bevy/crates/bevy_ui/src/entity.rs

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