh3d(meshes.add(Cuboid::new(0.5, 0.5, 0.5))),
165                MeshMaterial3d(materials.add(Color::srgb(0.3, 0.9, 0.3))),
166                Transform::from_xyz(1.5, 0.0, 0.0),
167                satellite_animation_target_id,
168                AnimatedBy(planet_entity),
169                satellite,
170            )],
171        )],
172    ));
173}
Source

pub fn reborrow(&mut self) -> EntityCommands<'_>

Returns an EntityCommands with a smaller lifetime.

This is useful if you have &mut EntityCommands but you need EntityCommands.

Source

pub fn entry<T>(&mut self) -> EntityEntryCommands<'_, T>
where T: Component,

Get an EntityEntryCommands for the Component T, allowing you to modify it or insert it if it isn’t already present.

See also insert_if_new, which lets you insert a Bundle without overwriting it.

§Example
#[derive(Component)]
struct Level(u32);


#[derive(Component, Default)]
struct Mana {
    max: u32,
    current: u32,
}

fn level_up_system(mut commands: Commands, player: Res<PlayerEntity>) {
    // If a component already exists then modify it, otherwise insert a default value
    commands
        .entity(player.entity)
        .entry::<Level>()
        .and_modify(|mut lvl| lvl.0 += 1)
        .or_insert(Level(0));

    // Add a default value if none exists, and then modify the existing or new value
    commands
        .entity(player.entity)
        .entry::<Mana>()
        .or_default()
        .and_modify(|mut mana| {
            mana.max += 10;
            mana.current = mana.max;
    });
}
Source

pub fn insert(&mut self, bundle: impl Bundle) -> &mut EntityCommands<'a>

Adds a Bundle of components to the entity.

This will overwrite any previous value(s) of the same component type. See EntityCommands::insert_if_new to keep the old value instead.

§Example
#[derive(Component)]
struct Health(u32);
#[derive(Component)]
struct Strength(u32);
#[derive(Component)]
struct Defense(u32);

#[derive(Bundle)]
struct CombatBundle {
    health: Health,
    strength: Strength,
}

fn add_combat_stats_system(mut commands: Commands, player: Res<PlayerEntity>) {
    commands
        .entity(player.entity)
        // You can insert individual components:
        .insert(Defense(10))
        // You can also insert pre-defined bundles of components:
        .insert(CombatBundle {
            health: Health(100),
            strength: Strength(40),
        })
        // You can also insert tuples of components and bundles.
        // This is equivalent to the calls above:
        .insert((
            Defense(10),
            CombatBundle {
                health: Health(100),
                strength: Strength(40),
            },
        ));
}
Examples found in repository?
examples/window/screenshot.rs (line 43)
31fn screenshot_saving(
32    mut commands: Commands,
33    screenshot_saving: Query<Entity, With<Capturing>>,
34    window: Single<Entity, With<Window>>,
35) {
36    match screenshot_saving.iter().count() {
37        0 => {
38            commands.entity(*window).remove::<CursorIcon>();
39        }
40        x if x > 0 => {
41            commands
42                .entity(*window)
43                .insert(CursorIcon::from(SystemCursorIcon::Progress));
44        }
45        _ => {}
46    }
47}
More examples
Hide additional examples
examples/ui/tab_navigation.rs (lines 56-60)
48fn focus_system(
49    mut commands: Commands,
50    focus: Res<InputFocus>,
51    mut query: Query<Entity, With<Button>>,
52) {
53    if focus.is_changed() {
54        for button in query.iter_mut() {
55            if focus.0 == Some(button) {
56                commands.entity(button).insert(Outline {
57                    color: Color::WHITE,
58                    width: px(2),
59                    offset: px(2),
60                });
61            } else {
62                commands.entity(button).remove::<Outline>();
63            }
64        }
65    }
66}
examples/2d/bloom_2d.rs (line 189)
72fn update_bloom_settings(
73    camera: Single<(Entity, &Tonemapping, Option<&mut Bloom>), With<Camera>>,
74    mut text: Single<&mut Text>,
75    mut commands: Commands,
76    keycode: Res<ButtonInput<KeyCode>>,
77    time: Res<Time>,
78) {
79    let (camera_entity, tonemapping, bloom) = camera.into_inner();
80
81    match bloom {
82        Some(mut bloom) => {
83            text.0 = "Bloom (Toggle: Space)\n".to_string();
84            text.push_str(&format!("(Q/A) Intensity: {:.2}\n", bloom.intensity));
85            text.push_str(&format!(
86                "(W/S) Low-frequency boost: {:.2}\n",
87                bloom.low_frequency_boost
88            ));
89            text.push_str(&format!(
90                "(E/D) Low-frequency boost curvature: {:.2}\n",
91                bloom.low_frequency_boost_curvature
92            ));
93            text.push_str(&format!(
94                "(R/F) High-pass frequency: {:.2}\n",
95                bloom.high_pass_frequency
96            ));
97            text.push_str(&format!(
98                "(T/G) Mode: {}\n",
99                match bloom.composite_mode {
100                    BloomCompositeMode::EnergyConserving => "Energy-conserving",
101                    BloomCompositeMode::Additive => "Additive",
102                }
103            ));
104            text.push_str(&format!(
105                "(Y/H) Threshold: {:.2}\n",
106                bloom.prefilter.threshold
107            ));
108            text.push_str(&format!(
109                "(U/J) Threshold softness: {:.2}\n",
110                bloom.prefilter.threshold_softness
111            ));
112            text.push_str(&format!("(I/K) Horizontal Scale: {:.2}\n", bloom.scale.x));
113
114            if keycode.just_pressed(KeyCode::Space) {
115                commands.entity(camera_entity).remove::<Bloom>();
116            }
117
118            let dt = time.delta_secs();
119
120            if keycode.pressed(KeyCode::KeyA) {
121                bloom.intensity -= dt / 10.0;
122            }
123            if keycode.pressed(KeyCode::KeyQ) {
124                bloom.intensity += dt / 10.0;
125            }
126            bloom.intensity = bloom.intensity.clamp(0.0, 1.0);
127
128            if keycode.pressed(KeyCode::KeyS) {
129                bloom.low_frequency_boost -= dt / 10.0;
130            }
131            if keycode.pressed(KeyCode::KeyW) {
132                bloom.low_frequency_boost += dt / 10.0;
133            }
134            bloom.low_frequency_boost = bloom.low_frequency_boost.clamp(0.0, 1.0);
135
136            if keycode.pressed(KeyCode::KeyD) {
137                bloom.low_frequency_boost_curvature -= dt / 10.0;
138            }
139            if keycode.pressed(KeyCode::KeyE) {
140                bloom.low_frequency_boost_curvature += dt / 10.0;
141            }
142            bloom.low_frequency_boost_curvature =
143                bloom.low_frequency_boost_curvature.clamp(0.0, 1.0);
144
145            if keycode.pressed(KeyCode::KeyF) {
146                bloom.high_pass_frequency -= dt / 10.0;
147            }
148            if keycode.pressed(KeyCode::KeyR) {
149                bloom.high_pass_frequency += dt / 10.0;
150            }
151            bloom.high_pass_frequency = bloom.high_pass_frequency.clamp(0.0, 1.0);
152
153            if keycode.pressed(KeyCode::KeyG) {
154                bloom.composite_mode = BloomCompositeMode::Additive;
155            }
156            if keycode.pressed(KeyCode::KeyT) {
157                bloom.composite_mode = BloomCompositeMode::EnergyConserving;
158            }
159
160            if keycode.pressed(KeyCode::KeyH) {
161                bloom.prefilter.threshold -= dt;
162            }
163            if keycode.pressed(KeyCode::KeyY) {
164                bloom.prefilter.threshold += dt;
165            }
166            bloom.prefilter.threshold = bloom.prefilter.threshold.max(0.0);
167
168            if keycode.pressed(KeyCode::KeyJ) {
169                bloom.prefilter.threshold_softness -= dt / 10.0;
170            }
171            if keycode.pressed(KeyCode::KeyU) {
172                bloom.prefilter.threshold_softness += dt / 10.0;
173            }
174            bloom.prefilter.threshold_softness = bloom.prefilter.threshold_softness.clamp(0.0, 1.0);
175
176            if keycode.pressed(KeyCode::KeyK) {
177                bloom.scale.x -= dt * 2.0;
178            }
179            if keycode.pressed(KeyCode::KeyI) {
180                bloom.scale.x += dt * 2.0;
181            }
182            bloom.scale.x = bloom.scale.x.clamp(0.0, 16.0);
183        }
184
185        None => {
186            text.0 = "Bloom: Off (Toggle: Space)\n".to_string();
187
188            if keycode.just_pressed(KeyCode::Space) {
189                commands.entity(camera_entity).insert(Bloom::default());
190            }
191        }
192    }
193
194    text.push_str(&format!("(O) Tonemapping: {tonemapping:?}\n"));
195    if keycode.just_pressed(KeyCode::KeyO) {
196        commands
197            .entity(camera_entity)
198            .insert(next_tonemap(tonemapping));
199    }
200}
examples/animation/animated_transform.rs (lines 154-172)
22fn setup(
23    mut commands: Commands,
24    mut meshes: ResMut<Assets<Mesh>>,
25    mut materials: ResMut<Assets<StandardMaterial>>,
26    mut animations: ResMut<Assets<AnimationClip>>,
27    mut graphs: ResMut<Assets<AnimationGraph>>,
28) {
29    // Camera
30    commands.spawn((
31        Camera3d::default(),
32        Transform::from_xyz(-2.0, 2.5, 5.0).looking_at(Vec3::ZERO, Vec3::Y),
33    ));
34
35    // Light
36    commands.spawn((
37        PointLight {
38            intensity: 500_000.0,
39            ..default()
40        },
41        Transform::from_xyz(0.0, 2.5, 0.0),
42    ));
43
44    // Let's use the `Name` component to target entities. We can use anything we
45    // like, but names are convenient.
46    let planet = Name::new("planet");
47    let orbit_controller = Name::new("orbit_controller");
48    let satellite = Name::new("satellite");
49
50    // Creating the animation
51    let mut animation = AnimationClip::default();
52    // A curve can modify a single part of a transform: here, the translation.
53    let planet_animation_target_id = AnimationTargetId::from_name(&planet);
54    animation.add_curve_to_target(
55        planet_animation_target_id,
56        AnimatableCurve::new(
57            animated_field!(Transform::translation),
58            UnevenSampleAutoCurve::new([0.0, 1.0, 2.0, 3.0, 4.0].into_iter().zip([
59                Vec3::new(1.0, 0.0, 1.0),
60                Vec3::new(-1.0, 0.0, 1.0),
61                Vec3::new(-1.0, 0.0, -1.0),
62                Vec3::new(1.0, 0.0, -1.0),
63                // in case seamless looping is wanted, the last keyframe should
64                // be the same as the first one
65                Vec3::new(1.0, 0.0, 1.0),
66            ]))
67            .expect("should be able to build translation curve because we pass in valid samples"),
68        ),
69    );
70    // Or it can modify the rotation of the transform.
71    // To find the entity to modify, the hierarchy will be traversed looking for
72    // an entity with the right name at each level.
73    let orbit_controller_animation_target_id =
74        AnimationTargetId::from_names([planet.clone(), orbit_controller.clone()].iter());
75    animation.add_curve_to_target(
76        orbit_controller_animation_target_id,
77        AnimatableCurve::new(
78            animated_field!(Transform::rotation),
79            UnevenSampleAutoCurve::new([0.0, 1.0, 2.0, 3.0, 4.0].into_iter().zip([
80                Quat::IDENTITY,
81                Quat::from_axis_angle(Vec3::Y, PI / 2.),
82                Quat::from_axis_angle(Vec3::Y, PI / 2. * 2.),
83                Quat::from_axis_angle(Vec3::Y, PI / 2. * 3.),
84                Quat::IDENTITY,
85            ]))
86            .expect("Failed to build rotation curve"),
87        ),
88    );
89    // If a curve in an animation is shorter than the other, it will not repeat
90    // until all other curves are finished. In that case, another animation should
91    // be created for each part that would have a different duration / period.
92    let satellite_animation_target_id = AnimationTargetId::from_names(
93        [planet.clone(), orbit_controller.clone(), satellite.clone()].iter(),
94    );
95    animation.add_curve_to_target(
96        satellite_animation_target_id,
97        AnimatableCurve::new(
98            animated_field!(Transform::scale),
99            UnevenSampleAutoCurve::new(
100                [0.0, 0.5, 1.0, 1.5, 2.0, 2.5, 3.0, 3.5, 4.0]
101                    .into_iter()
102                    .zip([
103                        Vec3::splat(0.8),
104                        Vec3::splat(1.2),
105                        Vec3::splat(0.8),
106                        Vec3::splat(1.2),
107                        Vec3::splat(0.8),
108                        Vec3::splat(1.2),
109                        Vec3::splat(0.8),
110                        Vec3::splat(1.2),
111                        Vec3::splat(0.8),
112                    ]),
113            )
114            .expect("Failed to build scale curve"),
115        ),
116    );
117    // There can be more than one curve targeting the same entity path.
118    animation.add_curve_to_target(
119        AnimationTargetId::from_names(
120            [planet.clone(), orbit_controller.clone(), satellite.clone()].iter(),
121        ),
122        AnimatableCurve::new(
123            animated_field!(Transform::rotation),
124            UnevenSampleAutoCurve::new([0.0, 1.0, 2.0, 3.0, 4.0].into_iter().zip([
125                Quat::IDENTITY,
126                Quat::from_axis_angle(Vec3::Y, PI / 2.),
127                Quat::from_axis_angle(Vec3::Y, PI / 2. * 2.),
128                Quat::from_axis_angle(Vec3::Y, PI / 2. * 3.),
129                Quat::IDENTITY,
130            ]))
131            .expect("should be able to build translation curve because we pass in valid samples"),
132        ),
133    );
134
135    // Create the animation graph
136    let (graph, animation_index) = AnimationGraph::from_clip(animations.add(animation));
137
138    // Create the animation player, and set it to repeat
139    let mut player = AnimationPlayer::default();
140    player.play(animation_index).repeat();
141
142    // Create the scene that will be animated
143    // First entity is the planet
144    let planet_entity = commands
145        .spawn((
146            Mesh3d(meshes.add(Sphere::default())),
147            MeshMaterial3d(materials.add(Color::srgb(0.8, 0.7, 0.6))),
148            // Add the animation graph and player
149            planet,
150            AnimationGraphHandle(graphs.add(graph)),
151            player,
152        ))
153        .id();
154    commands.entity(planet_entity).insert((
155        planet_animation_target_id,
156        AnimatedBy(planet_entity),
157        children![(
158            Transform::default(),
159            Visibility::default(),
160            orbit_controller,
161            orbit_controller_animation_target_id,
162            AnimatedBy(planet_entity),
163            children![(
164                Mesh3d(meshes.add(Cuboid::new(0.5, 0.5, 0.5))),
165                MeshMaterial3d(materials.add(Color::srgb(0.3, 0.9, 0.3))),
166                Transform::from_xyz(1.5, 0.0, 0.0),
167                satellite_animation_target_id,
168                AnimatedBy(planet_entity),
169                satellite,
170            )],
171        )],
172    ));
173}
Source

pub fn insert_if<F>( &mut self, bundle: impl Bundle, condition: F, ) -> &mut EntityCommands<'a>
where F: FnOnce() -> bool,

Adds a Bundle of components to the entity if the predicate returns true.

This is useful for chaining method calls.

§Example
#[derive(Component)]
struct StillLoadingStats;
#[derive(Component)]
struct Health(u32);

fn add_health_system(mut commands: Commands, player: Res<PlayerEntity>) {
    commands
        .entity(player.entity)
        .insert_if(Health(10), || !player.is_spectator())
        .remove::<StillLoadingStats>();
}
Source

pub fn insert_if_new(&mut self, bundle: impl Bundle) -> &mut EntityCommands<'a>

Adds a Bundle of components to the entity without overwriting.

This is the same as EntityCommands::insert, but in case of duplicate components will leave the old values instead of replacing them with new ones.

See also entry, which lets you modify a Component if it’s present, as well as initialize it with a default value.

Source

pub fn insert_if_new_and<F>( &mut self, bundle: impl Bundle, condition: F, ) -> &mut EntityCommands<'a>
where F: FnOnce() -> bool,

Adds a Bundle of components to the entity without overwriting if the predicate returns true.

This is the same as EntityCommands::insert_if, but in case of duplicate components will leave the old values instead of replacing them with new ones.

Source

pub unsafe fn insert_by_id<T>( &mut self, component_id: ComponentId, value: T, ) -> &mut EntityCommands<'a>
where T: Send + 'static,

Adds a dynamic Component to the entity.

This will overwrite any previous value(s) of the same component type.

You should prefer to use the typed API EntityCommands::insert where possible.

§Safety
  • ComponentId must be from the same world as self.
  • T must have the same layout as the one passed during component_id creation.
Source

pub unsafe fn try_insert_by_id<T>( &mut self, component_id: ComponentId, value: T, ) -> &mut EntityCommands<'a>
where T: Send + 'static,

Adds a dynamic Component to the entity.

This will overwrite any previous value(s) of the same component type.

You should prefer to use the typed API EntityCommands::try_insert where possible.

§Note

If the entity does not exist when this command is executed, the resulting error will be ignored.

§Safety
  • ComponentId must be from the same world as self.
  • T must have the same layout as the one passed during component_id creation.
Source

pub fn try_insert(&mut self, bundle: impl Bundle) -> &mut EntityCommands<'a>

Adds a Bundle of components to the entity.

This will overwrite any previous value(s) of the same component type.

§Note

If the entity does not exist when this command is executed, the resulting error will be ignored.

§Example
#[derive(Component)]
struct Health(u32);
#[derive(Component)]
struct Strength(u32);
#[derive(Component)]
struct Defense(u32);

#[derive(Bundle)]
struct CombatBundle {
    health: Health,
    strength: Strength,
}

fn add_combat_stats_system(mut commands: Commands, player: Res<PlayerEntity>) {
    commands.entity(player.entity)
        // You can insert individual components:
        .try_insert(Defense(10))
        // You can also insert tuples of components:
        .try_insert(CombatBundle {
            health: Health(100),
            strength: Strength(40),
        });

    // Suppose this occurs in a parallel adjacent system or process.
    commands.entity(player.entity).despawn();

    // This will not panic nor will it add the component.
    commands.entity(player.entity).try_insert(Defense(5));
}
Source

pub fn try_insert_if<F>( &mut self, bundle: impl Bundle, condition: F, ) -> &mut EntityCommands<'a>
where F: FnOnce() -> bool,

Adds a Bundle of components to the entity if the predicate returns true.

This is useful for chaining method calls.

§Note

If the entity does not exist when this command is executed, the resulting error will be ignored.

Source

pub fn try_insert_if_new_and<F>( &mut self, bundle: impl Bundle, condition: F, ) -> &mut EntityCommands<'a>
where F: FnOnce() -> bool,

Adds a Bundle of components to the entity without overwriting if the predicate returns true.

This is the same as EntityCommands::try_insert_if, but in case of duplicate components will leave the old values instead of replacing them with new ones.

§Note

If the entity does not exist when this command is executed, the resulting error will be ignored.

Source

pub fn try_insert_if_new( &mut self, bundle: impl Bundle, ) -> &mut EntityCommands<'a>

Adds a Bundle of components to the entity without overwriting.

This is the same as EntityCommands::try_insert, but in case of duplicate components will leave the old values instead of replacing them with new ones.

§Note

If the entity does not exist when this command is executed, the resulting error will be ignored.

Source

pub fn remove<B>(&mut self) -> &mut EntityCommands<'a>
where B: Bundle,

Removes a Bundle of components from the entity.

This will remove all components that intersect with the provided bundle; the entity does not need to have all the components in the bundle.

This will emit a warning if the entity does not exist.

§Example
#[derive(Component)]
struct Health(u32);
#[derive(Component)]
struct Strength(u32);
#[derive(Component)]
struct Defense(u32);

#[derive(Bundle)]
struct CombatBundle {
    health: Health,
    strength: Strength,
}

fn remove_combat_stats_system(mut commands: Commands, player: Res<PlayerEntity>) {
    commands
        .entity(player.entity)
        // You can remove individual components:
        .remove::<Defense>()
        // You can also remove pre-defined bundles of components:
        .remove::<CombatBundle>()
        // You can also remove tuples of components and bundles.
        // This is equivalent to the calls above:
        .remove::<(Defense, CombatBundle)>();
}
Examples found in repository?
examples/remote/server.rs (line 86)
85fn remove(mut commands: Commands, cube_entity: Single<Entity, With<Cube>>) {
86    commands.entity(*cube_entity).remove::<Cube>();
87}
More examples
Hide additional examples
examples/window/screenshot.rs (line 38)
31fn screenshot_saving(
32    mut commands: Commands,
33    screenshot_saving: Query<Entity, With<Capturing>>,
34    window: Single<Entity, With<Window>>,
35) {
36    match screenshot_saving.iter().count() {
37        0 => {
38            commands.entity(*window).remove::<CursorIcon>();
39        }
40        x if x > 0 => {
41            commands
42                .entity(*window)
43                .insert(CursorIcon::from(SystemCursorIcon::Progress));
44        }
45        _ => {}
46    }
47}
examples/ui/tab_navigation.rs (line 62)
48fn focus_system(
49    mut commands: Commands,
50    focus: Res<InputFocus>,
51    mut query: Query<Entity, With<Button>>,
52) {
53    if focus.is_changed() {
54        for button in query.iter_mut() {
55            if focus.0 == Some(button) {
56                commands.entity(button).insert(Outline {
57                    color: Color::WHITE,
58                    width: px(2),
59                    offset: px(2),
60                });
61            } else {
62                commands.entity(button).remove::<Outline>();
63            }
64        }
65    }
66}
examples/2d/bloom_2d.rs (line 115)
72fn update_bloom_settings(
73    camera: Single<(Entity, &Tonemapping, Option<&mut Bloom>), With<Camera>>,
74    mut text: Single<&mut Text>,
75    mut commands: Commands,
76    keycode: Res<ButtonInput<KeyCode>>,
77    time: Res<Time>,
78) {
79    let (camera_entity, tonemapping, bloom) = camera.into_inner();
80
81    match bloom {
82        Some(mut bloom) => {
83            text.0 = "Bloom (Toggle: Space)\n".to_string();
84            text.push_str(&format!("(Q/A) Intensity: {:.2}\n", bloom.intensity));
85            text.push_str(&format!(
86                "(W/S) Low-frequency boost: {:.2}\n",
87                bloom.low_frequency_boost
88            ));
89            text.push_str(&format!(
90                "(E/D) Low-frequency boost curvature: {:.2}\n",
91                bloom.low_frequency_boost_curvature
92            ));
93            text.push_str(&format!(
94                "(R/F) High-pass frequency: {:.2}\n",
95                bloom.high_pass_frequency
96            ));
97            text.push_str(&format!(
98                "(T/G) Mode: {}\n",
99                match bloom.composite_mode {
100                    BloomCompositeMode::EnergyConserving => "Energy-conserving",
101                    BloomCompositeMode::Additive => "Additive",
102                }
103            ));
104            text.push_str(&format!(
105                "(Y/H) Threshold: {:.2}\n",
106                bloom.prefilter.threshold
107            ));
108            text.push_str(&format!(
109                "(U/J) Threshold softness: {:.2}\n",
110                bloom.prefilter.threshold_softness
111            ));
112            text.push_str(&format!("(I/K) Horizontal Scale: {:.2}\n", bloom.scale.x));
113
114            if keycode.just_pressed(KeyCode::Space) {
115                commands.entity(camera_entity).remove::<Bloom>();
116            }
117
118            let dt = time.delta_secs();
119
120            if keycode.pressed(KeyCode::KeyA) {
121                bloom.intensity -= dt / 10.0;
122            }
123            if keycode.pressed(KeyCode::KeyQ) {
124                bloom.intensity += dt / 10.0;
125            }
126            bloom.intensity = bloom.intensity.clamp(0.0, 1.0);
127
128            if keycode.pressed(KeyCode::KeyS) {
129                bloom.low_frequency_boost -= dt / 10.0;
130            }
131            if keycode.pressed(KeyCode::KeyW) {
132                bloom.low_frequency_boost += dt / 10.0;
133            }
134            bloom.low_frequency_boost = bloom.low_frequency_boost.clamp(0.0, 1.0);
135
136            if keycode.pressed(KeyCode::KeyD) {
137                bloom.low_frequency_boost_curvature -= dt / 10.0;
138            }
139            if keycode.pressed(KeyCode::KeyE) {
140                bloom.low_frequency_boost_curvature += dt / 10.0;
141            }
142            bloom.low_frequency_boost_curvature =
143                bloom.low_frequency_boost_curvature.clamp(0.0, 1.0);
144
145            if keycode.pressed(KeyCode::KeyF) {
146                bloom.high_pass_frequency -= dt / 10.0;
147            }
148            if keycode.pressed(KeyCode::KeyR) {
149                bloom.high_pass_frequency += dt / 10.0;
150            }
151            bloom.high_pass_frequency = bloom.high_pass_frequency.clamp(0.0, 1.0);
152
153            if keycode.pressed(KeyCode::KeyG) {
154                bloom.composite_mode = BloomCompositeMode::Additive;
155            }
156            if keycode.pressed(KeyCode::KeyT) {
157                bloom.composite_mode = BloomCompositeMode::EnergyConserving;
158            }
159
160            if keycode.pressed(KeyCode::KeyH) {
161                bloom.prefilter.threshold -= dt;
162            }
163            if keycode.pressed(KeyCode::KeyY) {
164                bloom.prefilter.threshold += dt;
165            }
166            bloom.prefilter.threshold = bloom.prefilter.threshold.max(0.0);
167
168            if keycode.pressed(KeyCode::KeyJ) {
169                bloom.prefilter.threshold_softness -= dt / 10.0;
170            }
171            if keycode.pressed(KeyCode::KeyU) {
172                bloom.prefilter.threshold_softness += dt / 10.0;
173            }
174            bloom.prefilter.threshold_softness = bloom.prefilter.threshold_softness.clamp(0.0, 1.0);
175
176            if keycode.pressed(KeyCode::KeyK) {
177                bloom.scale.x -= dt * 2.0;
178            }
179            if keycode.pressed(KeyCode::KeyI) {
180                bloom.scale.x += dt * 2.0;
181            }
182            bloom.scale.x = bloom.scale.x.clamp(0.0, 16.0);
183        }
184
185        None => {
186            text.0 = "Bloom: Off (Toggle: Space)\n".to_string();
187
188            if keycode.just_pressed(KeyCode::Space) {
189                commands.entity(camera_entity).insert(Bloom::default());
190            }
191        }
192    }
193
194    text.push_str(&format!("(O) Tonemapping: {tonemapping:?}\n"));
195    if keycode.just_pressed(KeyCode::KeyO) {
196        commands
197            .entity(camera_entity)
198            .insert(next_tonemap(tonemapping));
199    }
200}
Source

pub fn remove_if<B>( &mut self, condition: impl FnOnce() -> bool, ) -> &mut EntityCommands<'a>
where B: Bundle,

Removes a Bundle of components from the entity if the predicate returns true.

This is useful for chaining method calls.

§Example
#[derive(Component)]
struct Health(u32);
#[derive(Component)]
struct Strength(u32);
#[derive(Component)]
struct Defense(u32);

#[derive(Bundle)]
struct CombatBundle {
    health: Health,
    strength: Strength,
}

fn remove_combat_stats_system(mut commands: Commands, player: Res<PlayerEntity>) {
    commands
        .entity(player.entity)
        .remove_if::<(Defense, CombatBundle)>(|| !player.is_spectator());
}
Source

pub fn try_remove_if<B>( &mut self, condition: impl FnOnce() -> bool, ) -> &mut EntityCommands<'a>
where B: Bundle,

Removes a Bundle of components from the entity if the predicate returns true.

This is useful for chaining method calls.

§Note

If the entity does not exist when this command is executed, the resulting error will be ignored.

Source

pub fn try_remove<B>(&mut self) -> &mut EntityCommands<'a>
where B: Bundle,

Removes a Bundle of components from the entity.

This will remove all components that intersect with the provided bundle; the entity does not need to have all the components in the bundle.

Unlike Self::remove, this will not emit a warning if the entity does not exist.

§Example
#[derive(Component)]
struct Health(u32);
#[derive(Component)]
struct Strength(u32);
#[derive(Component)]
struct Defense(u32);

#[derive(Bundle)]
struct CombatBundle {
    health: Health,
    strength: Strength,
}

fn remove_combat_stats_system(mut commands: Commands, player: Res<PlayerEntity>) {
    commands
        .entity(player.entity)
        // You can remove individual components:
        .try_remove::<Defense>()
        // You can also remove pre-defined bundles of components:
        .try_remove::<CombatBundle>()
        // You can also remove tuples of components and bundles.
        // This is equivalent to the calls above:
        .try_remove::<(Defense, CombatBundle)>();
}
Source

pub fn remove_with_requires<B>(&mut self) -> &mut EntityCommands<'a>
where B: Bundle,

Removes a Bundle of components from the entity, and also removes any components required by the components in the bundle.

This will remove all components that intersect with the provided bundle; the entity does not need to have all the components in the bundle.

§Example
#[derive(Component)]
#[require(B)]
struct A;
#[derive(Component, Default)]
struct B;

fn remove_with_requires_system(mut commands: Commands, player: Res<PlayerEntity>) {
    commands
        .entity(player.entity)
        // Removes both A and B from the entity, because B is required by A.
        .remove_with_requires::<A>();
}
Source

pub fn remove_by_id( &mut self, component_id: ComponentId, ) -> &mut EntityCommands<'a>

Removes a dynamic Component from the entity if it exists.

§Panics

Panics if the provided ComponentId does not exist in the World.

Source

pub fn clear(&mut self) -> &mut EntityCommands<'a>

Removes all components associated with the entity.

Source

pub fn despawn(&mut self)

Despawns the entity.

This will emit a warning if the entity does not exist.

§Note

This will also despawn the entities in any RelationshipTarget that is configured to despawn descendants.

For example, this will recursively despawn Children.

§Example
fn remove_character_system(
    mut commands: Commands,
    character_to_remove: Res<CharacterToRemove>
) {
    commands.entity(character_to_remove.entity).despawn();
}
Examples found in repository?
examples/picking/dragdrop_picking.rs (line 147)
138fn on_drag_drop(
139    mut event: On<Pointer<DragDrop>>,
140    button: Single<Entity, With<DraggableButton>>,
141    mut commands: Commands,
142    ghost: Single<Entity, With<GhostPreview>>,
143    mut meshes: ResMut<Assets<Mesh>>,
144    mut materials: ResMut<Assets<ColorMaterial>>,
145) {
146    if event.dropped == *button {
147        commands.entity(*ghost).despawn();
148        let Some(position) = event.hit.position else {
149            return;
150        };
151        commands.spawn((
152            DroppedElement,
153            Mesh2d(meshes.add(Circle::new(ELEMENT_SIZE))),
154            MeshMaterial2d(materials.add(Color::srgb(1.0, 1.0, 0.6))),
155            Transform::from_translation(position + 2. * Vec3::Z),
156            Pickable::IGNORE,
157        ));
158        event.propagate(false);
159    }
160}
161
162fn on_drag_leave(
163    mut event: On<Pointer<DragLeave>>,
164    button: Single<Entity, With<DraggableButton>>,
165    mut commands: Commands,
166    ghost: Single<Entity, With<GhostPreview>>,
167) {
168    if event.dragged == *button {
169        commands.entity(*ghost).despawn();
170        event.propagate(false);
171    }
172}
Source

pub fn try_despawn(&mut self)

Despawns the entity.

Unlike Self::despawn, this will not emit a warning if the entity does not exist.

§Note

This will also despawn the entities in any RelationshipTarget that is configured to despawn descendants.

For example, this will recursively despawn Children.

Source

pub fn queue<C, T, M>(&mut self, command: C) -> &mut EntityCommands<'a>

Pushes an EntityCommand to the queue, which will get executed for the current Entity.

The default error handler will be used to handle error cases. Every EntityCommand checks whether the entity exists at the time of execution and returns an error if it does not.

To use a custom error handler, see EntityCommands::queue_handled.

The command can be:

§Example
commands
    .spawn_empty()
    // Closures with this signature implement `EntityCommand`.
    .queue(|entity: EntityWorldMut| {
        println!("Executed an EntityCommand for {}", entity.id());
    });
Source

pub fn queue_handled<C, T, M>( &mut self, command: C, error_handler: fn(BevyError, ErrorContext), ) -> &mut EntityCommands<'a>

Pushes an EntityCommand to the queue, which will get executed for the current Entity.

The given error_handler will be used to handle error cases. Every EntityCommand checks whether the entity exists at the time of execution and returns an error if it does not.

To implicitly use the default error handler, see EntityCommands::queue.

The command can be:

§Example
use bevy_ecs::error::warn;

commands
    .spawn_empty()
    // Closures with this signature implement `EntityCommand`.
    .queue_handled(
        |entity: EntityWorldMut| -> Result {
            let value: usize = "100".parse()?;
            println!("Successfully parsed the value {} for entity {}", value, entity.id());
            Ok(())
        },
        warn
    );
Source

pub fn queue_silenced<C, T, M>(&mut self, command: C) -> &mut EntityCommands<'a>

Pushes an EntityCommand to the queue, which will get executed for the current Entity.

Unlike EntityCommands::queue_handled, this will completely ignore any errors that occur.

Source

pub fn retain<B>(&mut self) -> &mut EntityCommands<'a>
where B: Bundle,

Removes all components except the given Bundle from the entity.

§Example
#[derive(Component)]
struct Health(u32);
#[derive(Component)]
struct Strength(u32);
#[derive(Component)]
struct Defense(u32);

#[derive(Bundle)]
struct CombatBundle {
    health: Health,
    strength: Strength,
}

fn remove_combat_stats_system(mut commands: Commands, player: Res<PlayerEntity>) {
    commands
        .entity(player.entity)
        // You can retain a pre-defined Bundle of components,
        // with this removing only the Defense component.
        .retain::<CombatBundle>()
        // You can also retain only a single component.
        .retain::<Health>();
}
Source

pub fn log_components(&mut self) -> &mut EntityCommands<'a>

Logs the components of the entity at the info level.

Source

pub fn commands(&mut self) -> Commands<'_, '_>

Returns the underlying Commands.

Source

pub fn commands_mut(&mut self) -> &mut Commands<'a, 'a>

Returns a mutable reference to the underlying Commands.

Source

pub fn observe<E, B, M>( &mut self, observer: impl IntoObserverSystem<E, B, M>, ) -> &mut EntityCommands<'a>
where E: EntityEvent, B: Bundle,

Creates an Observer watching for an EntityEvent of type E whose EntityEvent::event_target targets this entity.

Examples found in repository?
examples/window/screenshot.rs (line 27)
17fn screenshot_on_spacebar(
18    mut commands: Commands,
19    input: Res<ButtonInput<KeyCode>>,
20    mut counter: Local<u32>,
21) {
22    if input.just_pressed(KeyCode::Space) {
23        let path = format!("./screenshot-{}.png", *counter);
24        *counter += 1;
25        commands
26            .spawn(Screenshot::primary_window())
27            .observe(save_to_disk(path));
28    }
29}
More examples
Hide additional examples
examples/picking/dragdrop_picking.rs (lines 66-72)
29fn setup(
30    mut commands: Commands,
31    mut meshes: ResMut<Assets<Mesh>>,
32    mut materials: ResMut<Assets<ColorMaterial>>,
33) {
34    commands.spawn(Camera2d);
35
36    commands
37        .spawn((
38            Node {
39                width: Val::Percent(100.0),
40                height: Val::Percent(100.0),
41                align_items: AlignItems::Center,
42                justify_content: JustifyContent::Start,
43                ..default()
44            },
45            Pickable::IGNORE,
46        ))
47        .with_children(|parent| {
48            parent
49                .spawn((
50                    DraggableButton,
51                    Node {
52                        width: Val::Px(BUTTON_WIDTH),
53                        height: Val::Px(BUTTON_HEIGHT),
54                        margin: UiRect::all(Val::Px(10.0)),
55                        justify_content: JustifyContent::Center,
56                        align_items: AlignItems::Center,
57                        ..default()
58                    },
59                    BackgroundColor(Color::srgb(1.0, 0.0, 0.0)),
60                ))
61                .with_child((
62                    Text::new("Drag from me"),
63                    TextColor(Color::WHITE),
64                    Pickable::IGNORE,
65                ))
66                .observe(
67                    |mut event: On<Pointer<DragStart>>,
68                     mut button_color: Single<&mut BackgroundColor, With<DraggableButton>>| {
69                        button_color.0 = Color::srgb(1.0, 0.5, 0.0);
70                        event.propagate(false);
71                    },
72                )
73                .observe(
74                    |mut event: On<Pointer<DragEnd>>,
75                     mut button_color: Single<&mut BackgroundColor, With<DraggableButton>>| {
76                        button_color.0 = Color::srgb(1.0, 0.0, 0.0);
77                        event.propagate(false);
78                    },
79                );
80        });
81
82    commands
83        .spawn((
84            DropArea,
85            Mesh2d(meshes.add(Rectangle::new(AREA_SIZE, AREA_SIZE))),
86            MeshMaterial2d(materials.add(Color::srgb(0.1, 0.4, 0.1))),
87            Transform::IDENTITY,
88            children![(
89                Text2d::new("Drop here"),
90                TextFont::from_font_size(50.),
91                TextColor(Color::BLACK),
92                Pickable::IGNORE,
93                Transform::from_translation(Vec3::Z),
94            )],
95        ))
96        .observe(on_drag_enter)
97        .observe(on_drag_over)
98        .observe(on_drag_drop)
99        .observe(on_drag_leave);
100}
examples/ui/tab_navigation.rs (lines 82-87)
68fn setup(mut commands: Commands) {
69    // ui camera
70    commands.spawn(Camera2d);
71    commands
72        .spawn(Node {
73            width: percent(100),
74            height: percent(100),
75            display: Display::Flex,
76            flex_direction: FlexDirection::Column,
77            align_items: AlignItems::Center,
78            justify_content: JustifyContent::Center,
79            row_gap: px(6),
80            ..default()
81        })
82        .observe(
83            |mut event: On<Pointer<Click>>, mut focus: ResMut<InputFocus>| {
84                focus.0 = None;
85                event.propagate(false);
86            },
87        )
88        .with_children(|parent| {
89            for (label, tab_group, indices) in [
90                // In this group all the buttons have the same `TabIndex` so they will be visited according to their order as children.
91                ("TabGroup 0", TabGroup::new(0), [0, 0, 0, 0]),
92                // In this group the `TabIndex`s are reversed so the buttons will be visited in right-to-left order.
93                ("TabGroup 2", TabGroup::new(2), [3, 2, 1, 0]),
94                // In this group the orders of the indices and buttons match so the buttons will be visited in left-to-right order.
95                ("TabGroup 1", TabGroup::new(1), [0, 1, 2, 3]),
96                // Visit the modal group's buttons in an arbitrary order.
97                ("Modal TabGroup", TabGroup::modal(), [0, 3, 1, 2]),
98            ] {
99                parent.spawn(Text::new(label));
100                parent
101                    .spawn((
102                        Node {
103                            display: Display::Flex,
104                            flex_direction: FlexDirection::Row,
105                            column_gap: px(6),
106                            margin: UiRect {
107                                bottom: px(10),
108                                ..default()
109                            },
110                            ..default()
111                        },
112                        tab_group,
113                    ))
114                    .with_children(|parent| {
115                        for i in indices {
116                            parent
117                                .spawn((
118                                    Button,
119                                    Node {
120                                        width: px(200),
121                                        height: px(65),
122                                        border: UiRect::all(px(5)),
123                                        justify_content: JustifyContent::Center,
124                                        align_items: AlignItems::Center,
125                                        ..default()
126                                    },
127                                    BorderColor::all(Color::BLACK),
128                                    BackgroundColor(NORMAL_BUTTON),
129                                    TabIndex(i),
130                                    children![(
131                                        Text::new(format!("TabIndex {i}")),
132                                        TextFont {
133                                            font_size: 20.0,
134                                            ..default()
135                                        },
136                                        TextColor(Color::srgb(0.9, 0.9, 0.9)),
137                                    )],
138                                ))
139                                .observe(
140                                    |mut click: On<Pointer<Click>>,
141                                    mut focus: ResMut<InputFocus>| {
142                                        focus.0 = Some(click.entity);
143                                        click.propagate(false);
144                                    },
145                                );
146                        }
147                    });
148            }
149        });
150}
examples/ui/ui_drag_and_drop.rs (lines 60-65)
16fn setup(mut commands: Commands) {
17    commands.spawn(Camera2d);
18    commands
19        .spawn((Node {
20            display: Display::Grid,
21            align_self: AlignSelf::Center,
22            justify_self: JustifySelf::Center,
23            ..Default::default()
24        }, Pickable::IGNORE, BackgroundColor(Color::srgb(0.4, 0.4, 0.4))))
25        .with_children(|parent| {
26            let tile_colors = [
27                Color::srgb(0.2, 0.2, 0.8),
28                Color::srgb(0.8, 0.2, 0.2)
29            ];
30            for column in 0..COLUMNS {
31                for row in 0..ROWS {
32                    let i = column + row * COLUMNS;
33                    let tile_color = tile_colors[((row % 2) + column) as usize % tile_colors.len()];
34                    let tile_border_color = tile_color.darker(0.025);
35                    parent
36                        .spawn((
37                            Node {
38                                width: Val::Px(TILE_SIZE),
39                                height: Val::Px(TILE_SIZE),
40                                border: UiRect::all(Val::Px(4.)),
41                                grid_row: GridPlacement::start(row + 1),
42                                grid_column: GridPlacement::start(column + 1),
43                                align_items: AlignItems::Center,
44                                justify_content: JustifyContent::Center,
45                                ..Default::default()
46                            },
47                            BorderColor::all(tile_border_color),
48                            BackgroundColor(tile_color),
49                            Outline {
50                                width: Val::Px(2.),
51                                offset: Val::ZERO,
52                                color: Color::NONE,
53                            },
54                            Pickable {
55                                should_block_lower: false,
56                                is_hoverable: true,
57                            },
58                            GlobalZIndex::default()
59                        ))
60                        .observe(move |on_over: On<Pointer<Over>>, mut query: Query<(&mut BackgroundColor, &mut BorderColor)>| {
61                            if let Ok((mut background_color, mut border_color)) = query.get_mut(on_over.event_target()) {
62                                background_color.0 = tile_color.lighter(0.1);
63                                border_color.set_all(tile_border_color.lighter(0.1));
64                            }
65                        })
66                        .observe(move |on_out: On<Pointer<Out>>, mut query: Query<(&mut BackgroundColor, &mut BorderColor)>| {
67                            if let Ok((mut background_color, mut border_color)) = query.get_mut(on_out.event_target()) {
68                                background_color.0 = tile_color;
69                                border_color.set_all(tile_border_color);
70                            }
71                        })
72                        .observe(|on_drag_start: On<Pointer<DragStart>>, mut query: Query<(&mut Outline, &mut GlobalZIndex)>| {
73                            if let Ok((mut outline, mut global_zindex, )) = query.get_mut(on_drag_start.event_target()) {
74                                outline.color = Color::WHITE;
75                                global_zindex.0 = 1;
76                            }
77                        })
78                        .observe(|on_drag: On<Pointer<Drag>>, mut query: Query<&mut UiTransform>| {
79                            if let Ok(mut transform) = query.get_mut(on_drag.event_target()) {
80                                transform.translation = Val2::px(on_drag.distance.x, on_drag.distance.y);
81                            }
82                        })
83                        .observe(move |on_drag_end: On<Pointer<DragEnd>>, mut query: Query<(&mut UiTransform, &mut Outline, &mut GlobalZIndex)>| {
84                            if let Ok((mut transform, mut outline, mut global_zindex)) = query.get_mut(on_drag_end.event_target()) {
85                                transform.translation = Val2::ZERO;
86                                outline.color = Color::NONE;
87                                global_zindex.0 = 0;
88                            }
89                        })
90                        .observe(|on_drag_drop: On<Pointer<DragDrop>>, mut query: Query<&mut Node>| {
91                            if let Ok([mut a, mut b]) = query.get_many_mut([on_drag_drop.event_target(), on_drag_drop.dropped]) {
92                                core::mem::swap(&mut a.grid_row, &mut b.grid_row);
93                                core::mem::swap(&mut a.grid_column, &mut b.grid_column);
94                            }
95                        })
96                        .with_child((Text::new(format!("{i}")), Pickable::IGNORE));
97                }
98            }
99        });
100}
Source

pub fn clone_with_opt_out( &mut self, target: Entity, config: impl FnOnce(&mut EntityClonerBuilder<'_, OptOut>) + Send + Sync + 'static, ) -> &mut EntityCommands<'a>

Clones parts of an entity (components, observers, etc.) onto another entity, configured through EntityClonerBuilder.

The other entity will receive all the components of the original that implement Clone or Reflect except those that are denied in the config.

§Panics

The command will panic when applied if the target entity does not exist.

§Example

Configure through EntityClonerBuilder<OptOut> as follows:

#[derive(Component, Clone)]
struct ComponentA(u32);
#[derive(Component, Clone)]
struct ComponentB(u32);

fn example_system(mut commands: Commands) {
    // Create an empty entity.
    let target = commands.spawn_empty().id();

    // Create a new entity and keep its EntityCommands.
    let mut entity = commands.spawn((ComponentA(10), ComponentB(20)));

    // Clone ComponentA but not ComponentB onto the target.
    entity.clone_with_opt_out(target, |builder| {
        builder.deny::<ComponentB>();
    });
}

See EntityClonerBuilder for more options.

Source

pub fn clone_with_opt_in( &mut self, target: Entity, config: impl FnOnce(&mut EntityClonerBuilder<'_, OptIn>) + Send + Sync + 'static, ) -> &mut EntityCommands<'a>

Clones parts of an entity (components, observers, etc.) onto another entity, configured through EntityClonerBuilder.

The other entity will receive only the components of the original that implement Clone or Reflect and are allowed in the config.

§Panics

The command will panic when applied if the target entity does not exist.

§Example

Configure through EntityClonerBuilder<OptIn> as follows:

#[derive(Component, Clone)]
struct ComponentA(u32);
#[derive(Component, Clone)]
struct ComponentB(u32);

fn example_system(mut commands: Commands) {
    // Create an empty entity.
    let target = commands.spawn_empty().id();

    // Create a new entity and keep its EntityCommands.
    let mut entity = commands.spawn((ComponentA(10), ComponentB(20)));

    // Clone ComponentA but not ComponentB onto the target.
    entity.clone_with_opt_in(target, |builder| {
        builder.allow::<ComponentA>();
    });
}

See EntityClonerBuilder for more options.

Source

pub fn clone_and_spawn(&mut self) -> EntityCommands<'_>

Spawns a clone of this entity and returns the EntityCommands of the clone.

The clone will receive all the components of the original that implement Clone or Reflect.

To configure cloning behavior (such as only cloning certain components), use EntityCommands::clone_and_spawn_with_opt_out/ opt_out.

§Note

If the original entity does not exist when this command is applied, the returned entity will have no components.

§Example
#[derive(Component, Clone)]
struct ComponentA(u32);
#[derive(Component, Clone)]
struct ComponentB(u32);

fn example_system(mut commands: Commands) {
    // Create a new entity and store its EntityCommands.
    let mut entity = commands.spawn((ComponentA(10), ComponentB(20)));

    // Create a clone of the entity.
    let mut entity_clone = entity.clone_and_spawn();
}
Source

pub fn clone_and_spawn_with_opt_out( &mut self, config: impl FnOnce(&mut EntityClonerBuilder<'_, OptOut>) + Send + Sync + 'static, ) -> EntityCommands<'_>

Spawns a clone of this entity and allows configuring cloning behavior using EntityClonerBuilder, returning the EntityCommands of the clone.

The clone will receive all the components of the original that implement Clone or Reflect except those that are denied in the config.

See the methods on EntityClonerBuilder<OptOut> for more options.

§Note

If the original entity does not exist when this command is applied, the returned entity will have no components.

§Example
#[derive(Component, Clone)]
struct ComponentA(u32);
#[derive(Component, Clone)]
struct ComponentB(u32);

fn example_system(mut commands: Commands) {
    // Create a new entity and store its EntityCommands.
    let mut entity = commands.spawn((ComponentA(10), ComponentB(20)));

    // Create a clone of the entity with ComponentA but without ComponentB.
    let mut entity_clone = entity.clone_and_spawn_with_opt_out(|builder| {
        builder.deny::<ComponentB>();
    });
}
Source

pub fn clone_and_spawn_with_opt_in( &mut self, config: impl FnOnce(&mut EntityClonerBuilder<'_, OptIn>) + Send + Sync + 'static, ) -> EntityCommands<'_>

Spawns a clone of this entity and allows configuring cloning behavior using EntityClonerBuilder, returning the EntityCommands of the clone.

The clone will receive only the components of the original that implement Clone or Reflect and are allowed in the config.

See the methods on EntityClonerBuilder<OptIn> for more options.

§Note

If the original entity does not exist when this command is applied, the returned entity will have no components.

§Example
#[derive(Component, Clone)]
struct ComponentA(u32);
#[derive(Component, Clone)]
struct ComponentB(u32);

fn example_system(mut commands: Commands) {
    // Create a new entity and store its EntityCommands.
    let mut entity = commands.spawn((ComponentA(10), ComponentB(20)));

    // Create a clone of the entity with ComponentA but without ComponentB.
    let mut entity_clone = entity.clone_and_spawn_with_opt_in(|builder| {
        builder.allow::<ComponentA>();
    });
}
Source

pub fn clone_components<B>(&mut self, target: Entity) -> &mut EntityCommands<'a>
where B: Bundle,

Clones the specified components of this entity and inserts them into another entity.

Components can only be cloned if they implement Clone or Reflect.

§Panics

The command will panic when applied if the target entity does not exist.

Source

pub fn move_components<B>(&mut self, target: Entity) -> &mut EntityCommands<'a>
where B: Bundle,

Moves the specified components of this entity into another entity.

Components with Ignore clone behavior will not be moved, while components that have a Custom clone behavior will be cloned using it and then removed from the source entity. All other components will be moved without any other special handling.

Note that this will trigger on_remove hooks/observers on this entity and on_insert/on_add hooks/observers on the target entity.

§Panics

The command will panic when applied if the target entity does not exist.

Source

pub fn trigger<'t, E>( &mut self, event_fn: impl FnOnce(Entity) -> E, ) -> &mut EntityCommands<'a>
where E: EntityEvent, <E as Event>::Trigger<'t>: Default,

Passes the current entity into the given function, and triggers the EntityEvent returned by that function.

§Example

A surprising number of functions meet the trait bounds for event_fn:


#[derive(EntityEvent)]
struct Explode(Entity);

impl From<Entity> for Explode {
   fn from(entity: Entity) -> Self {
      Explode(entity)
   }
}


fn trigger_via_constructor(mut commands: Commands) {
    // The fact that `Explode` is a single-field tuple struct
    // ensures that `Explode(entity)` is a function that generates
    // an EntityEvent, meeting the trait bounds for `event_fn`.
    commands.spawn_empty().trigger(Explode);

}


fn trigger_via_from_trait(mut commands: Commands) {
    // This variant also works for events like `struct Explode { entity: Entity }`
    commands.spawn_empty().trigger(Explode::from);
}

fn trigger_via_closure(mut commands: Commands) {
    commands.spawn_empty().trigger(|entity| Explode(entity));
}

Trait Implementations§

Source§

impl BuildChildrenTransformExt for EntityCommands<'_>

Source§

fn set_parent_in_place(&mut self, parent: Entity) -> &mut EntityCommands<'_>

Change this entity’s parent while preserving this entity’s GlobalTransform by updating its Transform. Read more
Source§

fn remove_parent_in_place(&mut self) -> &mut EntityCommands<'_>

Make this entity parentless while preserving this entity’s GlobalTransform by updating its Transform to be equal to its current GlobalTransform. Read more
Source§

impl ReflectCommandExt for EntityCommands<'_>

Source§

fn insert_reflect( &mut self, component: Box<dyn PartialReflect>, ) -> &mut EntityCommands<'_>

Adds the given boxed reflect component or bundle to the entity using the reflection data in AppTypeRegistry. Read more
Source§

fn insert_reflect_with_registry<T>( &mut self, component: Box<dyn PartialReflect>, ) -> &mut EntityCommands<'_>

Same as insert_reflect, but using the T resource as type registry instead of AppTypeRegistry. Read more
Source§

fn remove_reflect( &mut self, component_type_path: impl Into<Cow<'static, str>>, ) -> &mut EntityCommands<'_>

Removes from the entity the component or bundle with the given type path registered in AppTypeRegistry. Read more
Source§

fn remove_reflect_with_registry<T>( &mut self, component_type_path: impl Into<Cow<'static, str>>, ) -> &mut EntityCommands<'_>

Same as remove_reflect, but using the T resource as type registry instead of AppTypeRegistry.

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§

impl<'a> Freeze for EntityCommands<'a>

§

impl<'a> RefUnwindSafe for EntityCommands<'a>

§

impl<'a> Send for EntityCommands<'a>

§

impl<'a> Sync for EntityCommands<'a>

§

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§

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§

impl<'a> !UnwindSafe for EntityCommands<'a>

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fn super_from(input: T) -> O

Convert from a type to another type.
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impl<T, O, M> SuperInto<O, M> for T
where O: SuperFrom<T, M>,

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fn super_into(self) -> O

Convert from a type to another type.
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impl<T> Tap for T

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fn tap(self, func: impl FnOnce(&Self)) -> Self

Immutable access to a value. Read more
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fn tap_mut(self, func: impl FnOnce(&mut Self)) -> Self

Mutable access to a value. Read more
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fn tap_borrow<B>(self, func: impl FnOnce(&B)) -> Self
where Self: Borrow<B>, B: ?Sized,

Immutable access to the Borrow<B> of a value. Read more
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fn tap_borrow_mut<B>(self, func: impl FnOnce(&mut B)) -> Self
where Self: BorrowMut<B>, B: ?Sized,

Mutable access to the BorrowMut<B> of a value. Read more
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fn tap_ref<R>(self, func: impl FnOnce(&R)) -> Self
where Self: AsRef<R>, R: ?Sized,

Immutable access to the AsRef<R> view of a value. Read more
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fn tap_ref_mut<R>(self, func: impl FnOnce(&mut R)) -> Self
where Self: AsMut<R>, R: ?Sized,

Mutable access to the AsMut<R> view of a value. Read more
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fn tap_deref<T>(self, func: impl FnOnce(&T)) -> Self
where Self: Deref<Target = T>, T: ?Sized,

Immutable access to the Deref::Target of a value. Read more
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fn tap_deref_mut<T>(self, func: impl FnOnce(&mut T)) -> Self
where Self: DerefMut<Target = T> + Deref, T: ?Sized,

Mutable access to the Deref::Target of a value. Read more
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fn tap_dbg(self, func: impl FnOnce(&Self)) -> Self

Calls .tap() only in debug builds, and is erased in release builds.
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fn tap_mut_dbg(self, func: impl FnOnce(&mut Self)) -> Self

Calls .tap_mut() only in debug builds, and is erased in release builds.
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fn tap_borrow_dbg<B>(self, func: impl FnOnce(&B)) -> Self
where Self: Borrow<B>, B: ?Sized,

Calls .tap_borrow() only in debug builds, and is erased in release builds.
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fn tap_borrow_mut_dbg<B>(self, func: impl FnOnce(&mut B)) -> Self
where Self: BorrowMut<B>, B: ?Sized,

Calls .tap_borrow_mut() only in debug builds, and is erased in release builds.
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fn tap_ref_dbg<R>(self, func: impl FnOnce(&R)) -> Self
where Self: AsRef<R>, R: ?Sized,

Calls .tap_ref() only in debug builds, and is erased in release builds.
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fn tap_ref_mut_dbg<R>(self, func: impl FnOnce(&mut R)) -> Self
where Self: AsMut<R>, R: ?Sized,

Calls .tap_ref_mut() only in debug builds, and is erased in release builds.
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fn tap_deref_dbg<T>(self, func: impl FnOnce(&T)) -> Self
where Self: Deref<Target = T>, T: ?Sized,

Calls .tap_deref() only in debug builds, and is erased in release builds.
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fn tap_deref_mut_dbg<T>(self, func: impl FnOnce(&mut T)) -> Self
where Self: DerefMut<Target = T> + Deref, T: ?Sized,

Calls .tap_deref_mut() only in debug builds, and is erased in release builds.
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impl<T, U> ToSample<U> for T
where U: FromSample<T>,

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fn to_sample_(self) -> U

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impl<T> TryConv for T

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fn try_conv<T>(self) -> Result<T, Self::Error>
where Self: TryInto<T>,

Attempts to convert self into T using TryInto<T>. Read more
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impl<T, U> TryFrom<U> for T
where U: Into<T>,

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type Error = Infallible

The type returned in the event of a conversion error.
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fn try_from(value: U) -> Result<T, <T as TryFrom<U>>::Error>

Performs the conversion.
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impl<T, U> TryInto<U> for T
where U: TryFrom<T>,

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type Error = <U as TryFrom<T>>::Error

The type returned in the event of a conversion error.
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fn try_into(self) -> Result<U, <U as TryFrom<T>>::Error>

Performs the conversion.
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impl<V, T> VZip<V> for T
where V: MultiLane<T>,

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fn vzip(self) -> V

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impl<T> WithSubscriber for T

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fn with_subscriber<S>(self, subscriber: S) -> WithDispatch<Self>
where S: Into<Dispatch>,

Attaches the provided Subscriber to this type, returning a WithDispatch wrapper. Read more
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fn with_current_subscriber(self) -> WithDispatch<Self>

Attaches the current default Subscriber to this type, returning a WithDispatch wrapper. Read more
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impl<T> ConditionalSend for T
where T: Send,

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impl<S, T> Duplex<S> for T
where T: FromSample<S> + ToSample<S>,

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impl<T> Settings for T
where T: 'static + Send + Sync,

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impl<T> WasmNotSend for T
where T: Send,

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impl<T> WasmNotSendSync for T

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impl<T> WasmNotSync for T
where T: Sync,