[−][src]Module bevy::prelude
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 |
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. |
AudioOutput | Used 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 |
ChangedRes | A shared borrow of a Resource that will only return in a query if the Resource has been changed |
ChildBuilder | |
Children | |
ClearColor | |
Color | A RGBA color |
ColorMaterial | |
Commands | A queue of Commands to run on the current World and Resources |
CursorMoved | |
DespawnRecursive | |
Draw | A component that indicates how to draw an entity. |
DynamicProperties | |
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 |
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 |
ImageComponents | |
Input | A "press-able" input of type |
InsertChildren | |
Labels | A collection of labels |
Light | A point light |
LightComponents | A component bundle for "light" entities |
Local | Local |
Margins | |
Mat3 | A 3x3 column major matrix. |
Mat4 | A 4x4 column major matrix. |
Mesh | |
MeshComponents | A component bundle for "mesh" entities |
Msaa | |
Mut | Unique borrow of an entity's component |
Mutated | Query transformer that retrieves components of type |
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] |
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 |
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 |
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 |
Without | Query transformer skipping entities that have a |
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 |
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 |
Val |
Traits
AddAsset | AppBuilder extension methods for adding new asset types |
AddDefaultPlugins | |
BuildChildren | |
BuildWorldChildren | |
Bundle | A statically typed collection of components |
Component | Types that can be components, implemented automatically for all |
Decodable | |
DespawnRecursiveExt | |
FaceToward | Generates a translation / rotation matrix that faces a given target |
FromResources | Creates |
IntoForEachSystem | Converts |
IntoQuerySystem | Converts |
IntoThreadLocalSystem | Converts |
Plugin | A collection of Bevy App logic and configuration |
Properties | |
PropertiesVal | |
Property | |
PropertyVal | |
RegisterType | |
Resource | A Resource type |
System | An ECS system that can be added to a Schedule |
WorldBuilderSource | Converts a reference to |
Functions
hierarchy_maintenance_systems | |
missing_previous_parent_system | |
parent_update_system | |
run_on_hierarchy |
Derive Macros
Bundle | Implement |
DynamicPlugin | Generates a dynamic plugin entry point function for the given |
Properties | |
Property |