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https://github.com/bevyengine/bevy
synced 2024-11-22 12:43:34 +00:00
11b41206eb
This updates the `pipelined-rendering` branch to use the latest `bevy_ecs` from `main`. This accomplishes a couple of goals: 1. prepares for upcoming `custom-shaders` branch changes, which were what drove many of the recent bevy_ecs changes on `main` 2. prepares for the soon-to-happen merge of `pipelined-rendering` into `main`. By including bevy_ecs changes now, we make that merge simpler / easier to review. I split this up into 3 commits: 1. **add upstream bevy_ecs**: please don't bother reviewing this content. it has already received thorough review on `main` and is a literal copy/paste of the relevant folders (the old folders were deleted so the directories are literally exactly the same as `main`). 2. **support manual buffer application in stages**: this is used to enable the Extract step. we've already reviewed this once on the `pipelined-rendering` branch, but its worth looking at one more time in the new context of (1). 3. **support manual archetype updates in QueryState**: same situation as (2).
29 lines
751 B
Rust
29 lines
751 B
Rust
use bevy::prelude::*;
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use std::{io, io::BufRead};
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struct Input(String);
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/// This example demonstrates you can create a custom runner (to update an app manually). It reads
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/// lines from stdin and prints them from within the ecs.
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fn my_runner(mut app: App) {
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println!("Type stuff into the console");
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for line in io::stdin().lock().lines() {
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{
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let mut input = app.world.get_resource_mut::<Input>().unwrap();
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input.0 = line.unwrap();
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}
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app.update();
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}
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}
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fn print_system(input: Res<Input>) {
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println!("You typed: {}", input.0);
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}
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fn main() {
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App::new()
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.insert_resource(Input(String::new()))
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.set_runner(my_runner)
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.add_system(print_system)
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.run();
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}
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