
# Objective Port bevy_ui to pipelined-rendering (see #2535 ) ## Solution I did some changes during the port: - [X] separate color from the texture asset (as suggested [here](https://discord.com/channels/691052431525675048/743663924229963868/874353914525413406)) - [X] ~give the vertex shader a per-instance buffer instead of per-vertex buffer~ (incompatible with batching) Remaining features to implement to reach parity with the old renderer: - [x] textures - [X] TextBundle I'd also like to add these features, but they need some design discussion: - [x] batching - [ ] separate opaque and transparent phases - [ ] multiple windows - [ ] texture atlases - [ ] (maybe) clipping
186 lines
3.8 KiB
Rust
186 lines
3.8 KiB
Rust
/// `use bevy::prelude::*;` to import common components, bundles, and plugins.
|
|
pub mod prelude;
|
|
|
|
mod default_plugins;
|
|
pub use default_plugins::*;
|
|
|
|
pub mod app {
|
|
//! Build bevy apps, create plugins, and read events.
|
|
pub use bevy_app::*;
|
|
}
|
|
|
|
pub mod asset {
|
|
//! Load and store assets and resources for Apps.
|
|
pub use bevy_asset::*;
|
|
}
|
|
|
|
pub mod core {
|
|
//! Contains core plugins and utilities for time.
|
|
pub use bevy_core::*;
|
|
}
|
|
|
|
pub mod diagnostic {
|
|
//! Useful diagnostic plugins and types for bevy apps.
|
|
pub use bevy_diagnostic::*;
|
|
}
|
|
|
|
pub mod ecs {
|
|
//! Bevy's entity-component-system.
|
|
pub use bevy_ecs::*;
|
|
}
|
|
|
|
pub mod input {
|
|
//! Resources and events for inputs, e.g. mouse/keyboard, touch, gamepads, etc.
|
|
pub use bevy_input::*;
|
|
}
|
|
|
|
pub mod log {
|
|
//! Logging capabilities
|
|
pub use bevy_log::*;
|
|
}
|
|
|
|
pub mod math {
|
|
//! Math types (Vec3, Mat4, Quat, etc) and helpers.
|
|
pub use bevy_math::*;
|
|
}
|
|
|
|
pub mod reflect {
|
|
// TODO: remove these renames once TypeRegistryArc is no longer required
|
|
//! Type reflection used for dynamically interacting with rust types.
|
|
pub use bevy_reflect::{
|
|
TypeRegistry as TypeRegistryInternal, TypeRegistryArc as TypeRegistry, *,
|
|
};
|
|
}
|
|
|
|
pub mod scene {
|
|
//! Save/load collections of entities and components to/from file.
|
|
pub use bevy_scene::*;
|
|
}
|
|
|
|
pub mod tasks {
|
|
//! Pools for async, IO, and compute tasks.
|
|
pub use bevy_tasks::*;
|
|
}
|
|
|
|
pub mod transform {
|
|
//! Local and global transforms (e.g. translation, scale, rotation).
|
|
pub use bevy_transform::*;
|
|
}
|
|
|
|
pub mod utils {
|
|
pub use bevy_utils::*;
|
|
}
|
|
|
|
pub mod window {
|
|
//! Configuration, creation, and management of one or more windows.
|
|
pub use bevy_window::*;
|
|
}
|
|
|
|
#[cfg(feature = "bevy_audio")]
|
|
pub mod audio {
|
|
//! Provides types and plugins for audio playback.
|
|
pub use bevy_audio::*;
|
|
}
|
|
|
|
#[cfg(feature = "bevy_core_pipeline")]
|
|
pub mod core_pipeline {
|
|
//! Core render pipeline.
|
|
pub use bevy_core_pipeline::*;
|
|
}
|
|
|
|
#[cfg(feature = "bevy_gilrs")]
|
|
pub mod gilrs {
|
|
pub use bevy_gilrs::*;
|
|
}
|
|
|
|
#[cfg(feature = "bevy_gltf")]
|
|
pub mod gltf {
|
|
//! Support for GLTF file loading.
|
|
pub use bevy_gltf::*;
|
|
}
|
|
|
|
#[cfg(feature = "bevy_gltf2")]
|
|
pub mod gltf2 {
|
|
//! Support for GLTF file loading.
|
|
pub use bevy_gltf2::*;
|
|
}
|
|
|
|
#[cfg(feature = "bevy_pbr")]
|
|
pub mod pbr {
|
|
//! Physically based rendering.
|
|
pub use bevy_pbr::*;
|
|
}
|
|
|
|
#[cfg(feature = "bevy_pbr2")]
|
|
pub mod pbr2 {
|
|
//! Physically based rendering.
|
|
pub use bevy_pbr2::*;
|
|
}
|
|
|
|
#[cfg(feature = "bevy_render")]
|
|
pub mod render {
|
|
//! Cameras, meshes, textures, shaders, and pipelines.
|
|
pub use bevy_render::*;
|
|
}
|
|
|
|
#[cfg(feature = "bevy_render2")]
|
|
pub mod render2 {
|
|
//! Cameras, meshes, textures, shaders, and pipelines.
|
|
pub use bevy_render2::*;
|
|
}
|
|
|
|
#[cfg(feature = "bevy_sprite")]
|
|
pub mod sprite {
|
|
//! Items for sprites, rects, texture atlases, etc.
|
|
pub use bevy_sprite::*;
|
|
}
|
|
|
|
#[cfg(feature = "bevy_sprite2")]
|
|
pub mod sprite2 {
|
|
//! Items for sprites, rects, texture atlases, etc.
|
|
pub use bevy_sprite2::*;
|
|
}
|
|
|
|
#[cfg(feature = "bevy_text")]
|
|
pub mod text {
|
|
//! Text drawing, styling, and font assets.
|
|
pub use bevy_text::*;
|
|
}
|
|
|
|
#[cfg(feature = "bevy_text2")]
|
|
pub mod text2 {
|
|
//! Text drawing, styling, and font assets.
|
|
pub use bevy_text2::*;
|
|
}
|
|
|
|
#[cfg(feature = "bevy_ui")]
|
|
pub mod ui {
|
|
//! User interface components and widgets.
|
|
pub use bevy_ui::*;
|
|
}
|
|
|
|
#[cfg(feature = "bevy_ui2")]
|
|
pub mod ui2 {
|
|
//! User interface components and widgets.
|
|
pub use bevy_ui2::*;
|
|
}
|
|
|
|
#[cfg(feature = "bevy_winit")]
|
|
pub mod winit {
|
|
pub use bevy_winit::*;
|
|
}
|
|
|
|
#[cfg(feature = "bevy_wgpu")]
|
|
pub mod wgpu {
|
|
//! A render backend utilizing [wgpu](https://wgpu.rs/).
|
|
pub use bevy_wgpu::*;
|
|
}
|
|
|
|
#[cfg(feature = "bevy_dynamic_plugin")]
|
|
pub mod dynamic_plugin {
|
|
pub use bevy_dynamic_plugin::*;
|
|
}
|
|
|
|
#[cfg(target_os = "android")]
|
|
pub use ndk_glue;
|