bevy/crates/bevy_sprite/src/lib.rs

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pub mod collide_aabb;
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pub mod entity;
mod color_material;
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mod dynamic_texture_atlas_builder;
mod rect;
mod render;
mod sprite;
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mod texture_atlas;
mod texture_atlas_builder;
pub use color_material::*;
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pub use dynamic_texture_atlas_builder::*;
pub use rect::*;
pub use render::*;
pub use sprite::*;
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pub use texture_atlas::*;
pub use texture_atlas_builder::*;
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pub mod prelude {
pub use crate::{
entity::{SpriteBundle, SpriteSheetBundle},
ColorMaterial, Sprite, SpriteResizeMode, TextureAtlas, TextureAtlasSprite,
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};
}
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use bevy_app::prelude::*;
use bevy_asset::{AddAsset, Assets, Handle};
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use bevy_math::Vec2;
use bevy_render::{
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mesh::{shape, Mesh},
render_graph::RenderGraph,
shader::asset_shader_defs_system,
};
use bevy_type_registry::TypeUuid;
use sprite::sprite_system;
#[derive(Default)]
pub struct SpritePlugin;
pub const QUAD_HANDLE: Handle<Mesh> = Handle::weak_from_u64(Mesh::TYPE_UUID, 14240461981130137526);
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impl Plugin for SpritePlugin {
fn build(&self, app: &mut AppBuilder) {
app.add_asset::<ColorMaterial>()
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.add_asset::<TextureAtlas>()
.add_system_to_stage(stage::POST_UPDATE, sprite_system)
.add_system_to_stage(
stage::POST_UPDATE,
asset_shader_defs_system::<ColorMaterial>,
);
let resources = app.resources_mut();
let mut render_graph = resources.get_mut::<RenderGraph>().unwrap();
render_graph.add_sprite_graph(resources);
let mut meshes = resources.get_mut::<Assets<Mesh>>().unwrap();
let mut color_materials = resources.get_mut::<Assets<ColorMaterial>>().unwrap();
color_materials.set_untracked(Handle::<ColorMaterial>::default(), ColorMaterial::default());
meshes.set_untracked(
QUAD_HANDLE,
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// Use a flipped quad because the camera is facing "forward" but quads should face backward
Mesh::from(shape::Quad::new(Vec2::new(1.0, 1.0))),
)
}
}