Some examples of documentation (#338)
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@ -240,7 +240,9 @@ impl<'a, T: Component> Fetch<'a> for FetchMut<T> {
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}
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}
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}
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}
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#[allow(missing_docs)]
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/// Query transformer that skips entities that have a `T` component that has
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/// not been mutated since the last pass of the system. This does not include
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/// components that were added in since the last pass.
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pub struct Mutated<'a, T> {
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pub struct Mutated<'a, T> {
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value: &'a T,
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value: &'a T,
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}
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}
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@ -368,7 +370,8 @@ impl<'a, T: Component> Fetch<'a> for FetchAdded<T> {
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}
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}
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}
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}
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#[allow(missing_docs)]
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/// Query transformer skipping entities that have not been either mutated or added
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/// since the last pass of the system
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pub struct Changed<'a, T> {
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pub struct Changed<'a, T> {
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value: &'a T,
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value: &'a T,
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}
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}
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@ -63,10 +63,15 @@ impl Default for SpriteComponents {
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}
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}
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}
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}
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/// A Bundle of components for drawing a single sprite from a sprite sheet (also referred
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/// to as a `TextureAtlas`)
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#[derive(Bundle)]
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#[derive(Bundle)]
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pub struct SpriteSheetComponents {
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pub struct SpriteSheetComponents {
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/// The specific sprite from the texture atlas to be drawn
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pub sprite: TextureAtlasSprite,
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pub sprite: TextureAtlasSprite,
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/// A handle to the texture atlas that holds the sprite images
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pub texture_atlas: Handle<TextureAtlas>,
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pub texture_atlas: Handle<TextureAtlas>,
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/// Data pertaining to how the sprite is drawn on the screen
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pub draw: Draw,
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pub draw: Draw,
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pub render_pipelines: RenderPipelines,
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pub render_pipelines: RenderPipelines,
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pub main_pass: MainPass,
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pub main_pass: MainPass,
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@ -9,11 +9,14 @@ use bevy_render::{
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};
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};
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use std::collections::HashMap;
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use std::collections::HashMap;
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/// An atlas containing multiple textures (like a spritesheet or a tilemap)
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#[derive(RenderResources)]
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#[derive(RenderResources)]
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pub struct TextureAtlas {
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pub struct TextureAtlas {
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/// The handle to the texture in which the sprites are stored
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pub texture: Handle<Texture>,
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pub texture: Handle<Texture>,
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// TODO: add support to Uniforms derive to write dimensions and sprites to the same buffer
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// TODO: add support to Uniforms derive to write dimensions and sprites to the same buffer
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pub size: Vec2,
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pub size: Vec2,
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/// The specific areas of the atlas where each texture can be found
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#[render_resources(buffer)]
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#[render_resources(buffer)]
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pub textures: Vec<Rect>,
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pub textures: Vec<Rect>,
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#[render_resources(ignore)]
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#[render_resources(ignore)]
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@ -48,6 +51,8 @@ impl TextureAtlasSprite {
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}
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}
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impl TextureAtlas {
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impl TextureAtlas {
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/// Create a new `TextureAtlas` that has a texture, but does not have
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/// any individual sprites specified
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pub fn new_empty(texture: Handle<Texture>, dimensions: Vec2) -> Self {
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pub fn new_empty(texture: Handle<Texture>, dimensions: Vec2) -> Self {
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Self {
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Self {
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texture,
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texture,
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@ -57,6 +62,8 @@ impl TextureAtlas {
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}
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}
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}
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}
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/// Generate a `TextureAtlas` by splitting a texture into a grid where each
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/// cell of the grid is one of the textures in the atlas
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pub fn from_grid(
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pub fn from_grid(
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texture: Handle<Texture>,
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texture: Handle<Texture>,
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size: Vec2,
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size: Vec2,
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@ -85,10 +92,17 @@ impl TextureAtlas {
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}
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}
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}
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}
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/// Add a sprite to the list of textures in the `TextureAtlas`
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///
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/// # Arguments
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///
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/// * `rect` - The section of the atlas that contains the texture to be added,
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/// from the top-left corner of the texture to the bottom-right corner
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pub fn add_texture(&mut self, rect: Rect) {
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pub fn add_texture(&mut self, rect: Rect) {
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self.textures.push(rect);
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self.textures.push(rect);
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}
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}
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/// How many textures are in the `TextureAtlas`
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pub fn len(&self) -> usize {
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pub fn len(&self) -> usize {
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self.textures.len()
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self.textures.len()
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}
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}
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