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