Switch monolithic lib to module re-exports (#13059)

# Objective

Makes crate module docs render correctly in the docs for the monolithic
library. Fixes https://github.com/bevyengine/bevy/issues/13055.

## Solution

Swap from
```rust
pub mod foo {
    pub use bevy_foo::*;
}
```
to
```rust
pub use bevy_foo as foo;
```
This commit is contained in:
Miles Silberling-Cook 2024-04-21 20:32:51 -05:00 committed by GitHub
parent 570c43fdd5
commit 6b95b0137a
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@ -13,202 +13,53 @@ pub mod prelude;
mod default_plugins;
pub use default_plugins::*;
/// Integrate with platform accessibility APIs.
pub mod a11y {
pub use bevy_a11y::*;
}
/// Build bevy apps, create plugins, and read events.
pub mod app {
pub use bevy_app::*;
}
/// Load and store assets and resources for Apps.
#[cfg(feature = "bevy_asset")]
pub mod asset {
pub use bevy_asset::*;
}
/// Contains core plugins.
pub mod core {
pub use bevy_core::*;
}
/// Shared color types and operations.
#[cfg(feature = "bevy_color")]
pub mod color {
pub use bevy_color::*;
}
/// Useful diagnostic plugins and types for bevy apps.
pub mod diagnostic {
pub use bevy_diagnostic::*;
}
/// Bevy's entity-component-system.
pub mod ecs {
pub use bevy_ecs::*;
}
/// Resources and events for inputs, e.g. mouse/keyboard, touch, gamepads, etc.
pub mod input {
pub use bevy_input::*;
}
/// Logging capabilities
pub mod log {
pub use bevy_log::*;
}
/// Math types (Vec3, Mat4, Quat, etc) and helpers.
pub mod math {
pub use bevy_math::*;
}
/// Utilities for working with untyped pointers in a more safe way.
pub mod ptr {
pub use bevy_ptr::*;
}
/// Type reflection used for dynamically interacting with rust types.
pub mod reflect {
pub use bevy_reflect::*;
}
/// Save/load collections of entities and components to/from file.
#[cfg(feature = "bevy_scene")]
pub mod scene {
pub use bevy_scene::*;
}
/// Pools for async, IO, and compute tasks.
pub mod tasks {
pub use bevy_tasks::*;
}
/// Contains time utilities.
pub mod time {
pub use bevy_time::*;
}
/// Entity hierarchies and property inheritance
pub mod hierarchy {
pub use bevy_hierarchy::*;
}
/// Local and global transforms (e.g. translation, scale, rotation).
pub mod transform {
pub use bevy_transform::*;
}
/// Various miscellaneous utilities for easing development
pub mod utils {
pub use bevy_utils::*;
}
/// Configuration, creation, and management of one or more windows.
pub mod window {
pub use bevy_window::*;
}
/// Provides types and plugins for animations.
pub use bevy_a11y as a11y;
#[cfg(feature = "bevy_animation")]
pub mod animation {
pub use bevy_animation::*;
}
/// Provides types and plugins for audio playback.
pub use bevy_animation as animation;
pub use bevy_app as app;
#[cfg(feature = "bevy_asset")]
pub use bevy_asset as asset;
#[cfg(feature = "bevy_audio")]
pub mod audio {
pub use bevy_audio::*;
}
/// Core render pipeline.
pub use bevy_audio as audio;
#[cfg(feature = "bevy_color")]
pub use bevy_color as color;
pub use bevy_core as core;
#[cfg(feature = "bevy_core_pipeline")]
pub mod core_pipeline {
pub use bevy_core_pipeline::*;
}
/// Bevy interface with `GilRs` - "Game Input Library for Rust" - to handle gamepad inputs.
#[cfg(feature = "bevy_gilrs")]
pub mod gilrs {
pub use bevy_gilrs::*;
}
/// Support for GLTF file loading.
#[cfg(feature = "bevy_gltf")]
pub mod gltf {
pub use bevy_gltf::*;
}
/// Physically based rendering.
#[cfg(feature = "bevy_pbr")]
pub mod pbr {
pub use bevy_pbr::*;
}
/// Cameras, meshes, textures, shaders, and pipelines.
/// Use [`RenderDevice::features`](renderer::RenderDevice::features),
/// [`RenderDevice::limits`](renderer::RenderDevice::limits), and the
/// [`RenderAdapterInfo`](renderer::RenderAdapterInfo) resource to
/// get runtime information about the actual adapter, backend, features, and limits.
#[cfg(feature = "bevy_render")]
pub mod render {
pub use bevy_render::*;
}
/// Items for sprites, rects, texture atlases, etc.
#[cfg(feature = "bevy_sprite")]
pub mod sprite {
pub use bevy_sprite::*;
}
/// Text drawing, styling, and font assets.
#[cfg(feature = "bevy_text")]
pub mod text {
pub use bevy_text::*;
}
/// User interface components and widgets.
#[cfg(feature = "bevy_ui")]
pub mod ui {
pub use bevy_ui::*;
}
/// Window creation, configuration, and handling
#[cfg(feature = "bevy_winit")]
pub mod winit {
pub use bevy_winit::*;
}
/// Immediate mode drawing api for visual debugging.
///
/// # Example
/// ```
/// # use bevy_gizmos::prelude::*;
/// # use bevy_render::prelude::*;
/// # use bevy_math::prelude::*;
/// # use bevy_color::palettes::basic::GREEN;
/// fn system(mut gizmos: Gizmos) {
/// gizmos.line(Vec3::ZERO, Vec3::X, GREEN);
/// }
/// # bevy_ecs::system::assert_is_system(system);
/// ```
///
/// See the documentation on [`Gizmos`](gizmos::Gizmos) for more examples.
#[cfg(feature = "bevy_gizmos")]
pub mod gizmos {
pub use bevy_gizmos::*;
}
/// Dynamic linking of plugins
#[cfg(feature = "bevy_dynamic_plugin")]
pub mod dynamic_plugin {
pub use bevy_dynamic_plugin::*;
}
/// Collection of developer tools
pub use bevy_core_pipeline as core_pipeline;
#[cfg(feature = "bevy_dev_tools")]
pub mod dev_tools {
pub use bevy_dev_tools::*;
}
pub use bevy_dev_tools as dev_tools;
pub use bevy_diagnostic as diagnostic;
#[cfg(feature = "bevy_dynamic_plugin")]
pub use bevy_dynamic_plugin as dynamic_plugin;
pub use bevy_ecs as ecs;
#[cfg(feature = "bevy_gilrs")]
pub use bevy_gilrs as gilrs;
#[cfg(feature = "bevy_gizmos")]
pub use bevy_gizmos as gizmos;
#[cfg(feature = "bevy_gltf")]
pub use bevy_gltf as gltf;
pub use bevy_hierarchy as hierarchy;
pub use bevy_input as input;
pub use bevy_log as log;
pub use bevy_math as math;
#[cfg(feature = "bevy_pbr")]
pub use bevy_pbr as pbr;
pub use bevy_ptr as ptr;
pub use bevy_reflect as reflect;
#[cfg(feature = "bevy_render")]
pub use bevy_render as render;
#[cfg(feature = "bevy_scene")]
pub use bevy_scene as scene;
#[cfg(feature = "bevy_sprite")]
pub use bevy_sprite as sprite;
pub use bevy_tasks as tasks;
#[cfg(feature = "bevy_text")]
pub use bevy_text as text;
pub use bevy_time as time;
pub use bevy_transform as transform;
#[cfg(feature = "bevy_ui")]
pub use bevy_ui as ui;
pub use bevy_utils as utils;
pub use bevy_window as window;
#[cfg(feature = "bevy_winit")]
pub use bevy_winit as winit;