bevy/crates/bevy_sprite/src/lib.rs
Carter Anderson b17f8a4bce format comments (#1612)
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2021-03-11 00:27:30 +00:00

76 lines
2.4 KiB
Rust

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 mod prelude {
pub use crate::{
entity::{SpriteBundle, SpriteSheetBundle},
ColorMaterial, Sprite, SpriteResizeMode, TextureAtlas, TextureAtlasSprite,
};
}
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::*;
use bevy_app::prelude::*;
use bevy_asset::{AddAsset, Assets, Handle, HandleUntyped};
use bevy_ecs::system::IntoSystem;
use bevy_math::Vec2;
use bevy_reflect::TypeUuid;
use bevy_render::{
mesh::{shape, Mesh},
pipeline::PipelineDescriptor,
render_graph::RenderGraph,
shader::{asset_shader_defs_system, Shader},
};
use sprite::sprite_system;
#[derive(Default)]
pub struct SpritePlugin;
pub const QUAD_HANDLE: HandleUntyped =
HandleUntyped::weak_from_u64(Mesh::TYPE_UUID, 14240461981130137526);
impl Plugin for SpritePlugin {
fn build(&self, app: &mut AppBuilder) {
app.add_asset::<ColorMaterial>()
.add_asset::<TextureAtlas>()
.register_type::<Sprite>()
.register_type::<SpriteResizeMode>()
.add_system_to_stage(CoreStage::PostUpdate, sprite_system.system())
.add_system_to_stage(
CoreStage::PostUpdate,
asset_shader_defs_system::<ColorMaterial>.system(),
);
let world = app.world_mut().cell();
let mut render_graph = world.get_resource_mut::<RenderGraph>().unwrap();
let mut pipelines = world
.get_resource_mut::<Assets<PipelineDescriptor>>()
.unwrap();
let mut shaders = world.get_resource_mut::<Assets<Shader>>().unwrap();
crate::render::add_sprite_graph(&mut render_graph, &mut pipelines, &mut shaders);
let mut meshes = world.get_resource_mut::<Assets<Mesh>>().unwrap();
let mut color_materials = world.get_resource_mut::<Assets<ColorMaterial>>().unwrap();
color_materials.set_untracked(Handle::<ColorMaterial>::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))),
)
}
}