pub fn with_thread_local<S>(mut self, system: S) -> Self
    where
        for<'c> S: System<'c> + 'b,
    {
        self.disp_builder.add_thread_local(system);
        self
    }
/// Add a given thread-local system.
///
/// A thread-local system is one that _must_ run on the main thread of the
/// game. A thread-local system would be necessary typically to work
/// around vendor APIs that have thread dependent designs; an example
/// being OpenGL which uses a thread-local state machine to function.
///
/// All thread-local systems are executed sequentially after all
/// non-thread-local systems.
///
/// # Parameters
///
/// - `system`: The system that is to be added to the game loop.
///
/// # Returns
///
/// This function returns GameDataBuilder after it has modified it.
///
/// # Type Parameters
///
/// - `S`: A type that implements the `System` trait.
///
/// # Examples
///
/// ~~~no_run
/// use amethyst::prelude::*;
/// use amethyst::ecs::prelude::System;
///
/// struct NopSystem;
/// impl<'a> System<'a> for NopSystem {
///     type SystemData = ();
///     fn run(&mut self, _: Self::SystemData) {}
/// }
///
/// GameDataBuilder::default()
///     // the Nop system is registered here
///     .with_thread_local(NopSystem);
/// ~~~
Add a given thread-local system.
A thread-local system is one that _must_ run on the main thread of the
game. A thread-local system would be necessary typically to work
around vendor APIs that have thread dependent designs; an example
being OpenGL which uses a thread-local state machine to function.

All thread-local systems are executed sequentially after all
non-thread-local systems.
Add a given thread - local system . A thread - local system is one that _must_ run on the main thread of the game . A thread - local system would be necessary typically to work around vendor APIs that have thread dependent designs ; an example being OpenGL which uses a thread - local state machine to function . All thread - local systems are executed sequentially after all non - thread - local systems .
pub fn with_thread_local<S>(mut self, system: S) -> Self
    where
        for<'c> S: System<'c> + 'b,
    {
        self.disp_builder.add_thread_local(system);
        self
    }
pub fn with_thread_local < S > ( mut self , system : S ) -> Self where for < ' c > S : System < ' c > + ' b , { self . disp_builder . add_thread_local ( system ) ; self }
Add a given thread-local system.
Add a given thread - local system .
mut self
system
S
This function returns GameDataBuilder after it has modified it.
This function returns GameDataBuilder after it has modified it .
mut self
system
S
The system that is to be added to the game loop.
The system that is to be added to the game loop .
S
A type that implements the `System` trait.
A type that implements the ` System ` trait .
examples
~~~no_run
use amethyst::prelude::*;
use amethyst::ecs::prelude::System.

struct NopSystem;
impl<'a> System<'a> for NopSystem {
type SystemData = ();
fn run(&mut self, _: Self::SystemData) {}
}

:default()
the Nop system is registered here
.with_thread_local(NopSystem);
~~~
~~~no_run use amethyst :: prelude :: * ; use amethyst :: ecs :: prelude :: System . struct NopSystem ; impl< ' a > System< ' a > for NopSystem { type SystemData = () ; fn run ( &mut self _ : Self :: SystemData ) {} } : default () the Nop system is registered here . with_thread_local ( NopSystem ) ; ~~~