mirror of
https://github.com/bevyengine/bevy
synced 2024-11-10 07:04:33 +00:00
b8832dc862
## Summary/Description This PR extends states to allow support for a wider variety of state types and patterns, by providing 3 distinct types of state: - Standard [`States`] can only be changed by manually setting the [`NextState<S>`] resource. These states are the baseline on which the other state types are built, and can be used on their own for many simple patterns. See the [state example](https://github.com/bevyengine/bevy/blob/latest/examples/ecs/state.rs) for a simple use case - these are the states that existed so far in Bevy. - [`SubStates`] are children of other states - they can be changed manually using [`NextState<S>`], but are removed from the [`World`] if the source states aren't in the right state. See the [sub_states example](https://github.com/lee-orr/bevy/blob/derived_state/examples/ecs/sub_states.rs) for a simple use case based on the derive macro, or read the trait docs for more complex scenarios. - [`ComputedStates`] are fully derived from other states - they provide a [`compute`](ComputedStates::compute) method that takes in the source states and returns their derived value. They are particularly useful for situations where a simplified view of the source states is necessary - such as having an `InAMenu` computed state derived from a source state that defines multiple distinct menus. See the [computed state example](https://github.com/lee-orr/bevy/blob/derived_state/examples/ecs/computed_states.rscomputed_states.rs) to see a sampling of uses for these states. # Objective This PR is another attempt at allowing Bevy to better handle complex state objects in a manner that doesn't rely on strict equality. While my previous attempts (https://github.com/bevyengine/bevy/pull/10088 and https://github.com/bevyengine/bevy/pull/9957) relied on complex matching capacities at the point of adding a system to application, this one instead relies on deterministically deriving simple states from more complex ones. As a result, it does not require any special macros, nor does it change any other interactions with the state system once you define and add your derived state. It also maintains a degree of distinction between `State` and just normal application state - your derivations have to end up being discreet pre-determined values, meaning there is less of a risk/temptation to place a significant amount of logic and data within a given state. ### Addition - Sub States closes #9942 After some conversation with Maintainers & SMEs, a significant concern was that people might attempt to use this feature as if it were sub-states, and find themselves unable to use it appropriately. Since `ComputedState` is mainly a state matching feature, while `SubStates` are more of a state mutation related feature - but one that is easy to add with the help of the machinery introduced by `ComputedState`, it was added here as well. The relevant discussion is here: https://discord.com/channels/691052431525675048/1200556329803186316 ## Solution closes #11358 The solution is to create a new type of state - one implementing `ComputedStates` - which is deterministically tied to one or more other states. Implementors write a function to transform the source states into the computed state, and it gets triggered whenever one of the source states changes. In addition, we added the `FreelyMutableState` trait , which is implemented as part of the derive macro for `States`. This allows us to limit use of `NextState<S>` to states that are actually mutable, preventing mis-use of `ComputedStates`. --- ## Changelog - Added `ComputedStates` trait - Added `FreelyMutableState` trait - Converted `NextState` resource to an Enum, with `Unchanged` and `Pending` - Added `App::add_computed_state::<S: ComputedStates>()`, to allow for easily adding derived states to an App. - Moved the `StateTransition` schedule label from `bevy_app` to `bevy_ecs` - but maintained the export in `bevy_app` for continuity. - Modified the process for updating states. Instead of just having an `apply_state_transition` system that can be added anywhere, we now have a multi-stage process that has to run within the `StateTransition` label. First, all the state changes are calculated - manual transitions rely on `apply_state_transition`, while computed transitions run their computation process before both call `internal_apply_state_transition` to apply the transition, send out the transition event, trigger dependent states, and record which exit/transition/enter schedules need to occur. Once all the states have been updated, the transition schedules are called - first the exit schedules, then transition schedules and finally enter schedules. - Added `SubStates` trait - Adjusted `apply_state_transition` to be a no-op if the `State<S>` resource doesn't exist ## Migration Guide If the user accessed the NextState resource's value directly or created them from scratch they will need to adjust to use the new enum variants: - if they created a `NextState(Some(S))` - they should now use `NextState::Pending(S)` - if they created a `NextState(None)` -they should now use `NextState::Unchanged` - if they matched on the `NextState` value, they would need to make the adjustments above If the user manually utilized `apply_state_transition`, they should instead use systems that trigger the `StateTransition` schedule. --- ## Future Work There is still some future potential work in the area, but I wanted to keep these potential features and changes separate to keep the scope here contained, and keep the core of it easy to understand and use. However, I do want to note some of these things, both as inspiration to others and an illustration of what this PR could unlock. - `NextState::Remove` - Now that the `State` related mechanisms all utilize options (#11417), it's fairly easy to add support for explicit state removal. And while `ComputedStates` can add and remove themselves, right now `FreelyMutableState`s can't be removed from within the state system. While it existed originally in this PR, it is a different question with a separate scope and usability concerns - so having it as it's own future PR seems like the best approach. This feature currently lives in a separate branch in my fork, and the differences between it and this PR can be seen here: https://github.com/lee-orr/bevy/pull/5 - `NextState::ReEnter` - this would allow you to trigger exit & entry systems for the current state type. We can potentially also add a `NextState::ReEnterRecirsive` to also re-trigger any states that depend on the current one. - More mechanisms for `State` updates - This PR would finally make states that aren't a set of exclusive Enums useful, and with that comes the question of setting state more effectively. Right now, to update a state you either need to fully create the new state, or include the `Res<Option<State<S>>>` resource in your system, clone the state, mutate it, and then use `NextState.set(my_mutated_state)` to make it the pending next state. There are a few other potential methods that could be implemented in future PRs: - Inverse Compute States - these would essentially be compute states that have an additional (manually defined) function that can be used to nudge the source states so that they result in the computed states having a given value. For example, you could use set the `IsPaused` state, and it would attempt to pause or unpause the game by modifying the `AppState` as needed. - Closure-based state modification - this would involve adding a `NextState.modify(f: impl Fn(Option<S> -> Option<S>)` method, and then you can pass in closures or function pointers to adjust the state as needed. - Message-based state modification - this would involve either creating states that can respond to specific messages, similar to Elm or Redux. These could either use the `NextState` mechanism or the Event mechanism. - ~`SubStates` - which are essentially a hybrid of computed and manual states. In the simplest (and most likely) version, they would work by having a computed element that determines whether the state should exist, and if it should has the capacity to add a new version in, but then any changes to it's content would be freely mutated.~ this feature is now part of this PR. See above. - Lastly, since states are getting more complex there might be value in moving them out of `bevy_ecs` and into their own crate, or at least out of the `schedule` module into a `states` module. #11087 As mentioned, all these future work elements are TBD and are explicitly not part of this PR - I just wanted to provide them as potential explorations for the future. --------- Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com> Co-authored-by: Marcel Champagne <voiceofmarcel@gmail.com> Co-authored-by: MiniaczQ <xnetroidpl@gmail.com>
2959 lines
76 KiB
TOML
2959 lines
76 KiB
TOML
[package]
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name = "bevy"
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version = "0.14.0-dev"
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edition = "2021"
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categories = ["game-engines", "graphics", "gui", "rendering"]
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description = "A refreshingly simple data-driven game engine and app framework"
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exclude = ["assets/", "tools/", ".github/", "crates/", "examples/wasm/assets/"]
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homepage = "https://bevyengine.org"
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keywords = ["game", "engine", "gamedev", "graphics", "bevy"]
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license = "MIT OR Apache-2.0"
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repository = "https://github.com/bevyengine/bevy"
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documentation = "https://docs.rs/bevy"
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rust-version = "1.77.0"
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[workspace]
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exclude = [
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"benches",
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"crates/bevy_ecs_compile_fail_tests",
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"crates/bevy_macros_compile_fail_tests",
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"crates/bevy_reflect_compile_fail_tests",
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"crates/bevy_compile_test_utils",
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]
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members = [
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"crates/*",
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"examples/mobile",
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"tools/ci",
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"tools/build-templated-pages",
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"tools/build-wasm-example",
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"tools/example-showcase",
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"errors",
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]
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[workspace.lints.clippy]
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type_complexity = "allow"
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doc_markdown = "warn"
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manual_let_else = "warn"
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undocumented_unsafe_blocks = "warn"
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redundant_else = "warn"
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match_same_arms = "warn"
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semicolon_if_nothing_returned = "warn"
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ptr_as_ptr = "warn"
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ptr_cast_constness = "warn"
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ref_as_ptr = "warn"
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[workspace.lints.rust]
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unsafe_op_in_unsafe_fn = "warn"
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missing_docs = "warn"
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unsafe_code = "deny"
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[lints]
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workspace = true
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[features]
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default = [
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"animation",
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"bevy_asset",
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"bevy_audio",
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"bevy_color",
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"bevy_gilrs",
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"bevy_scene",
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"bevy_winit",
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"bevy_core_pipeline",
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"bevy_pbr",
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"bevy_gltf",
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"bevy_render",
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"bevy_sprite",
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"bevy_text",
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"bevy_ui",
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"multi-threaded",
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"png",
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"hdr",
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"vorbis",
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"x11",
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"bevy_gizmos",
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"android_shared_stdcxx",
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"tonemapping_luts",
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"default_font",
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"webgl2",
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"sysinfo_plugin",
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]
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# Force dynamic linking, which improves iterative compile times
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dynamic_linking = ["dep:bevy_dylib", "bevy_internal/dynamic_linking"]
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# Enables system information diagnostic plugin
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sysinfo_plugin = ["bevy_internal/sysinfo_plugin"]
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# Provides animation functionality
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bevy_animation = ["bevy_internal/bevy_animation", "bevy_color"]
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# Provides asset functionality
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bevy_asset = ["bevy_internal/bevy_asset"]
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# Provides audio functionality
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bevy_audio = ["bevy_internal/bevy_audio"]
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# Provides shared color types and operations
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bevy_color = ["bevy_internal/bevy_color"]
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# Provides cameras and other basic render pipeline features
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bevy_core_pipeline = [
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"bevy_internal/bevy_core_pipeline",
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"bevy_asset",
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"bevy_render",
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]
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# Plugin for dynamic loading (using [libloading](https://crates.io/crates/libloading))
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bevy_dynamic_plugin = ["bevy_internal/bevy_dynamic_plugin"]
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# Adds gamepad support
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bevy_gilrs = ["bevy_internal/bevy_gilrs"]
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# [glTF](https://www.khronos.org/gltf/) support
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bevy_gltf = ["bevy_internal/bevy_gltf", "bevy_asset", "bevy_scene", "bevy_pbr"]
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# Adds PBR rendering
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bevy_pbr = [
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"bevy_internal/bevy_pbr",
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"bevy_asset",
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"bevy_render",
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"bevy_core_pipeline",
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]
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# Provides rendering functionality
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bevy_render = ["bevy_internal/bevy_render", "bevy_color"]
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# Provides scene functionality
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bevy_scene = ["bevy_internal/bevy_scene", "bevy_asset"]
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# Provides sprite functionality
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bevy_sprite = [
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"bevy_internal/bevy_sprite",
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"bevy_render",
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"bevy_core_pipeline",
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"bevy_color",
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]
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# Provides text functionality
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bevy_text = ["bevy_internal/bevy_text", "bevy_asset", "bevy_sprite"]
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# A custom ECS-driven UI framework
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bevy_ui = [
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"bevy_internal/bevy_ui",
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"bevy_core_pipeline",
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"bevy_text",
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"bevy_sprite",
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"bevy_color",
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]
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# winit window and input backend
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bevy_winit = ["bevy_internal/bevy_winit"]
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# Adds support for rendering gizmos
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bevy_gizmos = ["bevy_internal/bevy_gizmos", "bevy_color"]
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# Provides a collection of developer tools
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bevy_dev_tools = ["bevy_internal/bevy_dev_tools"]
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# Tracing support, saving a file in Chrome Tracing format
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trace_chrome = ["trace", "bevy_internal/trace_chrome"]
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# Tracing support, exposing a port for Tracy
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trace_tracy = ["trace", "bevy_internal/trace_tracy"]
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# Tracing support, with memory profiling, exposing a port for Tracy
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trace_tracy_memory = [
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"trace",
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"bevy_internal/trace_tracy",
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"bevy_internal/trace_tracy_memory",
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]
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# Tracing support
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trace = ["bevy_internal/trace"]
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# Save a trace of all wgpu calls
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wgpu_trace = ["bevy_internal/wgpu_trace"]
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# EXR image format support
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exr = ["bevy_internal/exr"]
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# HDR image format support
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hdr = ["bevy_internal/hdr"]
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# PNG image format support
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png = ["bevy_internal/png"]
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# TGA image format support
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tga = ["bevy_internal/tga"]
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# JPEG image format support
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jpeg = ["bevy_internal/jpeg"]
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# BMP image format support
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bmp = ["bevy_internal/bmp"]
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# WebP image format support
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webp = ["bevy_internal/webp"]
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# Basis Universal compressed texture support
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basis-universal = ["bevy_internal/basis-universal"]
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# DDS compressed texture support
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dds = ["bevy_internal/dds"]
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# KTX2 compressed texture support
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ktx2 = ["bevy_internal/ktx2"]
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# PNM image format support, includes pam, pbm, pgm and ppm
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pnm = ["bevy_internal/pnm"]
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# For KTX2 supercompression
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zlib = ["bevy_internal/zlib"]
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# For KTX2 supercompression
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zstd = ["bevy_internal/zstd"]
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# FLAC audio format support
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flac = ["bevy_internal/flac"]
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# MP3 audio format support
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mp3 = ["bevy_internal/mp3"]
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# OGG/VORBIS audio format support
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vorbis = ["bevy_internal/vorbis"]
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# WAV audio format support
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wav = ["bevy_internal/wav"]
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# MP3 audio format support (through minimp3)
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minimp3 = ["bevy_internal/minimp3"]
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# AAC audio format support (through symphonia)
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symphonia-aac = ["bevy_internal/symphonia-aac"]
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# AAC, FLAC, MP3, MP4, OGG/VORBIS, and WAV audio formats support (through symphonia)
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symphonia-all = ["bevy_internal/symphonia-all"]
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# FLAC audio format support (through symphonia)
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symphonia-flac = ["bevy_internal/symphonia-flac"]
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# MP4 audio format support (through symphonia)
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symphonia-isomp4 = ["bevy_internal/symphonia-isomp4"]
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# OGG/VORBIS audio format support (through symphonia)
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symphonia-vorbis = ["bevy_internal/symphonia-vorbis"]
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# WAV audio format support (through symphonia)
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symphonia-wav = ["bevy_internal/symphonia-wav"]
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# Enable serialization support through serde
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serialize = ["bevy_internal/serialize"]
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# Enables multithreaded parallelism in the engine. Disabling it forces all engine tasks to run on a single thread.
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multi-threaded = ["bevy_internal/multi-threaded"]
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# Use async-io's implementation of block_on instead of futures-lite's implementation. This is preferred if your application uses async-io.
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async-io = ["bevy_internal/async-io"]
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# Wayland display server support
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wayland = ["bevy_internal/wayland"]
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# X11 display server support
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x11 = ["bevy_internal/x11"]
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# Enable rendering of font glyphs using subpixel accuracy
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subpixel_glyph_atlas = ["bevy_internal/subpixel_glyph_atlas"]
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# Enable systems that allow for automated testing on CI
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bevy_ci_testing = ["bevy_internal/bevy_ci_testing"]
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# Enable animation support, and glTF animation loading
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animation = ["bevy_internal/animation", "bevy_animation"]
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# Enable using a shared stdlib for cxx on Android
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android_shared_stdcxx = ["bevy_internal/android_shared_stdcxx"]
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# Enable detailed trace event logging. These trace events are expensive even when off, thus they require compile time opt-in
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detailed_trace = ["bevy_internal/detailed_trace"]
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# Include tonemapping Look Up Tables KTX2 files. If everything is pink, you need to enable this feature or change the `Tonemapping` method on your `Camera2dBundle` or `Camera3dBundle`.
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tonemapping_luts = ["bevy_internal/tonemapping_luts", "ktx2", "zstd"]
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# Enable AccessKit on Unix backends (currently only works with experimental screen readers and forks.)
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accesskit_unix = ["bevy_internal/accesskit_unix"]
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# Enable assertions to check the validity of parameters passed to glam
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glam_assert = ["bevy_internal/glam_assert"]
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# Enable assertions in debug builds to check the validity of parameters passed to glam
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debug_glam_assert = ["bevy_internal/debug_glam_assert"]
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# Include a default font, containing only ASCII characters, at the cost of a 20kB binary size increase
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default_font = ["bevy_internal/default_font"]
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# Enable support for shaders in GLSL
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shader_format_glsl = ["bevy_internal/shader_format_glsl"]
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# Enable support for shaders in SPIR-V
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shader_format_spirv = ["bevy_internal/shader_format_spirv"]
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# Enable support for transmission-related textures in the `StandardMaterial`, at the risk of blowing past the global, per-shader texture limit on older/lower-end GPUs
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pbr_transmission_textures = ["bevy_internal/pbr_transmission_textures"]
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# Enable some limitations to be able to use WebGL2. Please refer to the [WebGL2 and WebGPU](https://github.com/bevyengine/bevy/tree/latest/examples#webgl2-and-webgpu) section of the examples README for more information on how to run Wasm builds with WebGPU.
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webgl2 = ["bevy_internal/webgl"]
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# Enable support for WebGPU in Wasm. When enabled, this feature will override the `webgl2` feature and you won't be able to run Wasm builds with WebGL2, only with WebGPU.
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webgpu = ["bevy_internal/webgpu"]
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# Enables the built-in asset processor for processed assets.
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asset_processor = ["bevy_internal/asset_processor"]
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# Enables watching the filesystem for Bevy Asset hot-reloading
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file_watcher = ["bevy_internal/file_watcher"]
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# Enables watching in memory asset providers for Bevy Asset hot-reloading
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embedded_watcher = ["bevy_internal/embedded_watcher"]
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# Enable stepping-based debugging of Bevy systems
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bevy_debug_stepping = ["bevy_internal/bevy_debug_stepping"]
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# Enables the meshlet renderer for dense high-poly scenes (experimental)
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meshlet = ["bevy_internal/meshlet"]
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# Enables processing meshes into meshlet meshes for bevy_pbr
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meshlet_processor = ["bevy_internal/meshlet_processor"]
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# Enable support for the ios_simulator by downgrading some rendering capabilities
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ios_simulator = ["bevy_internal/ios_simulator"]
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[dependencies]
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bevy_internal = { path = "crates/bevy_internal", version = "0.14.0-dev", default-features = false }
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# WASM does not support dynamic linking.
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[target.'cfg(not(target_family = "wasm"))'.dependencies]
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bevy_dylib = { path = "crates/bevy_dylib", version = "0.14.0-dev", default-features = false, optional = true }
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[dev-dependencies]
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rand = "0.8.0"
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rand_chacha = "0.3.1"
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ron = "0.8.0"
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flate2 = "1.0"
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serde = { version = "1", features = ["derive"] }
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bytemuck = "1.7"
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# Needed to poll Task examples
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futures-lite = "2.0.1"
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crossbeam-channel = "0.5.0"
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argh = "0.1.12"
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thiserror = "1.0"
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[[example]]
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name = "hello_world"
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path = "examples/hello_world.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.hello_world]
|
|
hidden = true
|
|
|
|
# 2D Rendering
|
|
[[example]]
|
|
name = "bloom_2d"
|
|
path = "examples/2d/bloom_2d.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.bloom_2d]
|
|
name = "2D Bloom"
|
|
description = "Illustrates bloom post-processing in 2d"
|
|
category = "2D Rendering"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "move_sprite"
|
|
path = "examples/2d/move_sprite.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.move_sprite]
|
|
name = "Move Sprite"
|
|
description = "Changes the transform of a sprite"
|
|
category = "2D Rendering"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "2d_viewport_to_world"
|
|
path = "examples/2d/2d_viewport_to_world.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.2d_viewport_to_world]
|
|
name = "2D Viewport To World"
|
|
description = "Demonstrates how to use the `Camera::viewport_to_world_2d` method"
|
|
category = "2D Rendering"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "rotation"
|
|
path = "examples/2d/rotation.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.rotation]
|
|
name = "2D Rotation"
|
|
description = "Demonstrates rotating entities in 2D with quaternions"
|
|
category = "2D Rendering"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "mesh2d"
|
|
path = "examples/2d/mesh2d.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.mesh2d]
|
|
name = "Mesh 2D"
|
|
description = "Renders a 2d mesh"
|
|
category = "2D Rendering"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "mesh2d_manual"
|
|
path = "examples/2d/mesh2d_manual.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.mesh2d_manual]
|
|
name = "Manual Mesh 2D"
|
|
description = "Renders a custom mesh \"manually\" with \"mid-level\" renderer apis"
|
|
category = "2D Rendering"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "mesh2d_vertex_color_texture"
|
|
path = "examples/2d/mesh2d_vertex_color_texture.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.mesh2d_vertex_color_texture]
|
|
name = "Mesh 2D With Vertex Colors"
|
|
description = "Renders a 2d mesh with vertex color attributes"
|
|
category = "2D Rendering"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "2d_shapes"
|
|
path = "examples/2d/2d_shapes.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.2d_shapes]
|
|
name = "2D Shapes"
|
|
description = "Renders simple 2D primitive shapes like circles and polygons"
|
|
category = "2D Rendering"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "custom_gltf_vertex_attribute"
|
|
path = "examples/2d/custom_gltf_vertex_attribute.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.custom_gltf_vertex_attribute]
|
|
name = "Custom glTF vertex attribute 2D"
|
|
description = "Renders a glTF mesh in 2D with a custom vertex attribute"
|
|
category = "2D Rendering"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "sprite"
|
|
path = "examples/2d/sprite.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.sprite]
|
|
name = "Sprite"
|
|
description = "Renders a sprite"
|
|
category = "2D Rendering"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "sprite_animation"
|
|
path = "examples/2d/sprite_animation.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.sprite_animation]
|
|
name = "Sprite Animation"
|
|
description = "Animates a sprite in response to an event"
|
|
category = "2D Rendering"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "sprite_flipping"
|
|
path = "examples/2d/sprite_flipping.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.sprite_flipping]
|
|
name = "Sprite Flipping"
|
|
description = "Renders a sprite flipped along an axis"
|
|
category = "2D Rendering"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "sprite_sheet"
|
|
path = "examples/2d/sprite_sheet.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.sprite_sheet]
|
|
name = "Sprite Sheet"
|
|
description = "Renders an animated sprite"
|
|
category = "2D Rendering"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "sprite_tile"
|
|
path = "examples/2d/sprite_tile.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.sprite_tile]
|
|
name = "Sprite Tile"
|
|
description = "Renders a sprite tiled in a grid"
|
|
category = "2D Rendering"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "sprite_slice"
|
|
path = "examples/2d/sprite_slice.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.sprite_slice]
|
|
name = "Sprite Slice"
|
|
description = "Showcases slicing sprites into sections that can be scaled independently via the 9-patch technique"
|
|
category = "2D Rendering"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "text2d"
|
|
path = "examples/2d/text2d.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.text2d]
|
|
name = "Text 2D"
|
|
description = "Generates text in 2D"
|
|
category = "2D Rendering"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "texture_atlas"
|
|
path = "examples/2d/texture_atlas.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.texture_atlas]
|
|
name = "Texture Atlas"
|
|
description = "Generates a texture atlas (sprite sheet) from individual sprites"
|
|
category = "2D Rendering"
|
|
wasm = false
|
|
|
|
[[example]]
|
|
name = "transparency_2d"
|
|
path = "examples/2d/transparency_2d.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.transparency_2d]
|
|
name = "Transparency in 2D"
|
|
description = "Demonstrates transparency in 2d"
|
|
category = "2D Rendering"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "pixel_grid_snap"
|
|
path = "examples/2d/pixel_grid_snap.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.pixel_grid_snap]
|
|
name = "Pixel Grid Snapping"
|
|
description = "Shows how to create graphics that snap to the pixel grid by rendering to a texture in 2D"
|
|
category = "2D Rendering"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "bounding_2d"
|
|
path = "examples/2d/bounding_2d.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.bounding_2d]
|
|
name = "2D Bounding Volume Intersections"
|
|
description = "Showcases bounding volumes and intersection tests"
|
|
category = "2D Rendering"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "wireframe_2d"
|
|
path = "examples/2d/wireframe_2d.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.wireframe_2d]
|
|
name = "2D Wireframe"
|
|
description = "Showcases wireframes for 2d meshes"
|
|
category = "2D Rendering"
|
|
wasm = false
|
|
|
|
# 3D Rendering
|
|
[[example]]
|
|
name = "3d_scene"
|
|
path = "examples/3d/3d_scene.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.3d_scene]
|
|
name = "3D Scene"
|
|
description = "Simple 3D scene with basic shapes and lighting"
|
|
category = "3D Rendering"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "3d_shapes"
|
|
path = "examples/3d/3d_shapes.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.3d_shapes]
|
|
name = "3D Shapes"
|
|
description = "A scene showcasing the built-in 3D shapes"
|
|
category = "3D Rendering"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "3d_viewport_to_world"
|
|
path = "examples/3d/3d_viewport_to_world.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.3d_viewport_to_world]
|
|
name = "3D Viewport To World"
|
|
description = "Demonstrates how to use the `Camera::viewport_to_world` method"
|
|
category = "3D Rendering"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "animated_material"
|
|
path = "examples/3d/animated_material.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.animated_material]
|
|
name = "Animated Material"
|
|
description = "Shows how to animate material properties"
|
|
category = "3D Rendering"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "generate_custom_mesh"
|
|
path = "examples/3d/generate_custom_mesh.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.generate_custom_mesh]
|
|
name = "Generate Custom Mesh"
|
|
description = "Simple showcase of how to generate a custom mesh with a custom texture"
|
|
category = "3D Rendering"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "anti_aliasing"
|
|
path = "examples/3d/anti_aliasing.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.anti_aliasing]
|
|
name = "Anti-aliasing"
|
|
description = "Compares different anti-aliasing methods"
|
|
category = "3D Rendering"
|
|
wasm = false
|
|
|
|
[[example]]
|
|
name = "atmospheric_fog"
|
|
path = "examples/3d/atmospheric_fog.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.atmospheric_fog]
|
|
name = "Atmospheric Fog"
|
|
description = "A scene showcasing the atmospheric fog effect"
|
|
category = "3D Rendering"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "fog"
|
|
path = "examples/3d/fog.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.fog]
|
|
name = "Fog"
|
|
description = "A scene showcasing the distance fog effect"
|
|
category = "3D Rendering"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "blend_modes"
|
|
path = "examples/3d/blend_modes.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.blend_modes]
|
|
name = "Blend Modes"
|
|
description = "Showcases different blend modes"
|
|
category = "3D Rendering"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "lighting"
|
|
path = "examples/3d/lighting.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.lighting]
|
|
name = "Lighting"
|
|
description = "Illustrates various lighting options in a simple scene"
|
|
category = "3D Rendering"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "lines"
|
|
path = "examples/3d/lines.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.lines]
|
|
name = "Lines"
|
|
description = "Create a custom material to draw 3d lines"
|
|
category = "3D Rendering"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "ssao"
|
|
path = "examples/3d/ssao.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.ssao]
|
|
name = "Screen Space Ambient Occlusion"
|
|
description = "A scene showcasing screen space ambient occlusion"
|
|
category = "3D Rendering"
|
|
wasm = false
|
|
|
|
[[example]]
|
|
name = "spotlight"
|
|
path = "examples/3d/spotlight.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.spotlight]
|
|
name = "Spotlight"
|
|
description = "Illustrates spot lights"
|
|
category = "3D Rendering"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "bloom_3d"
|
|
path = "examples/3d/bloom_3d.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.bloom_3d]
|
|
name = "3D Bloom"
|
|
description = "Illustrates bloom configuration using HDR and emissive materials"
|
|
category = "3D Rendering"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "deferred_rendering"
|
|
path = "examples/3d/deferred_rendering.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.deferred_rendering]
|
|
name = "Deferred Rendering"
|
|
description = "Renders meshes with both forward and deferred pipelines"
|
|
category = "3D Rendering"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "load_gltf"
|
|
path = "examples/3d/load_gltf.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.load_gltf]
|
|
name = "Load glTF"
|
|
description = "Loads and renders a glTF file as a scene"
|
|
category = "3D Rendering"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "motion_blur"
|
|
path = "examples/3d/motion_blur.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.motion_blur]
|
|
name = "Motion Blur"
|
|
description = "Demonstrates per-pixel motion blur"
|
|
category = "3D Rendering"
|
|
wasm = false
|
|
|
|
[[example]]
|
|
name = "tonemapping"
|
|
path = "examples/3d/tonemapping.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.tonemapping]
|
|
name = "Tonemapping"
|
|
description = "Compares tonemapping options"
|
|
category = "3D Rendering"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "orthographic"
|
|
path = "examples/3d/orthographic.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.orthographic]
|
|
name = "Orthographic View"
|
|
description = "Shows how to create a 3D orthographic view (for isometric-look in games or CAD applications)"
|
|
category = "3D Rendering"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "parenting"
|
|
path = "examples/3d/parenting.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.parenting]
|
|
name = "Parenting"
|
|
description = "Demonstrates parent->child relationships and relative transformations"
|
|
category = "3D Rendering"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "pbr"
|
|
path = "examples/3d/pbr.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.pbr]
|
|
name = "Physically Based Rendering"
|
|
description = "Demonstrates use of Physically Based Rendering (PBR) properties"
|
|
category = "3D Rendering"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "parallax_mapping"
|
|
path = "examples/3d/parallax_mapping.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.parallax_mapping]
|
|
name = "Parallax Mapping"
|
|
description = "Demonstrates use of a normal map and depth map for parallax mapping"
|
|
category = "3D Rendering"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "render_to_texture"
|
|
path = "examples/3d/render_to_texture.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.render_to_texture]
|
|
name = "Render to Texture"
|
|
description = "Shows how to render to a texture, useful for mirrors, UI, or exporting images"
|
|
category = "3D Rendering"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "shadow_biases"
|
|
path = "examples/3d/shadow_biases.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.shadow_biases]
|
|
name = "Shadow Biases"
|
|
description = "Demonstrates how shadow biases affect shadows in a 3d scene"
|
|
category = "3D Rendering"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "shadow_caster_receiver"
|
|
path = "examples/3d/shadow_caster_receiver.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.shadow_caster_receiver]
|
|
name = "Shadow Caster and Receiver"
|
|
description = "Demonstrates how to prevent meshes from casting/receiving shadows in a 3d scene"
|
|
category = "3D Rendering"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "skybox"
|
|
path = "examples/3d/skybox.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.skybox]
|
|
name = "Skybox"
|
|
description = "Load a cubemap texture onto a cube like a skybox and cycle through different compressed texture formats."
|
|
category = "3D Rendering"
|
|
wasm = false
|
|
|
|
[[example]]
|
|
name = "spherical_area_lights"
|
|
path = "examples/3d/spherical_area_lights.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.spherical_area_lights]
|
|
name = "Spherical Area Lights"
|
|
description = "Demonstrates how point light radius values affect light behavior"
|
|
category = "3D Rendering"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "split_screen"
|
|
path = "examples/3d/split_screen.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.split_screen]
|
|
name = "Split Screen"
|
|
description = "Demonstrates how to render two cameras to the same window to accomplish \"split screen\""
|
|
category = "3D Rendering"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "texture"
|
|
path = "examples/3d/texture.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.texture]
|
|
name = "Texture"
|
|
description = "Shows configuration of texture materials"
|
|
category = "3D Rendering"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "transparency_3d"
|
|
path = "examples/3d/transparency_3d.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.transparency_3d]
|
|
name = "Transparency in 3D"
|
|
description = "Demonstrates transparency in 3d"
|
|
category = "3D Rendering"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "transmission"
|
|
path = "examples/3d/transmission.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.transmission]
|
|
name = "Transmission"
|
|
description = "Showcases light transmission in the PBR material"
|
|
category = "3D Rendering"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "two_passes"
|
|
path = "examples/3d/two_passes.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.two_passes]
|
|
name = "Two Passes"
|
|
description = "Renders two 3d passes to the same window from different perspectives"
|
|
category = "3D Rendering"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "update_gltf_scene"
|
|
path = "examples/3d/update_gltf_scene.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.update_gltf_scene]
|
|
name = "Update glTF Scene"
|
|
description = "Update a scene from a glTF file, either by spawning the scene as a child of another entity, or by accessing the entities of the scene"
|
|
category = "3D Rendering"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "vertex_colors"
|
|
path = "examples/3d/vertex_colors.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.vertex_colors]
|
|
name = "Vertex Colors"
|
|
description = "Shows the use of vertex colors"
|
|
category = "3D Rendering"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "wireframe"
|
|
path = "examples/3d/wireframe.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.wireframe]
|
|
name = "Wireframe"
|
|
description = "Showcases wireframe rendering"
|
|
category = "3D Rendering"
|
|
wasm = false
|
|
|
|
[[example]]
|
|
name = "irradiance_volumes"
|
|
path = "examples/3d/irradiance_volumes.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.irradiance_volumes]
|
|
name = "Irradiance Volumes"
|
|
description = "Demonstrates irradiance volumes"
|
|
category = "3D Rendering"
|
|
wasm = false
|
|
|
|
[[example]]
|
|
name = "meshlet"
|
|
path = "examples/3d/meshlet.rs"
|
|
doc-scrape-examples = true
|
|
required-features = ["meshlet"]
|
|
|
|
[package.metadata.example.meshlet]
|
|
name = "Meshlet"
|
|
description = "Meshlet rendering for dense high-poly scenes (experimental)"
|
|
category = "3D Rendering"
|
|
wasm = false
|
|
|
|
[[example]]
|
|
name = "lightmaps"
|
|
path = "examples/3d/lightmaps.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.lightmaps]
|
|
name = "Lightmaps"
|
|
description = "Rendering a scene with baked lightmaps"
|
|
category = "3D Rendering"
|
|
wasm = false
|
|
|
|
[[example]]
|
|
name = "no_prepass"
|
|
path = "tests/3d/no_prepass.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.no_prepass]
|
|
hidden = true
|
|
|
|
# Animation
|
|
[[example]]
|
|
name = "animated_fox"
|
|
path = "examples/animation/animated_fox.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.animated_fox]
|
|
name = "Animated Fox"
|
|
description = "Plays an animation from a skinned glTF"
|
|
category = "Animation"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "animation_graph"
|
|
path = "examples/animation/animation_graph.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.animation_graph]
|
|
name = "Animation Graph"
|
|
description = "Blends multiple animations together with a graph"
|
|
category = "Animation"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "morph_targets"
|
|
path = "examples/animation/morph_targets.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.morph_targets]
|
|
name = "Morph Targets"
|
|
description = "Plays an animation from a glTF file with meshes with morph targets"
|
|
category = "Animation"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "animated_transform"
|
|
path = "examples/animation/animated_transform.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.animated_transform]
|
|
name = "Animated Transform"
|
|
description = "Create and play an animation defined by code that operates on the `Transform` component"
|
|
category = "Animation"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "color_animation"
|
|
path = "examples/animation/color_animation.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.color_animation]
|
|
name = "Color animation"
|
|
description = "Demonstrates how to animate colors using mixing and splines in different color spaces"
|
|
category = "Animation"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "cubic_curve"
|
|
path = "examples/animation/cubic_curve.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.cubic_curve]
|
|
name = "Cubic Curve"
|
|
description = "Bezier curve example showing a cube following a cubic curve"
|
|
category = "Animation"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "custom_skinned_mesh"
|
|
path = "examples/animation/custom_skinned_mesh.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.custom_skinned_mesh]
|
|
name = "Custom Skinned Mesh"
|
|
description = "Skinned mesh example with mesh and joints data defined in code"
|
|
category = "Animation"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "gltf_skinned_mesh"
|
|
path = "examples/animation/gltf_skinned_mesh.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.gltf_skinned_mesh]
|
|
name = "glTF Skinned Mesh"
|
|
description = "Skinned mesh example with mesh and joints data loaded from a glTF file"
|
|
category = "Animation"
|
|
wasm = true
|
|
|
|
# Application
|
|
[[example]]
|
|
name = "custom_loop"
|
|
path = "examples/app/custom_loop.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.custom_loop]
|
|
name = "Custom Loop"
|
|
description = "Demonstrates how to create a custom runner (to update an app manually)"
|
|
category = "Application"
|
|
wasm = false
|
|
|
|
[[example]]
|
|
name = "drag_and_drop"
|
|
path = "examples/app/drag_and_drop.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.drag_and_drop]
|
|
name = "Drag and Drop"
|
|
description = "An example that shows how to handle drag and drop in an app"
|
|
category = "Application"
|
|
wasm = false
|
|
|
|
[[example]]
|
|
name = "empty"
|
|
path = "examples/app/empty.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.empty]
|
|
name = "Empty"
|
|
description = "An empty application (does nothing)"
|
|
category = "Application"
|
|
wasm = false
|
|
|
|
[[example]]
|
|
name = "empty_defaults"
|
|
path = "examples/app/empty_defaults.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.empty_defaults]
|
|
name = "Empty with Defaults"
|
|
description = "An empty application with default plugins"
|
|
category = "Application"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "headless"
|
|
path = "examples/app/headless.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.headless]
|
|
name = "Headless"
|
|
description = "An application that runs without default plugins"
|
|
category = "Application"
|
|
wasm = false
|
|
|
|
[[example]]
|
|
name = "logs"
|
|
path = "examples/app/logs.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.logs]
|
|
name = "Logs"
|
|
description = "Illustrate how to use generate log output"
|
|
category = "Application"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "log_layers"
|
|
path = "examples/app/log_layers.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.log_layers]
|
|
name = "Log layers"
|
|
description = "Illustrate how to add custom log layers"
|
|
category = "Application"
|
|
wasm = false
|
|
|
|
[[example]]
|
|
name = "log_layers_ecs"
|
|
path = "examples/app/log_layers_ecs.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.log_layers_ecs]
|
|
name = "Advanced log layers"
|
|
description = "Illustrate how to transfer data between log layers and Bevy's ECS"
|
|
category = "Application"
|
|
wasm = false
|
|
|
|
[[example]]
|
|
name = "plugin"
|
|
path = "examples/app/plugin.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.plugin]
|
|
name = "Plugin"
|
|
description = "Demonstrates the creation and registration of a custom plugin"
|
|
category = "Application"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "plugin_group"
|
|
path = "examples/app/plugin_group.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.plugin_group]
|
|
name = "Plugin Group"
|
|
description = "Demonstrates the creation and registration of a custom plugin group"
|
|
category = "Application"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "return_after_run"
|
|
path = "examples/app/return_after_run.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.return_after_run]
|
|
name = "Return after Run"
|
|
description = "Show how to return to main after the Bevy app has exited"
|
|
category = "Application"
|
|
wasm = false
|
|
|
|
[[example]]
|
|
name = "thread_pool_resources"
|
|
path = "examples/app/thread_pool_resources.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.thread_pool_resources]
|
|
name = "Thread Pool Resources"
|
|
description = "Creates and customizes the internal thread pool"
|
|
category = "Application"
|
|
wasm = false
|
|
|
|
[[example]]
|
|
name = "no_renderer"
|
|
path = "examples/app/no_renderer.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.no_renderer]
|
|
name = "No Renderer"
|
|
description = "An application that runs with default plugins and displays an empty window, but without an actual renderer"
|
|
category = "Application"
|
|
wasm = false
|
|
|
|
[[example]]
|
|
name = "without_winit"
|
|
path = "examples/app/without_winit.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.without_winit]
|
|
name = "Without Winit"
|
|
description = "Create an application without winit (runs single time, no event loop)"
|
|
category = "Application"
|
|
wasm = false
|
|
|
|
# Assets
|
|
[[example]]
|
|
name = "asset_loading"
|
|
path = "examples/asset/asset_loading.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.asset_loading]
|
|
name = "Asset Loading"
|
|
description = "Demonstrates various methods to load assets"
|
|
category = "Assets"
|
|
wasm = false
|
|
|
|
[[example]]
|
|
name = "asset_settings"
|
|
path = "examples/asset/asset_settings.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.asset_settings]
|
|
name = "Asset Settings"
|
|
description = "Demonstrates various methods of applying settings when loading an asset"
|
|
category = "Assets"
|
|
wasm = false
|
|
|
|
[[example]]
|
|
name = "asset_decompression"
|
|
path = "examples/asset/asset_decompression.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.asset_decompression]
|
|
name = "Asset Decompression"
|
|
description = "Demonstrates loading a compressed asset"
|
|
category = "Assets"
|
|
wasm = false
|
|
|
|
[[example]]
|
|
name = "custom_asset"
|
|
path = "examples/asset/custom_asset.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.custom_asset]
|
|
name = "Custom Asset"
|
|
description = "Implements a custom asset loader"
|
|
category = "Assets"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "custom_asset_reader"
|
|
path = "examples/asset/custom_asset_reader.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.custom_asset_reader]
|
|
name = "Custom Asset IO"
|
|
description = "Implements a custom AssetReader"
|
|
category = "Assets"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "embedded_asset"
|
|
path = "examples/asset/embedded_asset.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.embedded_asset]
|
|
name = "Embedded Asset"
|
|
description = "Embed an asset in the application binary and load it"
|
|
category = "Assets"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "extra_asset_source"
|
|
path = "examples/asset/extra_source.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.extra_asset_source]
|
|
name = "Extra asset source"
|
|
description = "Load an asset from a non-standard asset source"
|
|
category = "Assets"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "hot_asset_reloading"
|
|
path = "examples/asset/hot_asset_reloading.rs"
|
|
doc-scrape-examples = true
|
|
required-features = ["file_watcher"]
|
|
|
|
[package.metadata.example.hot_asset_reloading]
|
|
name = "Hot Reloading of Assets"
|
|
description = "Demonstrates automatic reloading of assets when modified on disk"
|
|
category = "Assets"
|
|
wasm = false
|
|
|
|
[[example]]
|
|
name = "asset_processing"
|
|
path = "examples/asset/processing/asset_processing.rs"
|
|
doc-scrape-examples = true
|
|
required-features = ["file_watcher", "asset_processor"]
|
|
|
|
[package.metadata.example.asset_processing]
|
|
name = "Asset Processing"
|
|
description = "Demonstrates how to process and load custom assets"
|
|
category = "Assets"
|
|
wasm = false
|
|
|
|
# Async Tasks
|
|
[[example]]
|
|
name = "async_compute"
|
|
path = "examples/async_tasks/async_compute.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.async_compute]
|
|
name = "Async Compute"
|
|
description = "How to use `AsyncComputeTaskPool` to complete longer running tasks"
|
|
category = "Async Tasks"
|
|
wasm = false
|
|
|
|
[[example]]
|
|
name = "external_source_external_thread"
|
|
path = "examples/async_tasks/external_source_external_thread.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.external_source_external_thread]
|
|
name = "External Source of Data on an External Thread"
|
|
description = "How to use an external thread to run an infinite task and communicate with a channel"
|
|
category = "Async Tasks"
|
|
wasm = false
|
|
|
|
# Audio
|
|
[[example]]
|
|
name = "audio"
|
|
path = "examples/audio/audio.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.audio]
|
|
name = "Audio"
|
|
description = "Shows how to load and play an audio file"
|
|
category = "Audio"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "audio_control"
|
|
path = "examples/audio/audio_control.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.audio_control]
|
|
name = "Audio Control"
|
|
description = "Shows how to load and play an audio file, and control how it's played"
|
|
category = "Audio"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "decodable"
|
|
path = "examples/audio/decodable.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.decodable]
|
|
name = "Decodable"
|
|
description = "Shows how to create and register a custom audio source by implementing the `Decodable` type."
|
|
category = "Audio"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "soundtrack"
|
|
path = "examples/audio/soundtrack.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.soundtrack]
|
|
name = "Soundtrack"
|
|
description = "Shows how to play different soundtracks based on game state"
|
|
category = "Audio"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "spatial_audio_2d"
|
|
path = "examples/audio/spatial_audio_2d.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.spatial_audio_2d]
|
|
name = "Spatial Audio 2D"
|
|
description = "Shows how to play spatial audio, and moving the emitter in 2D"
|
|
category = "Audio"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "spatial_audio_3d"
|
|
path = "examples/audio/spatial_audio_3d.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.spatial_audio_3d]
|
|
name = "Spatial Audio 3D"
|
|
description = "Shows how to play spatial audio, and moving the emitter in 3D"
|
|
category = "Audio"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "pitch"
|
|
path = "examples/audio/pitch.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.pitch]
|
|
name = "Pitch"
|
|
description = "Shows how to directly play a simple pitch"
|
|
category = "Audio"
|
|
wasm = true
|
|
|
|
# Diagnostics
|
|
[[example]]
|
|
name = "log_diagnostics"
|
|
path = "examples/diagnostics/log_diagnostics.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.log_diagnostics]
|
|
name = "Log Diagnostics"
|
|
description = "Add a plugin that logs diagnostics, like frames per second (FPS), to the console"
|
|
category = "Diagnostics"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "custom_diagnostic"
|
|
path = "examples/diagnostics/custom_diagnostic.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.custom_diagnostic]
|
|
name = "Custom Diagnostic"
|
|
description = "Shows how to create a custom diagnostic"
|
|
category = "Diagnostics"
|
|
wasm = true
|
|
|
|
# ECS (Entity Component System)
|
|
[[example]]
|
|
name = "ecs_guide"
|
|
path = "examples/ecs/ecs_guide.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.ecs_guide]
|
|
name = "ECS Guide"
|
|
description = "Full guide to Bevy's ECS"
|
|
category = "ECS (Entity Component System)"
|
|
wasm = false
|
|
|
|
[package.metadata.example.apply_deferred]
|
|
name = "Apply System Buffers"
|
|
description = "Show how to use `apply_deferred` system"
|
|
category = "ECS (Entity Component System)"
|
|
wasm = false
|
|
|
|
[[example]]
|
|
name = "component_change_detection"
|
|
path = "examples/ecs/component_change_detection.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.component_change_detection]
|
|
name = "Component Change Detection"
|
|
description = "Change detection on components"
|
|
category = "ECS (Entity Component System)"
|
|
wasm = false
|
|
|
|
[[example]]
|
|
name = "component_hooks"
|
|
path = "examples/ecs/component_hooks.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.component_hooks]
|
|
name = "Component Hooks"
|
|
description = "Define component hooks to manage component lifecycle events"
|
|
category = "ECS (Entity Component System)"
|
|
wasm = false
|
|
|
|
[[example]]
|
|
name = "custom_schedule"
|
|
path = "examples/ecs/custom_schedule.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.custom_schedule]
|
|
name = "Custom Schedule"
|
|
description = "Demonstrates how to add custom schedules"
|
|
category = "ECS (Entity Component System)"
|
|
wasm = false
|
|
|
|
[[example]]
|
|
name = "custom_query_param"
|
|
path = "examples/ecs/custom_query_param.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.custom_query_param]
|
|
name = "Custom Query Parameters"
|
|
description = "Groups commonly used compound queries and query filters into a single type"
|
|
category = "ECS (Entity Component System)"
|
|
wasm = false
|
|
|
|
[[example]]
|
|
name = "dynamic"
|
|
path = "examples/ecs/dynamic.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.dynamic]
|
|
name = "Dynamic ECS"
|
|
description = "Dynamically create components, spawn entities with those components and query those components"
|
|
category = "ECS (Entity Component System)"
|
|
wasm = false
|
|
|
|
[[example]]
|
|
name = "event"
|
|
path = "examples/ecs/event.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.event]
|
|
name = "Event"
|
|
description = "Illustrates event creation, activation, and reception"
|
|
category = "ECS (Entity Component System)"
|
|
wasm = false
|
|
|
|
[[example]]
|
|
name = "send_and_receive_events"
|
|
path = "examples/ecs/send_and_receive_events.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.send_and_receive_events]
|
|
name = "Send and receive events"
|
|
description = "Demonstrates how to send and receive events of the same type in a single system"
|
|
category = "ECS (Entity Component System)"
|
|
wasm = false
|
|
|
|
[[example]]
|
|
name = "fixed_timestep"
|
|
path = "examples/ecs/fixed_timestep.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.fixed_timestep]
|
|
name = "Fixed Timestep"
|
|
description = "Shows how to create systems that run every fixed timestep, rather than every tick"
|
|
category = "ECS (Entity Component System)"
|
|
wasm = false
|
|
|
|
[[example]]
|
|
name = "generic_system"
|
|
path = "examples/ecs/generic_system.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.generic_system]
|
|
name = "Generic System"
|
|
description = "Shows how to create systems that can be reused with different types"
|
|
category = "ECS (Entity Component System)"
|
|
wasm = false
|
|
|
|
[[example]]
|
|
name = "hierarchy"
|
|
path = "examples/ecs/hierarchy.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.hierarchy]
|
|
name = "Hierarchy"
|
|
description = "Creates a hierarchy of parents and children entities"
|
|
category = "ECS (Entity Component System)"
|
|
wasm = false
|
|
|
|
[[example]]
|
|
name = "iter_combinations"
|
|
path = "examples/ecs/iter_combinations.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.iter_combinations]
|
|
name = "Iter Combinations"
|
|
description = "Shows how to iterate over combinations of query results"
|
|
category = "ECS (Entity Component System)"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "one_shot_systems"
|
|
path = "examples/ecs/one_shot_systems.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.one_shot_systems]
|
|
name = "One Shot Systems"
|
|
description = "Shows how to flexibly run systems without scheduling them"
|
|
category = "ECS (Entity Component System)"
|
|
wasm = false
|
|
|
|
[[example]]
|
|
name = "parallel_query"
|
|
path = "examples/ecs/parallel_query.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.parallel_query]
|
|
name = "Parallel Query"
|
|
description = "Illustrates parallel queries with `ParallelIterator`"
|
|
category = "ECS (Entity Component System)"
|
|
wasm = false
|
|
|
|
[[example]]
|
|
name = "removal_detection"
|
|
path = "examples/ecs/removal_detection.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.removal_detection]
|
|
name = "Removal Detection"
|
|
description = "Query for entities that had a specific component removed earlier in the current frame"
|
|
category = "ECS (Entity Component System)"
|
|
wasm = false
|
|
|
|
[[example]]
|
|
name = "run_conditions"
|
|
path = "examples/ecs/run_conditions.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.run_conditions]
|
|
name = "Run Conditions"
|
|
description = "Run systems only when one or multiple conditions are met"
|
|
category = "ECS (Entity Component System)"
|
|
wasm = false
|
|
|
|
[[example]]
|
|
name = "startup_system"
|
|
path = "examples/ecs/startup_system.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.startup_system]
|
|
name = "Startup System"
|
|
description = "Demonstrates a startup system (one that runs once when the app starts up)"
|
|
category = "ECS (Entity Component System)"
|
|
wasm = false
|
|
|
|
[[example]]
|
|
name = "state"
|
|
path = "examples/ecs/state.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.state]
|
|
name = "State"
|
|
description = "Illustrates how to use States to control transitioning from a Menu state to an InGame state"
|
|
category = "ECS (Entity Component System)"
|
|
wasm = false
|
|
|
|
[[example]]
|
|
name = "sub_states"
|
|
path = "examples/ecs/sub_states.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.sub_states]
|
|
name = "Sub States"
|
|
description = "Using Sub States for hierarchical state handling."
|
|
category = "ECS (Entity Component System)"
|
|
wasm = false
|
|
|
|
[[example]]
|
|
name = "computed_states"
|
|
path = "examples/ecs/computed_states.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.computed_states]
|
|
name = "Computed States"
|
|
description = "Advanced state patterns using Computed States"
|
|
category = "ECS (Entity Component System)"
|
|
wasm = false
|
|
|
|
[[example]]
|
|
name = "system_piping"
|
|
path = "examples/ecs/system_piping.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.system_piping]
|
|
name = "System Piping"
|
|
description = "Pipe the output of one system into a second, allowing you to handle any errors gracefully"
|
|
category = "ECS (Entity Component System)"
|
|
wasm = false
|
|
|
|
[[example]]
|
|
name = "system_closure"
|
|
path = "examples/ecs/system_closure.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.system_closure]
|
|
name = "System Closure"
|
|
description = "Show how to use closures as systems, and how to configure `Local` variables by capturing external state"
|
|
category = "ECS (Entity Component System)"
|
|
wasm = false
|
|
|
|
[[example]]
|
|
name = "system_param"
|
|
path = "examples/ecs/system_param.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.system_param]
|
|
name = "System Parameter"
|
|
description = "Illustrates creating custom system parameters with `SystemParam`"
|
|
category = "ECS (Entity Component System)"
|
|
wasm = false
|
|
|
|
[[example]]
|
|
name = "system_stepping"
|
|
path = "examples/ecs/system_stepping.rs"
|
|
doc-scrape-examples = true
|
|
required-features = ["bevy_debug_stepping"]
|
|
|
|
[package.metadata.example.system_stepping]
|
|
name = "System Stepping"
|
|
description = "Demonstrate stepping through systems in order of execution."
|
|
category = "ECS (Entity Component System)"
|
|
wasm = false
|
|
|
|
# Time
|
|
[[example]]
|
|
name = "time"
|
|
path = "examples/time/time.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.time]
|
|
name = "Time handling"
|
|
description = "Explains how Time is handled in ECS"
|
|
category = "Time"
|
|
wasm = false
|
|
|
|
[[example]]
|
|
name = "virtual_time"
|
|
path = "examples/time/virtual_time.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.virtual_time]
|
|
name = "Virtual time"
|
|
description = "Shows how `Time<Virtual>` can be used to pause, resume, slow down and speed up a game."
|
|
category = "Time"
|
|
wasm = false
|
|
|
|
[[example]]
|
|
name = "timers"
|
|
path = "examples/time/timers.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.timers]
|
|
name = "Timers"
|
|
description = "Illustrates ticking `Timer` resources inside systems and handling their state"
|
|
category = "Time"
|
|
wasm = false
|
|
|
|
|
|
# Games
|
|
[[example]]
|
|
name = "alien_cake_addict"
|
|
path = "examples/games/alien_cake_addict.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.alien_cake_addict]
|
|
name = "Alien Cake Addict"
|
|
description = "Eat the cakes. Eat them all. An example 3D game"
|
|
category = "Games"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "breakout"
|
|
path = "examples/games/breakout.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.breakout]
|
|
name = "Breakout"
|
|
description = "An implementation of the classic game \"Breakout\"."
|
|
category = "Games"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "contributors"
|
|
path = "examples/games/contributors.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.contributors]
|
|
name = "Contributors"
|
|
description = "Displays each contributor as a bouncy bevy-ball!"
|
|
category = "Games"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "desk_toy"
|
|
path = "examples/games/desk_toy.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.desk_toy]
|
|
name = "Desk Toy"
|
|
description = "Bevy logo as a desk toy using transparent windows! Now with Googly Eyes!"
|
|
category = "Games"
|
|
wasm = false
|
|
|
|
[[example]]
|
|
name = "game_menu"
|
|
path = "examples/games/game_menu.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.game_menu]
|
|
name = "Game Menu"
|
|
description = "A simple game menu"
|
|
category = "Games"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "loading_screen"
|
|
path = "examples/games/loading_screen.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.loading_screen]
|
|
name = "Loading Screen"
|
|
description = "Demonstrates how to create a loading screen that waits for all assets to be loaded and render pipelines to be compiled."
|
|
category = "Games"
|
|
wasm = true
|
|
|
|
# Input
|
|
[[example]]
|
|
name = "char_input_events"
|
|
path = "examples/input/char_input_events.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.char_input_events]
|
|
name = "Char Input Events"
|
|
description = "Prints out all chars as they are inputted"
|
|
category = "Input"
|
|
wasm = false
|
|
|
|
[[example]]
|
|
name = "gamepad_input"
|
|
path = "examples/input/gamepad_input.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.gamepad_input]
|
|
name = "Gamepad Input"
|
|
description = "Shows handling of gamepad input, connections, and disconnections"
|
|
category = "Input"
|
|
wasm = false
|
|
|
|
[[example]]
|
|
name = "gamepad_input_events"
|
|
path = "examples/input/gamepad_input_events.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.gamepad_input_events]
|
|
name = "Gamepad Input Events"
|
|
description = "Iterates and prints gamepad input and connection events"
|
|
category = "Input"
|
|
wasm = false
|
|
|
|
[[example]]
|
|
name = "gamepad_rumble"
|
|
path = "examples/input/gamepad_rumble.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.gamepad_rumble]
|
|
name = "Gamepad Rumble"
|
|
description = "Shows how to rumble a gamepad using force feedback"
|
|
category = "Input"
|
|
wasm = false
|
|
|
|
[[example]]
|
|
name = "keyboard_input"
|
|
path = "examples/input/keyboard_input.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.keyboard_input]
|
|
name = "Keyboard Input"
|
|
description = "Demonstrates handling a key press/release"
|
|
category = "Input"
|
|
wasm = false
|
|
|
|
[[example]]
|
|
name = "keyboard_modifiers"
|
|
path = "examples/input/keyboard_modifiers.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.keyboard_modifiers]
|
|
name = "Keyboard Modifiers"
|
|
description = "Demonstrates using key modifiers (ctrl, shift)"
|
|
category = "Input"
|
|
wasm = false
|
|
|
|
[[example]]
|
|
name = "keyboard_input_events"
|
|
path = "examples/input/keyboard_input_events.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.keyboard_input_events]
|
|
name = "Keyboard Input Events"
|
|
description = "Prints out all keyboard events"
|
|
category = "Input"
|
|
wasm = false
|
|
|
|
[[example]]
|
|
name = "mouse_input"
|
|
path = "examples/input/mouse_input.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.mouse_input]
|
|
name = "Mouse Input"
|
|
description = "Demonstrates handling a mouse button press/release"
|
|
category = "Input"
|
|
wasm = false
|
|
|
|
[[example]]
|
|
name = "mouse_input_events"
|
|
path = "examples/input/mouse_input_events.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.mouse_input_events]
|
|
name = "Mouse Input Events"
|
|
description = "Prints out all mouse events (buttons, movement, etc.)"
|
|
category = "Input"
|
|
wasm = false
|
|
|
|
[[example]]
|
|
name = "mouse_grab"
|
|
path = "examples/input/mouse_grab.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.mouse_grab]
|
|
name = "Mouse Grab"
|
|
description = "Demonstrates how to grab the mouse, locking the cursor to the app's screen"
|
|
category = "Input"
|
|
wasm = false
|
|
|
|
[[example]]
|
|
name = "touch_input"
|
|
path = "examples/input/touch_input.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.touch_input]
|
|
name = "Touch Input"
|
|
description = "Displays touch presses, releases, and cancels"
|
|
category = "Input"
|
|
wasm = false
|
|
|
|
[[example]]
|
|
name = "touch_input_events"
|
|
path = "examples/input/touch_input_events.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.touch_input_events]
|
|
name = "Touch Input Events"
|
|
description = "Prints out all touch inputs"
|
|
category = "Input"
|
|
wasm = false
|
|
|
|
[[example]]
|
|
name = "text_input"
|
|
path = "examples/input/text_input.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.text_input]
|
|
name = "Text Input"
|
|
description = "Simple text input with IME support"
|
|
category = "Input"
|
|
wasm = false
|
|
|
|
# Reflection
|
|
[[example]]
|
|
name = "reflection"
|
|
path = "examples/reflection/reflection.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.reflection]
|
|
name = "Reflection"
|
|
description = "Demonstrates how reflection in Bevy provides a way to dynamically interact with Rust types"
|
|
category = "Reflection"
|
|
wasm = false
|
|
|
|
[[example]]
|
|
name = "generic_reflection"
|
|
path = "examples/reflection/generic_reflection.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.generic_reflection]
|
|
name = "Generic Reflection"
|
|
description = "Registers concrete instances of generic types that may be used with reflection"
|
|
category = "Reflection"
|
|
wasm = false
|
|
|
|
[[example]]
|
|
name = "reflection_types"
|
|
path = "examples/reflection/reflection_types.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.reflection_types]
|
|
name = "Reflection Types"
|
|
description = "Illustrates the various reflection types available"
|
|
category = "Reflection"
|
|
wasm = false
|
|
|
|
[[example]]
|
|
name = "trait_reflection"
|
|
path = "examples/reflection/trait_reflection.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.trait_reflection]
|
|
name = "Trait Reflection"
|
|
description = "Allows reflection with trait objects"
|
|
category = "Reflection"
|
|
wasm = false
|
|
|
|
# Scene
|
|
[[example]]
|
|
name = "scene"
|
|
path = "examples/scene/scene.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.scene]
|
|
name = "Scene"
|
|
description = "Demonstrates loading from and saving scenes to files"
|
|
category = "Scene"
|
|
wasm = false
|
|
|
|
# Shaders
|
|
[[package.metadata.example_category]]
|
|
name = "Shaders"
|
|
description = """
|
|
These examples demonstrate how to implement different shaders in user code.
|
|
|
|
A shader in its most common usage is a small program that is run by the GPU per-vertex in a mesh (a vertex shader) or per-affected-screen-fragment (a fragment shader.) The GPU executes these programs in a highly parallel way.
|
|
|
|
There are also compute shaders which are used for more general processing leveraging the GPU's parallelism.
|
|
"""
|
|
|
|
[[example]]
|
|
name = "custom_vertex_attribute"
|
|
path = "examples/shader/custom_vertex_attribute.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.custom_vertex_attribute]
|
|
name = "Custom Vertex Attribute"
|
|
description = "A shader that reads a mesh's custom vertex attribute"
|
|
category = "Shaders"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "post_processing"
|
|
path = "examples/shader/post_processing.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.post_processing]
|
|
name = "Post Processing - Custom Render Pass"
|
|
description = "A custom post processing effect, using a custom render pass that runs after the main pass"
|
|
category = "Shaders"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "shader_defs"
|
|
path = "examples/shader/shader_defs.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.shader_defs]
|
|
name = "Shader Defs"
|
|
description = "A shader that uses \"shaders defs\" (a bevy tool to selectively toggle parts of a shader)"
|
|
category = "Shaders"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "shader_material"
|
|
path = "examples/shader/shader_material.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.shader_material]
|
|
name = "Material"
|
|
description = "A shader and a material that uses it"
|
|
category = "Shaders"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "shader_material_2d"
|
|
path = "examples/shader/shader_material_2d.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.shader_material_2d]
|
|
name = "Material"
|
|
description = "A shader and a material that uses it on a 2d mesh"
|
|
category = "Shaders"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "extended_material"
|
|
path = "examples/shader/extended_material.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.extended_material]
|
|
name = "Extended Material"
|
|
description = "A custom shader that builds on the standard material"
|
|
category = "Shaders"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "shader_prepass"
|
|
path = "examples/shader/shader_prepass.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.shader_prepass]
|
|
name = "Material Prepass"
|
|
description = "A shader that uses the various textures generated by the prepass"
|
|
category = "Shaders"
|
|
wasm = false
|
|
|
|
[[example]]
|
|
name = "shader_material_screenspace_texture"
|
|
path = "examples/shader/shader_material_screenspace_texture.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.shader_material_screenspace_texture]
|
|
name = "Material - Screenspace Texture"
|
|
description = "A shader that samples a texture with view-independent UV coordinates"
|
|
category = "Shaders"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "shader_material_glsl"
|
|
path = "examples/shader/shader_material_glsl.rs"
|
|
doc-scrape-examples = true
|
|
required-features = ["shader_format_glsl"]
|
|
|
|
[package.metadata.example.shader_material_glsl]
|
|
name = "Material - GLSL"
|
|
description = "A shader that uses the GLSL shading language"
|
|
category = "Shaders"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "shader_instancing"
|
|
path = "examples/shader/shader_instancing.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.shader_instancing]
|
|
name = "Instancing"
|
|
description = "A shader that renders a mesh multiple times in one draw call"
|
|
category = "Shaders"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "animate_shader"
|
|
path = "examples/shader/animate_shader.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.animate_shader]
|
|
name = "Animated"
|
|
description = "A shader that uses dynamic data like the time since startup"
|
|
category = "Shaders"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "compute_shader_game_of_life"
|
|
path = "examples/shader/compute_shader_game_of_life.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.compute_shader_game_of_life]
|
|
name = "Compute - Game of Life"
|
|
description = "A compute shader that simulates Conway's Game of Life"
|
|
category = "Shaders"
|
|
wasm = false
|
|
|
|
[[example]]
|
|
name = "gpu_readback"
|
|
path = "examples/shader/gpu_readback.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.gpu_readback]
|
|
name = "GPU readback"
|
|
description = "A very simple compute shader that writes to a buffer that is read by the cpu"
|
|
category = "Shaders"
|
|
wasm = false
|
|
|
|
[[example]]
|
|
name = "array_texture"
|
|
path = "examples/shader/array_texture.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.array_texture]
|
|
name = "Array Texture"
|
|
description = "A shader that shows how to reuse the core bevy PBR shading functionality in a custom material that obtains the base color from an array texture."
|
|
category = "Shaders"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "texture_binding_array"
|
|
path = "examples/shader/texture_binding_array.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.texture_binding_array]
|
|
name = "Texture Binding Array (Bindless Textures)"
|
|
description = "A shader that shows how to bind and sample multiple textures as a binding array (a.k.a. bindless textures)."
|
|
category = "Shaders"
|
|
wasm = false
|
|
|
|
# Stress tests
|
|
[[package.metadata.example_category]]
|
|
name = "Stress Tests"
|
|
description = """
|
|
These examples are used to test the performance and stability of various parts of the engine in an isolated way.
|
|
|
|
Due to the focus on performance it's recommended to run the stress tests in release mode:
|
|
|
|
```sh
|
|
cargo run --release --example <example name>
|
|
```
|
|
"""
|
|
|
|
[[example]]
|
|
name = "bevymark"
|
|
path = "examples/stress_tests/bevymark.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.bevymark]
|
|
name = "Bevymark"
|
|
description = "A heavy sprite rendering workload to benchmark your system with Bevy"
|
|
category = "Stress Tests"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "many_animated_sprites"
|
|
path = "examples/stress_tests/many_animated_sprites.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.many_animated_sprites]
|
|
name = "Many Animated Sprites"
|
|
description = "Displays many animated sprites in a grid arrangement with slight offsets to their animation timers. Used for performance testing."
|
|
category = "Stress Tests"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "many_buttons"
|
|
path = "examples/stress_tests/many_buttons.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.many_buttons]
|
|
name = "Many Buttons"
|
|
description = "Test rendering of many UI elements"
|
|
category = "Stress Tests"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "many_cubes"
|
|
path = "examples/stress_tests/many_cubes.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.many_cubes]
|
|
name = "Many Cubes"
|
|
description = "Simple benchmark to test per-entity draw overhead. Run with the `sphere` argument to test frustum culling"
|
|
category = "Stress Tests"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "many_gizmos"
|
|
path = "examples/stress_tests/many_gizmos.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.many_gizmos]
|
|
name = "Many Gizmos"
|
|
description = "Test rendering of many gizmos"
|
|
category = "Stress Tests"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "many_foxes"
|
|
path = "examples/stress_tests/many_foxes.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.many_foxes]
|
|
name = "Many Foxes"
|
|
description = "Loads an animated fox model and spawns lots of them. Good for testing skinned mesh performance. Takes an unsigned integer argument for the number of foxes to spawn. Defaults to 1000"
|
|
category = "Stress Tests"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "many_glyphs"
|
|
path = "examples/stress_tests/many_glyphs.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.many_glyphs]
|
|
name = "Many Glyphs"
|
|
description = "Simple benchmark to test text rendering."
|
|
category = "Stress Tests"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "many_lights"
|
|
path = "examples/stress_tests/many_lights.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.many_lights]
|
|
name = "Many Lights"
|
|
description = "Simple benchmark to test rendering many point lights. Run with `WGPU_SETTINGS_PRIO=webgl2` to restrict to uniform buffers and max 256 lights"
|
|
category = "Stress Tests"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "many_sprites"
|
|
path = "examples/stress_tests/many_sprites.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.many_sprites]
|
|
name = "Many Sprites"
|
|
description = "Displays many sprites in a grid arrangement! Used for performance testing. Use `--colored` to enable color tinted sprites."
|
|
category = "Stress Tests"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "transform_hierarchy"
|
|
path = "examples/stress_tests/transform_hierarchy.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.transform_hierarchy]
|
|
name = "Transform Hierarchy"
|
|
description = "Various test cases for hierarchy and transform propagation performance"
|
|
category = "Stress Tests"
|
|
wasm = false
|
|
|
|
[[example]]
|
|
name = "text_pipeline"
|
|
path = "examples/stress_tests/text_pipeline.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.text_pipeline]
|
|
name = "Text Pipeline"
|
|
description = "Text Pipeline benchmark"
|
|
category = "Stress Tests"
|
|
wasm = false
|
|
|
|
# Tools
|
|
[[example]]
|
|
name = "scene_viewer"
|
|
path = "examples/tools/scene_viewer/main.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.scene_viewer]
|
|
name = "Scene Viewer"
|
|
description = "A simple way to view glTF models with Bevy. Just run `cargo run --release --example scene_viewer /path/to/model.gltf#Scene0`, replacing the path as appropriate. With no arguments it will load the FieldHelmet glTF model from the repository assets subdirectory"
|
|
category = "Tools"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "gamepad_viewer"
|
|
path = "examples/tools/gamepad_viewer.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.gamepad_viewer]
|
|
name = "Gamepad Viewer"
|
|
description = "Shows a visualization of gamepad buttons, sticks, and triggers"
|
|
category = "Tools"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "nondeterministic_system_order"
|
|
path = "examples/ecs/nondeterministic_system_order.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.nondeterministic_system_order]
|
|
name = "Nondeterministic System Order"
|
|
description = "Systems run in parallel, but their order isn't always deterministic. Here's how to detect and fix this."
|
|
category = "ECS (Entity Component System)"
|
|
wasm = false
|
|
|
|
[[example]]
|
|
name = "3d_rotation"
|
|
path = "examples/transforms/3d_rotation.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.3d_rotation]
|
|
name = "3D Rotation"
|
|
description = "Illustrates how to (constantly) rotate an object around an axis"
|
|
category = "Transforms"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "align"
|
|
path = "examples/transforms/align.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.align]
|
|
name = "Alignment"
|
|
description = "A demonstration of Transform's axis-alignment feature"
|
|
category = "Transforms"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "scale"
|
|
path = "examples/transforms/scale.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.scale]
|
|
name = "Scale"
|
|
description = "Illustrates how to scale an object in each direction"
|
|
category = "Transforms"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "transform"
|
|
path = "examples/transforms/transform.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.transform]
|
|
name = "Transform"
|
|
description = "Shows multiple transformations of objects"
|
|
category = "Transforms"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "translation"
|
|
path = "examples/transforms/translation.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.translation]
|
|
name = "Translation"
|
|
description = "Illustrates how to move an object along an axis"
|
|
category = "Transforms"
|
|
wasm = true
|
|
|
|
# UI (User Interface)
|
|
[[example]]
|
|
name = "borders"
|
|
path = "examples/ui/borders.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.borders]
|
|
name = "Borders"
|
|
description = "Demonstrates how to create a node with a border"
|
|
category = "UI (User Interface)"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "rounded_borders"
|
|
path = "examples/ui/rounded_borders.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.rounded_borders]
|
|
name = "Rounded Borders"
|
|
description = "Demonstrates how to create a node with a rounded border"
|
|
category = "UI (User Interface)"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "button"
|
|
path = "examples/ui/button.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.button]
|
|
name = "Button"
|
|
description = "Illustrates creating and updating a button"
|
|
category = "UI (User Interface)"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "display_and_visibility"
|
|
path = "examples/ui/display_and_visibility.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.display_and_visibility]
|
|
name = "Display and Visibility"
|
|
description = "Demonstrates how Display and Visibility work in the UI."
|
|
category = "UI (User Interface)"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "window_fallthrough"
|
|
path = "examples/ui/window_fallthrough.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.window_fallthrough]
|
|
name = "Window Fallthrough"
|
|
description = "Illustrates how to access `winit::window::Window`'s `hittest` functionality."
|
|
category = "UI (User Interface)"
|
|
wasm = false
|
|
|
|
[[example]]
|
|
name = "font_atlas_debug"
|
|
path = "examples/ui/font_atlas_debug.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.font_atlas_debug]
|
|
name = "Font Atlas Debug"
|
|
description = "Illustrates how FontAtlases are populated (used to optimize text rendering internally)"
|
|
category = "UI (User Interface)"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "overflow"
|
|
path = "examples/ui/overflow.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.overflow]
|
|
name = "Overflow"
|
|
description = "Simple example demonstrating overflow behavior"
|
|
category = "UI (User Interface)"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "overflow_debug"
|
|
path = "examples/ui/overflow_debug.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.overflow_debug]
|
|
name = "Overflow and Clipping Debug"
|
|
description = "An example to debug overflow and clipping behavior"
|
|
category = "UI (User Interface)"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "relative_cursor_position"
|
|
path = "examples/ui/relative_cursor_position.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.relative_cursor_position]
|
|
name = "Relative Cursor Position"
|
|
description = "Showcases the RelativeCursorPosition component"
|
|
category = "UI (User Interface)"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "render_ui_to_texture"
|
|
path = "examples/ui/render_ui_to_texture.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.render_ui_to_texture]
|
|
name = "Render UI to Texture"
|
|
description = "An example of rendering UI as a part of a 3D world"
|
|
category = "UI (User Interface)"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "size_constraints"
|
|
path = "examples/ui/size_constraints.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.size_constraints]
|
|
name = "Size Constraints"
|
|
description = "Demonstrates how the to use the size constraints to control the size of a UI node."
|
|
category = "UI (User Interface)"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "text"
|
|
path = "examples/ui/text.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.text]
|
|
name = "Text"
|
|
description = "Illustrates creating and updating text"
|
|
category = "UI (User Interface)"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "text_debug"
|
|
path = "examples/ui/text_debug.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.text_debug]
|
|
name = "Text Debug"
|
|
description = "An example for debugging text layout"
|
|
category = "UI (User Interface)"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "flex_layout"
|
|
path = "examples/ui/flex_layout.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.flex_layout]
|
|
name = "Flex Layout"
|
|
description = "Demonstrates how the AlignItems and JustifyContent properties can be composed to layout nodes and position text"
|
|
category = "UI (User Interface)"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "text_wrap_debug"
|
|
path = "examples/ui/text_wrap_debug.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.text_wrap_debug]
|
|
name = "Text Wrap Debug"
|
|
description = "Demonstrates text wrapping"
|
|
category = "UI (User Interface)"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "grid"
|
|
path = "examples/ui/grid.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.grid]
|
|
name = "CSS Grid"
|
|
description = "An example for CSS Grid layout"
|
|
|
|
category = "UI (User Interface)"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "transparency_ui"
|
|
path = "examples/ui/transparency_ui.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.transparency_ui]
|
|
name = "Transparency UI"
|
|
description = "Demonstrates transparency for UI"
|
|
category = "UI (User Interface)"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "z_index"
|
|
path = "examples/ui/z_index.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.z_index]
|
|
name = "UI Z-Index"
|
|
description = "Demonstrates how to control the relative depth (z-position) of UI elements"
|
|
category = "UI (User Interface)"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "ui"
|
|
path = "examples/ui/ui.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.ui]
|
|
name = "UI"
|
|
description = "Illustrates various features of Bevy UI"
|
|
category = "UI (User Interface)"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "ui_scaling"
|
|
path = "examples/ui/ui_scaling.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.ui_scaling]
|
|
name = "UI Scaling"
|
|
description = "Illustrates how to scale the UI"
|
|
category = "UI (User Interface)"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "ui_texture_atlas"
|
|
path = "examples/ui/ui_texture_atlas.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.ui_texture_atlas]
|
|
name = "UI Texture Atlas"
|
|
description = "Illustrates how to use TextureAtlases in UI"
|
|
category = "UI (User Interface)"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "ui_texture_slice"
|
|
path = "examples/ui/ui_texture_slice.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.ui_texture_slice]
|
|
name = "UI Texture Slice"
|
|
description = "Illustrates how to use 9 Slicing in UI"
|
|
category = "UI (User Interface)"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "ui_texture_atlas_slice"
|
|
path = "examples/ui/ui_texture_atlas_slice.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.ui_texture_atlas_slice]
|
|
name = "UI Texture Atlas Slice"
|
|
description = "Illustrates how to use 9 Slicing for TextureAtlases in UI"
|
|
category = "UI (User Interface)"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "viewport_debug"
|
|
path = "examples/ui/viewport_debug.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.viewport_debug]
|
|
name = "Viewport Debug"
|
|
description = "An example for debugging viewport coordinates"
|
|
category = "UI (User Interface)"
|
|
wasm = true
|
|
|
|
# Window
|
|
[[example]]
|
|
name = "clear_color"
|
|
path = "examples/window/clear_color.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.clear_color]
|
|
name = "Clear Color"
|
|
description = "Creates a solid color window"
|
|
category = "Window"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "low_power"
|
|
path = "examples/window/low_power.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.low_power]
|
|
name = "Low Power"
|
|
description = "Demonstrates settings to reduce power use for bevy applications"
|
|
category = "Window"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "multiple_windows"
|
|
path = "examples/window/multiple_windows.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.multiple_windows]
|
|
name = "Multiple Windows"
|
|
description = "Demonstrates creating multiple windows, and rendering to them"
|
|
category = "Window"
|
|
wasm = false
|
|
|
|
[[example]]
|
|
name = "scale_factor_override"
|
|
path = "examples/window/scale_factor_override.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.scale_factor_override]
|
|
name = "Scale Factor Override"
|
|
description = "Illustrates how to customize the default window settings"
|
|
category = "Window"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "screenshot"
|
|
path = "examples/window/screenshot.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.screenshot]
|
|
name = "Screenshot"
|
|
description = "Shows how to save screenshots to disk"
|
|
category = "Window"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "transparent_window"
|
|
path = "examples/window/transparent_window.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.transparent_window]
|
|
name = "Transparent Window"
|
|
description = "Illustrates making the window transparent and hiding the window decoration"
|
|
category = "Window"
|
|
wasm = false
|
|
|
|
[[example]]
|
|
name = "window_settings"
|
|
path = "examples/window/window_settings.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.window_settings]
|
|
name = "Window Settings"
|
|
description = "Demonstrates customizing default window settings"
|
|
category = "Window"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "resizing"
|
|
path = "tests/window/resizing.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.resizing]
|
|
hidden = true
|
|
|
|
[[example]]
|
|
name = "minimising"
|
|
path = "tests/window/minimising.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.minimising]
|
|
hidden = true
|
|
|
|
[[example]]
|
|
name = "window_resizing"
|
|
path = "examples/window/window_resizing.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[[example]]
|
|
name = "fallback_image"
|
|
path = "examples/shader/fallback_image.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[[example]]
|
|
name = "reflection_probes"
|
|
path = "examples/3d/reflection_probes.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.reflection_probes]
|
|
name = "Reflection Probes"
|
|
description = "Demonstrates reflection probes"
|
|
category = "3D Rendering"
|
|
wasm = false
|
|
|
|
[package.metadata.example.fallback_image]
|
|
hidden = true
|
|
|
|
[package.metadata.example.window_resizing]
|
|
name = "Window Resizing"
|
|
description = "Demonstrates resizing and responding to resizing a window"
|
|
category = "Window"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "ui_material"
|
|
path = "examples/ui/ui_material.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.ui_material]
|
|
name = "UI Material"
|
|
description = "Demonstrates creating and using custom Ui materials"
|
|
category = "UI (User Interface)"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "render_primitives"
|
|
path = "examples/math/render_primitives.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.render_primitives]
|
|
name = "Rendering Primitives"
|
|
description = "Shows off rendering for all math primitives as both Meshes and Gizmos"
|
|
category = "Math"
|
|
wasm = true
|
|
|
|
# Gizmos
|
|
[[example]]
|
|
name = "2d_gizmos"
|
|
path = "examples/gizmos/2d_gizmos.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.2d_gizmos]
|
|
name = "2D Gizmos"
|
|
description = "A scene showcasing 2D gizmos"
|
|
category = "Gizmos"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "3d_gizmos"
|
|
path = "examples/gizmos/3d_gizmos.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.3d_gizmos]
|
|
name = "3D Gizmos"
|
|
description = "A scene showcasing 3D gizmos"
|
|
category = "Gizmos"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "axes"
|
|
path = "examples/gizmos/axes.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.axes]
|
|
name = "Axes"
|
|
description = "Demonstrates the function of axes gizmos"
|
|
category = "Gizmos"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "light_gizmos"
|
|
path = "examples/gizmos/light_gizmos.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.light_gizmos]
|
|
name = "Light Gizmos"
|
|
description = "A scene showcasing light gizmos"
|
|
category = "Gizmos"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "fps_overlay"
|
|
path = "examples/dev_tools/fps_overlay.rs"
|
|
doc-scrape-examples = true
|
|
required-features = ["bevy_dev_tools"]
|
|
|
|
[package.metadata.example.fps_overlay]
|
|
name = "FPS overlay"
|
|
description = "Demonstrates FPS overlay"
|
|
category = "Dev tools"
|
|
wasm = true
|
|
|
|
[[example]]
|
|
name = "color_grading"
|
|
path = "examples/3d/color_grading.rs"
|
|
doc-scrape-examples = true
|
|
|
|
[package.metadata.example.color_grading]
|
|
name = "Color grading"
|
|
description = "Demonstrates color grading"
|
|
category = "3D Rendering"
|
|
wasm = true
|
|
|
|
[profile.wasm-release]
|
|
inherits = "release"
|
|
opt-level = "z"
|
|
lto = "fat"
|
|
codegen-units = 1
|
|
|
|
[profile.stress-test]
|
|
inherits = "release"
|
|
lto = "fat"
|
|
panic = "abort"
|
|
|
|
[package.metadata.docs.rs]
|
|
rustdoc-args = ["-Zunstable-options", "--cfg", "docsrs"]
|
|
all-features = true
|
|
cargo-args = ["-Zunstable-options", "-Zrustdoc-scrape-examples"]
|