bevy/src/prelude.rs

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pub use crate::{
app::{
schedule_runner::ScheduleRunnerPlugin, stage, App, AppBuilder, AppPlugin, DynamicAppPlugin,
EntityArchetype, EventReader, Events, FromResources, System,
},
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asset::{AddAsset, AssetEvent, AssetServer, Assets, Handle},
core::{
time::{Time, Timer},
transform::{CommandBufferBuilderSource, WorldBuilder, WorldBuilderSource},
},
diagnostic::DiagnosticsPlugin,
input::{keyboard::KeyCode, mouse::MouseButton, Input},
math::{self, Mat3, Mat4, Quat, Vec2, Vec3, Vec4},
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pbr::{entity::*, light::Light, material::StandardMaterial},
property::{DynamicProperties, Properties, PropertiesVal, Property, PropertyVal},
render::{
entity::*,
mesh::{shape, Mesh},
pipeline::PipelineDescriptor,
render_graph::{
nodes::{
AssetRenderResourcesNode, CameraNode, MainPassNode, RenderResourcesNode, WindowSwapChainNode,
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WindowTextureNode,
},
RenderGraph,
},
render_resource::RenderResources,
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shader::{Shader, ShaderDefs, ShaderStage, ShaderStages},
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texture::Texture,
draw::{Draw, RenderPipelines},
Camera, Color, ColorSource, OrthographicProjection, PerspectiveProjection,
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},
scene::{Scene, SceneSpawner},
sprite::{
entity::{SpriteEntity, SpriteSheetEntity},
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ColorMaterial, Quad, Sprite, TextureAtlas, TextureAtlasSprite,
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},
text::Font,
transform::prelude::*,
type_registry::RegisterType,
ui::{entity::*, widget::Label, Anchors, Margins, Node},
window::{Window, WindowDescriptor, WindowPlugin, Windows},
AddDefaultPlugins,
};
pub use legion::{
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borrow::{Ref as Com, RefMut as ComMut},
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command::CommandBuffer,
entity::Entity,
event::Event as LegionEvent,
filter::filter_fns::*,
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query::{IntoQuery, Read, Tagged, TryRead, TryWrite, Write},
systems::{
bit_set::BitSet,
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resource::{ResourceSet, Resources},
schedule::{Executor, Runnable, Schedulable, Schedule},
IntoSystem, Query, Res, ResMut, SubWorld, SystemBuilder,
},
world::{Universe, World},
};