Module bevy::prelude

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

Modules

Generation for some primitive shape meshes.
A collection of common adapters for piping the result of a system.

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

Command that adds a child to an entity
A filter on a component that only retains results added after the system last ran.
An ambient light, which lights the entire scene equally.
An Iterator of Entitys over the ancestors of an Entity.
A list of VariableCurve, and the EntityPath to which they apply.
Animation controls
Adds animation support to an app
The AnyOf query parameter fetches entities with any of the component types included in T.
A container of app logic and data.
The Resource that stores the App’s TypeRegistry.
Adds support for Assets to an App.
Loads assets from the filesystem in the background.
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 the input devices of type T.
A 2-dimensional bool vector mask.
A 3-dimensional bool vector mask.
A 4-dimensional bool vector mask.
The background color of the node
Marker struct for buttons
A UI node that is a button
The calculated clip of the node
The calculated size of the node
The defining component for camera entities, storing information about how and what to render through this camera.
Configuration for the “main 3d render graph”.
WorldQuery that tracks changes and additions for component T.
A filter on a component that only retains results added or mutably dereferenced after the system last ran.
Struct for building children onto an entity
Contains references to the child entities of this entity.
A Resource that stores the color that is used to clear the screen between frames.
A 2d material that renders 2d meshes with a texture tinted by a uniform color
A Command queue to perform impactful changes to the World.
Algorithmically-computed indication of whether an entity is visible and should be extracted for rendering
Adds core functionality to Apps.
An event that is sent whenever the user’s cursor enters a window.
An event that is sent whenever the user’s cursor leaves a window.
An event reporting that the mouse cursor has moved on a window.
This plugin group will add all the default plugins:
An Iterator of Entitys over the descendants of an Entity.
Despawns the given entity’s children recursively
Despawns the given entity and all its children recursively
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. To spawn a dynamic scene, you can use either:
A DynamicScene builder, used to build a scene from a World by extracting some entities.
A component bundle for a DynamicScene root.
Lightweight identifier of an entity.
Path to an entity, with Names. Each entity in a path must have a name.
Reads events of type T in order and tracks which events have already been read.
Sends events of type T.
An event collection that represents the events that occurred within the last two Events::update calls. Events can be written to using an EventWriter and are typically cheaply read using an EventReader.
A gamepad with an associated ID.
An axis of a Gamepad.
A button of a Gamepad.
An event of a Gamepad.
A collection of 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.
The base plugin for handling Parent and Children components
A 2-dimensional vector.
A 3-dimensional vector.
A 4-dimensional vector.
A UI node that is an image
Adds the Image as an asset and makes sure that they are extracted and prepared for the GPU.
Wrapper type to mark a SystemParam as an input.
A “press-able” input of type T.
Command that inserts a child at a given index of a parent’s children, shifting following children back
A system local SystemParam.
A 2x2 column major matrix.
A 3x3 column major matrix.
A 4x4 column major matrix.
A component bundle for entities with a Mesh and a Material.
Adds the necessary ECS resources and render logic to enable rendering entities using the given Material asset type.
Minimal plugin group that will add the following plugins:
Configuration resource for Multi-Sample Anti-Aliasing.
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.
An alternative to Commands that can be used in parallel contexts, such as those in Query::par_for_each
Holds a reference to the parent entity of this entity. This component should only be present on entities that actually have a parent entity.
A 3D camera projection in which distant objects appear smaller than close objects.
Settings to control playback from the start.
A light that emits light in all directions from a central point.
A component bundle for PointLight entities.
Command that pushes children to the end of the entity’s Children.
A quaternion representing an orientation.
System parameter that provides selective access to the Component data stored in a World.
Provides scoped access to a World state according to a given WorldQuery and query filter.
A ray is an infinite line starting at origin, going in direction.
An event that is sent whenever a window receives a character from the OS or underlying system.
A rectangle defined by two opposite corners.
A struct used to operate on reflected Component of a type.
A struct used to provide the default value of a type.
A struct used to deserialize reflected instances of a type.
A struct used to operate on reflected Resource of a type.
A struct used to serialize reflected instances of a type.
Command that removes children from an entity, and removes that child’s parent.
Command that removes the parent of an entity, and removes that entity from the parent’s Children.
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.
The scan code of a KeyboardInput.
To spawn a scene, you can use either:
A component bundle for a Scene root.
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 2-dimensional area defined by a width and height.
A Bundle with the following Components:
A light that emits light in a given direction from a central point. Behaves like a point light in a perfectly absorbant housing that shines light only in a given direction. The direction is taken from the transform, and can be specified with Transform::looking_at.
A component bundle for spot light entities
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.
The label for the startup Schedule, which runs once at the beginning of the App.
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.
Helper for configuring and creating the default task pools. For end-users who want full control, set up CorePlugin
The bundle of components needed to draw text in a 2D scene via a 2D Camera2dBundle. 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.
A clock that tracks how much it has advanced (and how much real time has elapsed) since its previous update and since its creation.
Tracks elapsed time. Enters the finished state once duration is reached.
A touch input event.
A collection of Touches.
Describe the position of an entity. If the entity has a parent, the position is relative to its parent position.
A Bundle of the Transform and GlobalTransform Components, which describe the position of an entity.
The base plugin for handling Transform components
A 2-dimensional vector.
A 3-dimensional vector.
A 4-dimensional vector.
Configuration for cameras related to UI.
The 2D texture displayed for this UI node
A type which is commonly used to define positions, margins, paddings and borders.
The current scale of the UI.
Print a warning for each Entity with a T component whose parent doesn’t have a T component.
Describes how an attribute of a Transform should be animated.
A 2-dimensional vector.
A 3-dimensional vector.
A 4-dimensional vector with SIMD support.
User indication of whether an entity is visible. Propagates down the entity hierarchy. If an entity is hidden in this way, all Children (and all of their children and so on) will also be hidden. This is done by setting the values of their ComputedVisibility component.
A Bundle of the Visibility and ComputedVisibility Components, which describe the visibility of an entity.
An operating system window that can present content and receive user input.
Describes the information needed for creating a window.
An event that is sent when a window is repositioned in physical pixels.
A Plugin that defines an interface for windowing support in Bevy.
A collection of Windows with unique WindowIds.
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.
Struct for adding children to an entity directly through the World for use in exclusive systems

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
Sets how a material’s base color alpha channel is used for transparency.
Events that involve 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 a Flexbox layout model.
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
The data contained in a GamepadEvent or GamepadEventRaw.
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 KeyboardInput.
List of keyframes for one of the attribute of a Transform.
Defines which monitor to use.
A button on a mouse device.
Whether to show or hide overflowing items
The strategy used to position this node
A configurable CameraProjection that can select its projection type at runtime.
The names of the default App startup stages.
Specifies Timer behavior.
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.
Defines the way a window is displayed.
Defines where window should be placed at on creation.
Indicates that this Node entity’s front-to-back ordering is not controlled solely by its location in the UI hierarchy. A node with a higher z-index will appear on top of other nodes with a lower z-index.

Traits

App extension methods for adding new asset types.
Trait defining how to build children
Trait that defines adding children to an entity directly through the World
The Bundle trait enables insertion and removal of Components from an entity.
A data type that can be used to store data for an entity.
A type implementing this trait can be decoded as a rodio source
Trait that holds functions for despawning recursively down the transform hierarchy
Types that implement reliable change detection.
A trait for types which can be constructed from a reflected type.
Creates an instance of the type this trait is implemented for using data from the supplied World.
A convenience trait which combines fetching and downcasting of struct fields.
A convenience trait which combines fetching and downcasting of tuple struct fields.
An extension trait for Query that adds hierarchy related methods.
An extension trait providing the IntoPipeSystem::pipe method to pass input from one system into the next.
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.
A collection of Bevy app logic and configuration.
Combines multiple Plugins into a single unit.
A reflected Rust type.
A type that can be inserted into a World as a singleton.
A strongly-typed class of labels used to identify run criteria.
A type that can run as a step of a Schedule.
A strongly-typed class of labels used to identify Stages.
A reflected Rust regular struct type.
An ECS system that can be added to a Schedule
A strongly-typed class of labels used to identify Systems.
A trait implemented for all functions that can be used as Systems.
A reflected Rust tuple struct.

Functions

An ergonomic abbreviation for Default::default() to make initializing structs easier. This is especially helpful when combined with “struct update syntax”.
Function for despawning an entity and all its children

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

Implements Deref for single-item structs. This is especially useful when utilizing the newtype pattern.
Implements DerefMut for single-item structs. This is especially useful when utilizing the newtype pattern.
Generates a dynamic plugin entry point function for the given Plugin type.
Derives the FromReflect trait.
Generates an impl of the RunCriteriaLabel trait.
Generates an impl of the StageLabel trait.
Generates an impl of the SystemLabel trait.