
# Objective - While generating https://github.com/jakobhellermann/bevy_reflect_ts_type_export/blob/main/generated/types.ts, I noticed that some types that implement `Reflect` did not register themselves - `Viewport` isn't reflect but can be (there's a TODO) ## Solution - register all reflected types - derive `Reflect` for `Viewport` ## Changelog - more types are not registered in the type registry - remove `Serialize`, `Deserialize` impls from `Viewport` I also decided to remove the `Serialize, Deserialize` from the `Viewport`, since they were (AFAIK) only used for reflection, which now is done without serde. So this is technically a breaking change for people who relied on that impl directly. Personally I don't think that every bevy type should implement `Serialize, Deserialize`, as that would lead to a ton of code generation that mostly isn't necessary because we can do the same with `Reflect`, but if this is deemed controversial I can remove it from this PR. ## Migration Guide - `KeyCode` now implements `Reflect` not as `reflect_value`, but with proper struct reflection. The `Serialize` and `Deserialize` impls were removed, now that they are no longer required for scene serialization.
83 lines
2.6 KiB
Rust
83 lines
2.6 KiB
Rust
mod bundle;
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mod dynamic_texture_atlas_builder;
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mod mesh2d;
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mod rect;
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mod render;
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mod sprite;
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mod texture_atlas;
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mod texture_atlas_builder;
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pub mod collide_aabb;
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pub mod prelude {
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#[doc(hidden)]
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pub use crate::{
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bundle::{SpriteBundle, SpriteSheetBundle},
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sprite::Sprite,
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texture_atlas::{TextureAtlas, TextureAtlasSprite},
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ColorMaterial, ColorMesh2dBundle, TextureAtlasBuilder,
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};
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}
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pub use bundle::*;
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pub use dynamic_texture_atlas_builder::*;
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pub use mesh2d::*;
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pub use rect::*;
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pub use render::*;
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pub use sprite::*;
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pub use texture_atlas::*;
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pub use texture_atlas_builder::*;
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use bevy_app::prelude::*;
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use bevy_asset::{AddAsset, Assets, HandleUntyped};
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use bevy_core_pipeline::core_2d::Transparent2d;
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use bevy_ecs::schedule::{ParallelSystemDescriptorCoercion, SystemLabel};
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use bevy_reflect::TypeUuid;
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use bevy_render::{
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render_phase::AddRenderCommand,
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render_resource::{Shader, SpecializedRenderPipelines},
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RenderApp, RenderStage,
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};
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#[derive(Default)]
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pub struct SpritePlugin;
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pub const SPRITE_SHADER_HANDLE: HandleUntyped =
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HandleUntyped::weak_from_u64(Shader::TYPE_UUID, 2763343953151597127);
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#[derive(Debug, Hash, PartialEq, Eq, Clone, SystemLabel)]
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pub enum SpriteSystem {
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ExtractSprites,
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}
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impl Plugin for SpritePlugin {
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fn build(&self, app: &mut App) {
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let mut shaders = app.world.resource_mut::<Assets<Shader>>();
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let sprite_shader = Shader::from_wgsl(include_str!("render/sprite.wgsl"));
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shaders.set_untracked(SPRITE_SHADER_HANDLE, sprite_shader);
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app.add_asset::<TextureAtlas>()
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.register_type::<Sprite>()
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.register_type::<Anchor>()
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.register_type::<Mesh2dHandle>()
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.add_plugin(Mesh2dRenderPlugin)
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.add_plugin(ColorMaterialPlugin);
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if let Ok(render_app) = app.get_sub_app_mut(RenderApp) {
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render_app
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.init_resource::<ImageBindGroups>()
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.init_resource::<SpritePipeline>()
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.init_resource::<SpecializedRenderPipelines<SpritePipeline>>()
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.init_resource::<SpriteMeta>()
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.init_resource::<ExtractedSprites>()
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.init_resource::<SpriteAssetEvents>()
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.add_render_command::<Transparent2d, DrawSprite>()
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.add_system_to_stage(
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RenderStage::Extract,
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render::extract_sprites.label(SpriteSystem::ExtractSprites),
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)
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.add_system_to_stage(RenderStage::Extract, render::extract_sprite_events)
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.add_system_to_stage(RenderStage::Queue, queue_sprites);
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};
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}
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}
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