[][src]Module bevy_internal::prelude

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

Modules

stage

The names of the default App stages

Macros

debug

Constructs an event at the debug level.

debug_span

Constructs a span at the debug level.

error

Constructs an event at the error level.

error_span

Constructs a span at the error level.

info

Constructs an event at the info level.

info_span

Constructs a span at the info level.

trace

Constructs an event at the trace level.

trace_span

Constructs a span at the trace level.

warn

Constructs an event at the warn level.

warn_span

Constructs a span at the warn level.

Structs

Added

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

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.

Axis
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
Commands

A list of commands that will be run to populate a World and Resources.

CursorEntered
CursorLeft
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
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.

Gamepad
GamepadAxis
GamepadButton
GamepadEvent
GlobalTransform
Handle

A handle into a specific Asset of type T

HandleUntyped

A non-generic version of Handle

In
Input

A "press-able" input of type T

InsertChildren
Labels

A collection of labels

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.

Mat3

A 3x3 column major matrix.

Mat4

A 4x4 column major matrix.

MinimalPlugins
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.

Or
Parent
PreviousParent
PushChildren
Quat
Query

Provides scoped access to a World according to a given [HecsQuery]

QuerySet
ReceivedCharacter

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

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

ReflectComponent
ReflectDeserialize
Res

Shared borrow of a Resource

ResMut

Unique borrow of a Resource

Resources

A collection of resource instances identified by their type.

Scene
SceneSpawner
Schedule
Size

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

State
StateStage
SystemStage
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
Vec2

A 2-dimensional vector.

Vec3

A 3-dimensional vector without SIMD support.

Vec4

A 4-dimensional vector.

Window

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

WindowDescriptor
Windows
With
Without
World

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

WorldChildBuilder

Enums

AssetEvent

Events that happen on assets of type T

GamepadAxisType
GamepadButtonType
GamepadEventType
KeyCode

The key code of a keyboard input.

MouseButton

A button on a mouse device

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

DespawnRecursiveExt
FaceToward

Generates a translation / rotation matrix that faces a given target

FromResources

Creates Self using data from the Resources collection

GetField
GetTupleStructField
IntoChainSystem
IntoSystem
Plugin

A collection of Bevy App logic and configuration

PluginGroup
Reflect

A reflected rust type.

RegisterTypeBuilder
Resource

A Resource type

SpawnSceneAsChildCommands
SpawnSceneCommands
Struct

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

System

An ECS system that can be added to a Schedule

TupleStruct

A rust "tuple struct" reflection

WorldBuilderSource

Converts a reference to Self to a WorldBuilder

Functions

despawn_with_children_recursive
parent_update_system

Attribute Macros

bevy_main
reflect_trait

Derive Macros

Bundle

Implement Bundle for a monomorphic struct

DynamicPlugin

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

Reflect