bevy/crates/bevy_internal/src/lib.rs

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#![warn(missing_docs)]
//! This module is separated into its own crate to enable simple dynamic linking for Bevy, and should not be used directly
/// `use bevy::prelude::*;` to import common components, bundles, and plugins.
pub mod prelude;
mod default_plugins;
pub use default_plugins::*;
pub mod app {
//! Build bevy apps, create plugins, and read events.
pub use bevy_app::*;
}
#[cfg(feature = "bevy_asset")]
pub mod asset {
//! Load and store assets and resources for Apps.
pub use bevy_asset::*;
}
pub mod core {
//! Contains core plugins.
pub use bevy_core::*;
}
pub mod diagnostic {
//! Useful diagnostic plugins and types for bevy apps.
pub use bevy_diagnostic::*;
}
pub mod ecs {
//! Bevy's entity-component-system.
pub use bevy_ecs::*;
}
pub mod input {
//! Resources and events for inputs, e.g. mouse/keyboard, touch, gamepads, etc.
pub use bevy_input::*;
}
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pub mod log {
//! Logging capabilities
pub use bevy_log::*;
}
pub mod math {
//! Math types (Vec3, Mat4, Quat, etc) and helpers.
pub use bevy_math::*;
}
pub mod ptr {
//! Utilities for working with untyped pointers in a more safe way.
pub use bevy_ptr::*;
}
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pub mod reflect {
// TODO: remove these renames once TypeRegistryArc is no longer required
//! Type reflection used for dynamically interacting with rust types.
pub use bevy_reflect::{
TypeRegistry as TypeRegistryInternal, TypeRegistryArc as TypeRegistry, *,
};
}
#[cfg(feature = "bevy_scene")]
pub mod scene {
//! Save/load collections of entities and components to/from file.
pub use bevy_scene::*;
}
pub mod tasks {
//! Pools for async, IO, and compute tasks.
pub use bevy_tasks::*;
}
pub mod time {
//! Contains time utilities.
pub use bevy_time::*;
}
Split bevy_hierarchy out from bevy_transform (#4168) # Objective - Hierarchy tools are not just used for `Transform`: they are also used for scenes. - In the future there's interest in using them for other features, such as visiibility inheritance. - The fact that these tools are found in `bevy_transform` causes a great deal of user and developer confusion - Fixes #2758. ## Solution - Split `bevy_transform` into two! - Make everything work again. Note that this is a very tightly scoped PR: I *know* there are code quality and docs issues that existed in bevy_transform that I've just moved around. We should fix those in a seperate PR and try to merge this ASAP to reduce the bitrot involved in splitting an entire crate. ## Frustrations The API around `GlobalTransform` is a mess: we have massive code and docs duplication, no link between the two types and no clear way to extend this to other forms of inheritance. In the medium-term, I feel pretty strongly that `GlobalTransform` should be replaced by something like `Inherited<Transform>`, which lives in `bevy_hierarchy`: - avoids code duplication - makes the inheritance pattern extensible - links the types at the type-level - allows us to remove all references to inheritance from `bevy_transform`, making it more useful as a standalone crate and cleaning up its docs ## Additional context - double-blessed by @cart in https://github.com/bevyengine/bevy/issues/4141#issuecomment-1063592414 and https://github.com/bevyengine/bevy/issues/2758#issuecomment-913810963 - preparation for more advanced / cleaner hierarchy tools: go read https://github.com/bevyengine/rfcs/pull/53 ! - originally attempted by @finegeometer in #2789. It was a great idea, just needed more discussion! Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2022-03-15 01:54:05 +00:00
pub mod hierarchy {
//! Entity hierarchies and property inheritance
pub use bevy_hierarchy::*;
}
pub mod transform {
//! Local and global transforms (e.g. translation, scale, rotation).
pub use bevy_transform::*;
}
pub mod utils {
//! Various miscellaneous utilities for easing development
pub use bevy_utils::*;
}
pub mod window {
//! Configuration, creation, and management of one or more windows.
pub use bevy_window::*;
}
#[cfg(feature = "bevy_animation")]
pub mod animation {
//! Provides types and plugins for animations.
pub use bevy_animation::*;
}
#[cfg(feature = "bevy_audio")]
pub mod audio {
//! Provides types and plugins for audio playback.
pub use bevy_audio::*;
}
#[cfg(feature = "bevy_core_pipeline")]
pub mod core_pipeline {
//! Core render pipeline.
pub use bevy_core_pipeline::*;
}
#[cfg(feature = "bevy_gilrs")]
pub mod gilrs {
//! Bevy interface with `GilRs` - "Game Input Library for Rust" - to handle gamepad inputs.
pub use bevy_gilrs::*;
}
#[cfg(feature = "bevy_gltf")]
pub mod gltf {
//! Support for GLTF file loading.
pub use bevy_gltf::*;
}
#[cfg(feature = "bevy_pbr")]
pub mod pbr {
//! Physically based rendering.
pub use bevy_pbr::*;
}
#[cfg(feature = "bevy_render")]
pub mod render {
//! Cameras, meshes, textures, shaders, and pipelines.
//! Use [`RenderDevice::features`](crate::render::renderer::RenderDevice::features),
//! [`RenderDevice::limits`](crate::render::renderer::RenderDevice::limits), and the
//! [`RenderAdapterInfo`](crate::render::renderer::RenderAdapterInfo) resource to
//! get runtime information about the actual adapter, backend, features, and limits.
pub use bevy_render::*;
}
#[cfg(feature = "bevy_sprite")]
pub mod sprite {
//! Items for sprites, rects, texture atlases, etc.
pub use bevy_sprite::*;
}
#[cfg(feature = "bevy_text")]
pub mod text {
//! Text drawing, styling, and font assets.
pub use bevy_text::*;
}
#[cfg(feature = "bevy_ui")]
pub mod ui {
//! User interface components and widgets.
pub use bevy_ui::*;
}
#[cfg(feature = "bevy_winit")]
pub mod winit {
//! Window creation, configuration, and handling
pub use bevy_winit::*;
}
#[cfg(feature = "bevy_dynamic_plugin")]
pub mod dynamic_plugin {
//! Dynamic linking of plugins
pub use bevy_dynamic_plugin::*;
}