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Module bevy::prelude[][src]

Expand description

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

Modules

Generation for some primitive shape meshes.

Macros

Constructs an event at the debug level.

Constructs a span at the debug level.

Constructs an event at the error level.

Constructs a span at the error level.

Constructs an event at the info level.

Constructs a span at the info level.

Constructs an event at the trace level.

Constructs a span at the trace level.

Constructs an event at the warn level.

Constructs a span at the warn level.

Structs

Filter that retrieves components of type T that have been added since the last execution of this system.

An ambient light, which lights the entire scene equally.

Containers of app logic and data

Loads assets from the filesystem on background threads

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

Use this resource to play audio

Used internally to play audio on the current “audio device”

A source of audio data

Stores the position data of input devices of type T

A 2-dimensional boolean vector.

A 3-dimensional boolean vector.

A 4-dimensional boolean vector.

Marker struct for buttons

A UI node that is a button

The calculated clip of the node

The calculated size of the node

WorldQuery that tracks changes and additions for component T.

Filter that retrieves components of type T that have been changed since the last execution of this system.

Resource that configures the clear color

A 2d material that renders 2d meshes with a texture tinted by a uniform color

A list of commands that modify a World, running at the end of the stage where they have been invoked.

Algorithmically-computed indication of whether an entity is visible and should be extracted for rendering

This plugin group will add all the default plugins:

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.

A Directional light.

A component bundle for DirectionalLight entities.

A collection of serializable dynamic entities, each with its own run-time defined set of components.

Lightweight unique ID of an entity.

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

Sends events of type T.

Container of unique connected Gamepads

Describe the position of an entity relative to the reference frame.

A handle into a specific Asset of type T

A non-generic version of Handle

A 2-dimensional vector.

A 3-dimensional vector.

A 4-dimensional vector.

A UI node that is an image

Wrapper type to mark a SystemParam as an input.

A “press-able” input of type T.

A system local SystemParam.

Defines the margins of a UI node

A 3x3 column major matrix.

A 4x4 column major matrix.

A component bundle for entities with a Mesh and a SpecializedMaterial.

Adds the necessary ECS resources and render logic to enable rendering entities using the given SpecializedMaterial asset type (which includes Material types).

Minimal plugin group that will add the following plugins:

Unique mutable borrow of an entity’s component

Component used to identify an entity. Stores a hash for faster comparisons The hash is eagerly re-computed upon each update to the name.

Describes the size of a UI node

The basic UI node

Shared borrow of a non-Send resource.

Unique borrow of a non-Send resource.

A filter that tests if any of the given filters apply.

Component bundle for camera entities with orthographic projection

Component bundle for camera entities with perspective projection

A light that emits light in all directions from a central point.

A component bundle for PointLight entities.

A quaternion representing an orientation.

Provides scoped access to components in a World.

Provides scoped access to a World state according to a given WorldQuery and query filter.

An event that is sent whenever a window receives a character from the OS or underlying system.

A rect, as defined by its “side” locations

A SystemParam that grants access to the entities that had their T Component removed.

Shared borrow of a resource.

Unique mutable borrow of a resource.

A container of Stages set to be run in a linear order.

A shader, as defined by its ShaderSource and ShaderStage This is an “unprocessed” shader. It can contain preprocessor directives.

A two dimensional “size” as defined by a width and height

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

A material with “standard” properties used in PBR lighting Standard property values with pictures here https://google.github.io/filament/Material%20Properties.pdf.

Stack based state machine

Describes the style of a UI node

A builder for describing several systems at the same time.

Stores and executes systems. Execution order is not defined unless explicitly specified; see SystemDescriptor documentation.

The bundle of components needed to draw text in a 2D scene via a 2D OrthographicCameraBundle. Example usage.

A UI node that is text

An atlas containing multiple textures (like a spritesheet or a tilemap). Example usage animating sprite. Example usage loading sprite sheet.

A builder which is used to create a texture atlas from many individual sprites.

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

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

Represents a touch event

Describe the position of an entity. If the entity has a parent, the position is relative to its parent position.

A 2-dimensional vector.

A 3-dimensional vector.

A 4-dimensional vector.

The camera that is needed to see UI elements

The color of the node

The image of the node

A 2-dimensional vector.

A 3-dimensional vector without SIMD support.

A 4-dimensional vector.

User indication of whether an entity is visible

An operating system window that can present content and receive user input.

An event that is sent when a window is repositioned in physical pixels.

Filter that selects entities with a component T.

Filter that selects entities without a component T.

Stores and exposes operations on entities, components, resources, and their associated metadata.

Enums

Defines how each line is aligned within the flexbox.

How items are aligned according to the cross axis

Works like AlignItems but applies only to a single item

Alpha mode

Events that happen on assets of type T

The names of the default App stages

The icon to display for a window’s cursor

Defines the text direction

Whether to use Flexbox layout

Euler rotation sequences.

Events related to files being dragged and dropped on a window.

Defines how flexbox items are ordered within a flexbox

Defines if flexbox items appear on a single line or on multiple lines

Describes horizontal alignment preference for positioning & bounds.

Describes what type of input interaction has occurred for a UI node.

Defines how items are aligned according to the main axis

The key code of a keyboard input.

A button on a mouse device

Whether to show or hide overflowing items

The strategy used to position this node

The names of the default App startup stages

An enum that describes possible types of value in flexbox layout options

Describes vertical alignment preference for positioning & bounds. Currently a placeholder for future functionality.

Traits

App extension methods for adding new asset types

Defines a set of strongly-typed labels for a class of objects

An ordered collection of Components.

A component is data associated with an Entity. Each entity can have multiple different types of components, but only one of them per type.

Provides my_system.config(...) API.

A type implementing this trait can be decoded as a rodio source

Types that implement reliable change detection.

Generates a translation / rotation matrix that faces a given target

Creates Self using data from the given World

An extension trait providing the IntoChainSystem::chain method for convenient System chaining.

Conversion trait to turn something into a System.

Materials are used alongside MaterialPlugin and MaterialMeshBundle to spawn entities that are rendered with a specific Material type. They serve as an easy to use high level way to render Mesh entities with custom shader logic. For materials that can specialize their RenderPipelineDescriptor based on specific material values, see SpecializedMaterial. Material automatically implements SpecializedMaterial and can be used anywhere that type is used (such as MaterialPlugin).

A collection of Bevy App logic and configuration

Combines multiple Plugins into a single unit.

A reflected rust type.

Defines a set of strongly-typed labels for a class of objects

A type that can run as a step of a Schedule.

Defines a set of strongly-typed labels for a class of objects

An ordered &str->ReflectValue mapping where &str is a “field”. This corresponds to rust struct types.

An ECS system that can be added to a Schedule

Defines a set of strongly-typed labels for a class of objects

A rust “tuple struct” reflection

Functions

Type Definitions

A component bundle for entities with a Mesh2dHandle and a ColorMaterial.

A component bundle for PBR entities with a Mesh and a StandardMaterial.

Attribute Macros

Derive Macros

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