use ints instead of bytes for uuids
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ba795fdfb5
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@ -8,9 +8,7 @@ use uuid::Uuid;
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#[derive(Debug, Clone, Copy, Eq, PartialEq, Hash)]
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pub struct HandleId(pub Uuid);
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pub const DEFAULT_HANDLE_ID: HandleId = HandleId(Uuid::from_bytes([
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238, 232, 56, 216, 245, 246, 77, 29, 165, 188, 211, 202, 249, 248, 15, 4,
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]));
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pub const DEFAULT_HANDLE_ID: HandleId = HandleId(Uuid::from_u128(240940089166493627844978703213080810552));
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impl HandleId {
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pub fn new() -> HandleId {
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@ -31,6 +29,13 @@ impl<T> Handle<T> {
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}
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}
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pub const fn from_u128(value: u128) -> Self {
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Handle {
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id: HandleId(Uuid::from_u128(value)),
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marker: PhantomData,
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}
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}
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pub const fn from_bytes(bytes: [u8; 16]) -> Self {
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Handle {
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id: HandleId(Uuid::from_bytes(bytes)),
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@ -7,6 +7,12 @@ use uuid::Uuid;
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#[derive(Debug, Copy, Clone, Hash, Eq, PartialEq)]
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pub struct DiagnosticId(pub Uuid);
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impl DiagnosticId {
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pub const fn from_u128(value: u128) -> Self {
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DiagnosticId(Uuid::from_u128(value))
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}
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}
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#[derive(Debug)]
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pub struct DiagnosticMeasurement {
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pub time: SystemTime,
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@ -2,15 +2,10 @@ use super::{Diagnostic, DiagnosticId, Diagnostics};
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use bevy_core::time::Time;
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use legion::prelude::*;
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use std::time::Duration;
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use uuid::Uuid;
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pub const FPS: DiagnosticId = DiagnosticId(Uuid::from_bytes([
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157, 191, 0, 72, 223, 223, 70, 128, 137, 117, 54, 177, 132, 13, 170, 124,
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]));
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pub const FRAME_TIME: DiagnosticId = DiagnosticId(Uuid::from_bytes([
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216, 184, 55, 12, 28, 116, 69, 201, 187, 137, 176, 77, 83, 89, 251, 241,
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]));
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pub const FPS: DiagnosticId = DiagnosticId::from_u128(288146834822086093791974408528866909483);
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pub const FRAME_TIME: DiagnosticId =
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DiagnosticId::from_u128(54021991829115352065418785002088010276);
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pub fn setup_frame_time_diagnostic_system(mut diagnostics: ResourceMut<Diagnostics>) {
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diagnostics.add(Diagnostic::new(FRAME_TIME, "frame_time", 10));
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@ -4,8 +4,8 @@ pub mod entity;
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mod margins;
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mod node;
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mod rect;
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mod sprite;
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mod render;
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mod sprite;
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mod ui_update_system;
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pub use anchors::*;
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@ -14,8 +14,8 @@ pub use margins::*;
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pub use node::*;
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pub use rect::*;
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pub use render::*;
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pub use ui_update_system::*;
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pub use sprite::*;
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pub use ui_update_system::*;
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use bevy_app::{stage, AppBuilder, AppPlugin};
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use bevy_asset::{AssetStorage, Handle};
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@ -31,9 +31,7 @@ use sprite::sprite_system;
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#[derive(Default)]
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pub struct UiPlugin;
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pub const QUAD_HANDLE: Handle<Mesh> = Handle::from_bytes([
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179, 41, 129, 128, 95, 217, 79, 194, 167, 95, 107, 115, 97, 151, 20, 62,
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]);
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pub const QUAD_HANDLE: Handle<Mesh> = Handle::from_u128(142404619811301375266013514540294236421);
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impl AppPlugin for UiPlugin {
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fn build(&self, app: &mut AppBuilder) {
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@ -1,18 +1,20 @@
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use crate::{ColorMaterial, Rect};
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use bevy_asset::{AssetStorage, Handle};
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use bevy_render::{
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base_render_graph,
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draw_target::AssignedMeshesDrawTarget,
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pipeline::{state_descriptors::*, PipelineDescriptor},
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render_graph::{nodes::{UniformNode, PassNode, AssetUniformNode}, RenderGraph},
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render_graph::{
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nodes::{AssetUniformNode, PassNode, UniformNode},
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RenderGraph,
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},
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shader::{Shader, ShaderStage, ShaderStages},
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texture::TextureFormat, base_render_graph,
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texture::TextureFormat,
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};
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use legion::prelude::Resources;
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use crate::{ColorMaterial, Rect};
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pub const UI_PIPELINE_HANDLE: Handle<PipelineDescriptor> =
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Handle::from_bytes([
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163, 238, 40, 24, 156, 49, 73, 203, 156, 189, 249, 55, 133, 242, 116, 51,
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]);
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Handle::from_u128(323432002226399387835192542539754486265);
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pub fn build_ui_pipeline(shaders: &mut AssetStorage<Shader>) -> PipelineDescriptor {
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PipelineDescriptor {
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@ -65,15 +67,25 @@ pub trait UiRenderGraphBuilder {
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impl UiRenderGraphBuilder for RenderGraph {
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fn add_ui_graph(&mut self, resources: &Resources) -> &mut Self {
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self.add_system_node_named("color_material", AssetUniformNode::<ColorMaterial>::new(false), resources);
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self.add_node_edge("color_material", base_render_graph::node::MAIN_PASS).unwrap();
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self.add_system_node_named(
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"color_material",
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AssetUniformNode::<ColorMaterial>::new(false),
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resources,
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);
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self.add_node_edge("color_material", base_render_graph::node::MAIN_PASS)
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.unwrap();
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self.add_system_node_named("rect", UniformNode::<Rect>::new(false), resources);
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self.add_node_edge("rect", base_render_graph::node::MAIN_PASS).unwrap();
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let mut pipelines = resources.get_mut::<AssetStorage<PipelineDescriptor>>().unwrap();
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self.add_node_edge("rect", base_render_graph::node::MAIN_PASS)
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.unwrap();
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let mut pipelines = resources
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.get_mut::<AssetStorage<PipelineDescriptor>>()
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.unwrap();
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let mut shaders = resources.get_mut::<AssetStorage<Shader>>().unwrap();
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pipelines.add_with_handle(UI_PIPELINE_HANDLE, build_ui_pipeline(&mut shaders));
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let main_pass: &mut PassNode = self.get_node_mut(base_render_graph::node::MAIN_PASS).unwrap();
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let main_pass: &mut PassNode = self
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.get_node_mut(base_render_graph::node::MAIN_PASS)
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.unwrap();
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main_pass.add_pipeline(UI_PIPELINE_HANDLE, vec![Box::new(AssignedMeshesDrawTarget)]);
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self
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}
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}
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}
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