bevy/crates/bevy_sprite/src/lib.rs
2020-08-07 20:22:17 -07:00

68 lines
1.9 KiB
Rust

pub mod collide_aabb;
pub mod entity;
mod color_material;
mod dynamic_texture_atlas_builder;
mod rect;
mod render;
mod sprite;
mod texture_atlas;
mod texture_atlas_builder;
pub use color_material::*;
pub use dynamic_texture_atlas_builder::*;
pub use rect::*;
pub use render::*;
pub use sprite::*;
pub use texture_atlas::*;
pub use texture_atlas_builder::*;
pub mod prelude {
pub use crate::{
entity::{SpriteComponents, SpriteSheetComponents},
ColorMaterial, Sprite, TextureAtlas, TextureAtlasSprite,
};
}
use bevy_app::prelude::*;
use bevy_asset::{AddAsset, Assets, Handle};
use bevy_ecs::IntoQuerySystem;
use bevy_math::Vec2;
use bevy_render::{
mesh::{shape, Mesh},
render_graph::RenderGraph,
shader::asset_shader_defs_system,
};
use sprite::sprite_system;
#[derive(Default)]
pub struct SpritePlugin;
pub const QUAD_HANDLE: Handle<Mesh> = Handle::from_u128(142404619811301375266013514540294236421);
impl Plugin for SpritePlugin {
fn build(&self, app: &mut AppBuilder) {
app.add_asset::<ColorMaterial>()
.add_asset::<TextureAtlas>()
.add_system_to_stage(stage::POST_UPDATE, sprite_system.system())
.add_system_to_stage(
stage::POST_UPDATE,
asset_shader_defs_system::<ColorMaterial>.system(),
);
let resources = app.resources();
let mut render_graph = resources.get_mut::<RenderGraph>().unwrap();
render_graph.add_sprite_graph(resources);
let mut meshes = resources.get_mut::<Assets<Mesh>>().unwrap();
meshes.set(
QUAD_HANDLE,
// Use a flipped quad because the camera is facing "forward" but quads should face backward
Mesh::from(shape::Quad::new(Vec2::new(1.0, 1.0))),
);
let mut color_materials = resources.get_mut::<Assets<ColorMaterial>>().unwrap();
color_materials.add_default(ColorMaterial::default());
}
}