bevy/crates/bevy_ui/src/entity.rs

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use super::Node;
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use crate::{
render::UI_PIPELINE_HANDLE, sprite::Sprite, widget::Label, ColorMaterial, Rect, QUAD_HANDLE,
};
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use bevy_asset::Handle;
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use bevy_derive::EntityArchetype;
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use bevy_render::{mesh::Mesh, Renderable};
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#[derive(EntityArchetype)]
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pub struct UiEntity {
pub node: Node,
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pub rect: Rect,
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pub mesh: Handle<Mesh>, // TODO: maybe abstract this out
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pub material: Handle<ColorMaterial>,
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pub renderable: Renderable,
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}
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impl Default for UiEntity {
fn default() -> Self {
UiEntity {
node: Default::default(),
rect: Default::default(),
mesh: QUAD_HANDLE,
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material: Default::default(),
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renderable: Renderable {
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pipelines: vec![UI_PIPELINE_HANDLE],
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..Default::default()
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},
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}
}
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}
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#[derive(EntityArchetype)]
pub struct LabelEntity {
pub node: Node,
pub rect: Rect,
pub mesh: Handle<Mesh>, // TODO: maybe abstract this out
pub material: Handle<ColorMaterial>,
pub renderable: Renderable,
pub label: Label,
}
impl Default for LabelEntity {
fn default() -> Self {
LabelEntity {
node: Default::default(),
rect: Default::default(),
mesh: QUAD_HANDLE,
// NOTE: labels each get their own material.
material: Handle::new(), // TODO: maybe abstract this out
renderable: Renderable {
pipelines: vec![UI_PIPELINE_HANDLE],
..Default::default()
},
label: Label::default(),
}
}
}
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#[derive(EntityArchetype)]
pub struct SpriteEntity {
pub sprite: Sprite,
pub rect: Rect,
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pub mesh: Handle<Mesh>, // TODO: maybe abstract this out
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pub material: Handle<ColorMaterial>,
pub renderable: Renderable,
}
impl Default for SpriteEntity {
fn default() -> Self {
SpriteEntity {
sprite: Default::default(),
rect: Default::default(),
mesh: QUAD_HANDLE,
material: Default::default(),
renderable: Renderable {
pipelines: vec![UI_PIPELINE_HANDLE],
..Default::default()
},
}
}
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}