bevy/src/prelude.rs

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#[cfg(feature = "asset")]
pub use crate::asset::{Asset, AssetStorage, Handle};
#[cfg(feature = "core")]
pub use crate::core::{
time::Time,
transform::{CommandBufferBuilderSource, WorldBuilder, WorldBuilderSource},
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};
#[cfg(feature = "derive")]
pub use crate::derive::*;
#[cfg(feature = "diagnostic")]
pub use crate::diagnostic::DiagnosticsPlugin;
#[cfg(feature = "pbr")]
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pub use crate::pbr::{entity::*, light::Light, material::StandardMaterial};
#[cfg(feature = "render")]
pub use crate::render::{
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draw_target,
entity::*,
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mesh::{shape, Mesh},
pipeline::PipelineDescriptor,
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render_graph::{
nodes::{
AssetUniformNode, Camera2dNode, CameraNode, PassNode, UniformNode, WindowSwapChainNode,
WindowTextureNode,
},
RenderGraph,
},
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render_resource::resource_name,
batch::AssetBatchers,
shader::{Shader, ShaderDefSuffixProvider, ShaderStage, ShaderStages},
texture::{Texture, TextureType},
ActiveCamera, ActiveCamera2d, Camera, CameraType, Color, ColorSource, Renderable,
};
#[cfg(feature = "transform")]
pub use crate::transform::prelude::*;
#[cfg(feature = "ui")]
pub use crate::ui::{entity::*, Anchors, Margins, Node};
#[cfg(feature = "window")]
pub use crate::window::{Window, WindowDescriptor, WindowPlugin, Windows};
pub use crate::{
app::{
stage, App, AppBuilder, AppPlugin, EntityArchetype, EventReader, Events, GetEventReader,
},
math::{self, Mat3, Mat4, Quat, Vec2, Vec3, Vec4},
AddDefaultPlugins,
};
pub use legion::{
command::CommandBuffer,
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borrow::{Ref, RefMut},
entity::Entity,
event::Event as LegionEvent,
filter::filter_fns::*,
query::{IntoQuery, Query, Read, Tagged, TryRead, TryWrite, Write},
systems::{
bit_set::BitSet,
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resource::{ResourceSet, Resources, PreparedRead as Resource, PreparedWrite as ResourceMut},
schedule::{Executor, Runnable, Schedulable, Schedule},
SubWorld, System, SystemBuilder,
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into_system
},
world::{Universe, World},
};