bevy/examples/app/custom_loop.rs
Carter Anderson 11b41206eb Add upstream bevy_ecs and prepare for custom-shaders merge (#2815)
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).
2021-09-14 06:14:19 +00:00

29 lines
751 B
Rust

use bevy::prelude::*;
use std::{io, io::BufRead};
struct Input(String);
/// This example demonstrates you can create a custom runner (to update an app manually). It reads
/// lines from stdin and prints them from within the ecs.
fn my_runner(mut app: App) {
println!("Type stuff into the console");
for line in io::stdin().lock().lines() {
{
let mut input = app.world.get_resource_mut::<Input>().unwrap();
input.0 = line.unwrap();
}
app.update();
}
}
fn print_system(input: Res<Input>) {
println!("You typed: {}", input.0);
}
fn main() {
App::new()
.insert_resource(Input(String::new()))
.set_runner(my_runner)
.add_system(print_system)
.run();
}