Some examples of documentation (#338)

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Xavientois 2020-08-24 20:57:10 -04:00 committed by GitHub
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3 changed files with 24 additions and 2 deletions

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@ -240,7 +240,9 @@ impl<'a, T: Component> Fetch<'a> for FetchMut<T> {
}
}
#[allow(missing_docs)]
/// Query transformer that skips entities that have a `T` component that has
/// not been mutated since the last pass of the system. This does not include
/// components that were added in since the last pass.
pub struct Mutated<'a, T> {
value: &'a T,
}
@ -368,7 +370,8 @@ impl<'a, T: Component> Fetch<'a> for FetchAdded<T> {
}
}
#[allow(missing_docs)]
/// Query transformer skipping entities that have not been either mutated or added
/// since the last pass of the system
pub struct Changed<'a, T> {
value: &'a T,
}

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@ -63,10 +63,15 @@ impl Default for SpriteComponents {
}
}
/// A Bundle of components for drawing a single sprite from a sprite sheet (also referred
/// to as a `TextureAtlas`)
#[derive(Bundle)]
pub struct SpriteSheetComponents {
/// The specific sprite from the texture atlas to be drawn
pub sprite: TextureAtlasSprite,
/// A handle to the texture atlas that holds the sprite images
pub texture_atlas: Handle<TextureAtlas>,
/// Data pertaining to how the sprite is drawn on the screen
pub draw: Draw,
pub render_pipelines: RenderPipelines,
pub main_pass: MainPass,

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@ -9,11 +9,14 @@ use bevy_render::{
};
use std::collections::HashMap;
/// An atlas containing multiple textures (like a spritesheet or a tilemap)
#[derive(RenderResources)]
pub struct TextureAtlas {
/// The handle to the texture in which the sprites are stored
pub texture: Handle<Texture>,
// TODO: add support to Uniforms derive to write dimensions and sprites to the same buffer
pub size: Vec2,
/// The specific areas of the atlas where each texture can be found
#[render_resources(buffer)]
pub textures: Vec<Rect>,
#[render_resources(ignore)]
@ -48,6 +51,8 @@ impl TextureAtlasSprite {
}
impl TextureAtlas {
/// Create a new `TextureAtlas` that has a texture, but does not have
/// any individual sprites specified
pub fn new_empty(texture: Handle<Texture>, dimensions: Vec2) -> Self {
Self {
texture,
@ -57,6 +62,8 @@ impl TextureAtlas {
}
}
/// Generate a `TextureAtlas` by splitting a texture into a grid where each
/// cell of the grid is one of the textures in the atlas
pub fn from_grid(
texture: Handle<Texture>,
size: Vec2,
@ -85,10 +92,17 @@ impl TextureAtlas {
}
}
/// Add a sprite to the list of textures in the `TextureAtlas`
///
/// # Arguments
///
/// * `rect` - The section of the atlas that contains the texture to be added,
/// from the top-left corner of the texture to the bottom-right corner
pub fn add_texture(&mut self, rect: Rect) {
self.textures.push(rect);
}
/// How many textures are in the `TextureAtlas`
pub fn len(&self) -> usize {
self.textures.len()
}