[][src]Module bevy::prelude

use bevy::prelude::*; to import common components, bundles, and plugins.

Re-exports

pub use crate::dynamic_plugin::*;

Modules

shape

Generation for some primitive shape meshes.

stage

The names of the default App stages

Structs

Added

Query transformer that retrieves components of type T that have been added since the start of the frame.

Anchors
App

Containers of app logic and data

AppBuilder

Configure Apps using the builder pattern

AssetServer

Loads assets from the filesystem on background threads

Assets

Stores Assets of a given type and tracks changes to them.

Audio

The external struct used to play audio

AudioOutput

Used internally to play audio on the current "audio device"

AudioSource

A source of audio data

Axis
Button
ButtonComponents
CalculatedSize
Camera2dComponents

A component bundle for "2d camera" entities

Camera3dComponents

A component bundle for "3d camera" entities

Changed

Query transformer that retrieves components of type T that have either been mutated or added since the start of the frame.

ChangedRes

A shared borrow of a Resource that will only return in a query if the Resource has been changed

ChildBuilder
Children
ClearColor
Color

RGBA color in the Linear sRGB colorspace (often colloquially referred to as "linear", "RGB", or "linear RGB").

ColorMaterial
Commands

A queue of Commands to run on the current World and Resources. Todo: remove arc here

CursorMoved
DefaultPlugins
DefaultTaskPoolOptions

Helper for configuring and creating the default task pools. For end-users who want full control, insert the default task pools into the resource map manually. If the pools are already inserted, this helper will do nothing.

DespawnRecursive
Draw

A component that indicates how to draw an entity.

DynamicProperties
DynamicScene
Entity

Lightweight unique ID of an entity

EntityLabels

Maintains a mapping from Entity ids to entity labels and entity labels to Entities.

EventReader

Reads events of type T in order and tracks which events have already been read.

Events

An event collection that represents the events that occurred within the last two Events::update calls. Events can be cheaply read using an EventReader. This collection is meant to be paired with a system that calls Events::update exactly once per update/frame. Events::update_system is a system that does this. EventReaders are expected to read events from this collection at least once per update/frame. If events are not handled within one frame/update, they will be dropped.

Font
Gamepad
GamepadAxis
GamepadButton
GamepadEvent
GlobalTransform
Handle

A handle into a specific Asset of type T

HandleUntyped

A non-generic version of Handle

ImageComponents
Input

A "press-able" input of type T

InsertChildren
Labels

A collection of labels

Light

A point light

LightComponents

A component bundle for "light" entities

Local

Local resources are unique per-system. Two instances of the same system will each have their own resource. Local resources are automatically initialized using the FromResources trait.

Margins
Mat3

A 3x3 column major matrix.

Mat4

A 4x4 column major matrix.

Mesh
MeshComponents

A component bundle for "mesh" entities

MinimalPlugins
Msaa
Mut

Unique borrow of an entity's component

Mutated

Query transformer that retrieves components of type T that have been mutated since the start of the frame. Added components do not count as mutated.

Node
NodeComponents
Or

Query transformer performing a logical or on a pair of queries Intended to be used on Mutated or Changed queries.

OrRes
Parent
PbrComponents

A component bundle for "pbr mesh" entities

PreviousParent
PushChildren
Quat

A quaternion representing an orientation.

Query

Provides scoped access to a World according to a given HecsQuery

QuerySet
Rect

A rect, as defined by its "side" locations

Ref

Shared borrow of an entity's component

RefMut

Unique borrow of an entity's component

RenderPipelines
Res

Shared borrow of a Resource

ResMut

Unique borrow of a Resource

Resources

A collection of resource instances identified by their type.

Scene
SceneSpawner
Shader

A shader, as defined by its ShaderSource and ShaderStage

Size

A two dimensional "size" as defined by a width and height

Sprite
SpriteComponents
SpriteSheetComponents

A Bundle of components for drawing a single sprite from a sprite sheet (also referred to as a TextureAtlas)

StandardMaterial

A material with "standard" properties used in PBR lighting

Style
Text
TextComponents
TextStyle
Texture
TextureAtlas

An atlas containing multiple textures (like a spritesheet or a tilemap)

TextureAtlasSprite
Time

Tracks elapsed time since the last update and since the App has started

Timer

Tracks elapsed time. Enters the finished state once duration is reached.

TouchInput

Represents a touch event

Touches
Transform
TransformPlugin
UiCameraComponents
Vec2

A 2-dimensional vector.

Vec3

A 3-dimensional vector without SIMD support.

Vec4

A 4-dimensional vector.

Window
WindowDescriptor
Windows
With

Query transformer skipping entities that do not have a T component

Without

Query transformer skipping entities that have a T component

World

An unordered collection of entities, each having any number of distinctly typed components

WorldChildBuilder

Enums

AlignContent
AlignItems
AlignSelf
AssetEvent

Events that happen on assets of type T

Direction
Display
FlexDirection
FlexWrap
GamepadAxisType
GamepadButtonType
GamepadEventType
Interaction
JustifyContent
KeyCode

The key code of a keyboard input.

MouseButton

A button on a mouse device

PositionType
SpriteResizeMode

Determines how Sprite resize should be handled

Val

Traits

AddAsset

AppBuilder extension methods for adding new asset types

BuildChildren
BuildWorldChildren
Bundle

A statically typed collection of components

Component

Types that can be components, implemented automatically for all Send + Sync + 'static types

Decodable
DespawnRecursiveExt
FaceToward

Generates a translation / rotation matrix that faces a given target

FromResources

Creates Self using data from the Resources collection

IntoForEachSystem

Converts Self into a For-Each system

IntoQuerySystem

Converts Self into a Query System

IntoThreadLocalSystem

Converts Self into a thread local system

Plugin

A collection of Bevy App logic and configuration

PluginGroup
Properties
PropertiesVal
Property
PropertyVal
RegisterType
Resource

A Resource type

SpawnSceneCommands
System

An ECS system that can be added to a Schedule

WorldBuilderSource

Converts a reference to Self to a WorldBuilder

Functions

hierarchy_maintenance_systems
parent_update_system
run_on_hierarchy

Derive Macros

Bundle

Implement Bundle for a monomorphic struct

DynamicPlugin

Generates a dynamic plugin entry point function for the given Plugin type.

Properties
Property