pub mod collide_aabb; pub mod entity; mod color_material; mod dynamic_texture_atlas_builder; mod rect; mod render; mod sprite; mod texture_atlas; mod texture_atlas_builder; pub use color_material::*; pub use dynamic_texture_atlas_builder::*; pub use rect::*; pub use render::*; pub use sprite::*; pub use texture_atlas::*; pub use texture_atlas_builder::*; pub mod prelude { pub use crate::{ entity::{SpriteBundle, SpriteSheetBundle}, ColorMaterial, Sprite, SpriteResizeMode, TextureAtlas, TextureAtlasSprite, }; } use bevy_app::prelude::*; use bevy_asset::{AddAsset, Assets, Handle}; use bevy_math::Vec2; use bevy_render::{ mesh::{shape, Mesh}, render_graph::RenderGraph, shader::asset_shader_defs_system, }; use bevy_type_registry::TypeUuid; use sprite::sprite_system; #[derive(Default)] pub struct SpritePlugin; pub const QUAD_HANDLE: Handle = Handle::weak_from_u64(Mesh::TYPE_UUID, 14240461981130137526); impl Plugin for SpritePlugin { fn build(&self, app: &mut AppBuilder) { app.add_asset::() .add_asset::() .add_system_to_stage(stage::POST_UPDATE, sprite_system) .add_system_to_stage( stage::POST_UPDATE, asset_shader_defs_system::, ); let resources = app.resources_mut(); let mut render_graph = resources.get_mut::().unwrap(); render_graph.add_sprite_graph(resources); let mut meshes = resources.get_mut::>().unwrap(); let mut color_materials = resources.get_mut::>().unwrap(); color_materials.set_untracked(Handle::::default(), ColorMaterial::default()); meshes.set_untracked( QUAD_HANDLE, // Use a flipped quad because the camera is facing "forward" but quads should face backward Mesh::from(shape::Quad::new(Vec2::new(1.0, 1.0))), ) } }