Milky2018/mgstudio/render2d does not have a README file
pub(open) trait HasRes_RenderState {
get_render_state_resource(self : Self) -> Resource[RenderState]
}pub(open) trait Has_ColorMaterial {
get_color_material_store(self : Self) -> ComponentStore[ColorMaterial]
}pub(open) trait Has_RenderLayers {
get_render_layers_store(self : Self) -> ComponentStore[RenderLayers]
}pub(open) trait Has_RenderTarget {
get_render_target_store(self : Self) -> ComponentStore[RenderTarget]
}pub struct Arc2dBuilder {
id : Int
}pub struct ArrowBuilder {
id : Int
}pub struct Camera2d {
}pub struct Camera2dBundle {
camera : Camera
projection : Projection
camera2d : Camera2d
transform : Transform
target : RenderTarget
layers : RenderLayers
}fn Camera2dBundle::new_with_layers(camera : Camera, transform : Transform, target : RenderTarget, layers : RenderLayers) -> Camera2dBundlefn Camera2dBundle::new_with_projection(camera : Camera, projection : Projection, transform : Transform) -> Camera2dBundlefn Camera2dBundle::new_with_target(camera : Camera, transform : Transform, target : RenderTarget) -> Camera2dBundlefn[W : SpawnWorld + ChangeTickWorld + Has_Camera2d + Has_Camera + Has_Projection + Has_RenderTarget + Has_RenderLayers + Has_Transform] Camera2dBundle::spawn(self : Camera2dBundle, world : W) -> Entitypub struct Capsule2d {
radius : Float
half_length : Float
segments : Int
}pub struct Color {
r : Float
g : Float
b : Float
a : Float
}pub struct Ellipse2dBuilder {
id : Int
}pub(all) struct GizmoConfig {
enabled : Bool
line : GizmoLineConfig
depth_bias : Float
render_layers : RenderLayers
}pub(all) struct GizmoLineConfig {
width : Float
perspective : Bool
style : GizmoLineStyle
joints : GizmoLineJoint
}impl SystemParam for Gizmosfn Gizmos::arc_2d(self : Gizmos, isometry : Isometry2d, arc_angle : Float, radius : Float, color : Color) -> Arc2dBuilderfn Gizmos::circle_2d(self : Gizmos, isometry : Isometry2d, radius : Float, color : Color) -> Ellipse2dBuilderfn Gizmos::ellipse_2d(self : Gizmos, isometry : Isometry2d, half_size : Vec2, color : Color) -> Ellipse2dBuilderfn Gizmos::grid_2d(self : Gizmos, isometry : Isometry2d, cell_count : IVec2, spacing : Vec2, color : Color) -> Grid2dBuilderfn Gizmos::rounded_rect_2d(self : Gizmos, isometry : Isometry2d, size : Vec2, color : Color) -> RoundedRectBuilderpub struct GpuMesh2d {
mesh_id : Int
}pub struct Grid2dBuilder {
id : Int
}pub struct Mesh2dBundle {
mesh : Mesh2d
material : ColorMaterial
transform : Transform
layers : RenderLayers
visibility : Visibility
inherited_visibility : InheritedVisibility
view_visibility : ViewVisibility
}fn Mesh2dBundle::new(mesh : Mesh2d, material : ColorMaterial, transform : Transform) -> Mesh2dBundlefn Mesh2dBundle::new_with_layers(mesh : Mesh2d, material : ColorMaterial, transform : Transform, layers : RenderLayers) -> Mesh2dBundlefn[W : SpawnWorld + ChangeTickWorld + Has_Mesh2d + Has_ColorMaterial + Has_GpuMesh2d + Has_RenderLayers + Has_Transform + Has_Visibility + Has_InheritedVisibility + Has_ViewVisibility] Mesh2dBundle::spawn(self : Mesh2dBundle, world : W) -> Entitypub struct OrthographicProjection {
scale : Float
}fn OrthographicProjection::with_scale(self : OrthographicProjection, scale : Float) -> OrthographicProjectionpub struct RenderLayers {
mask : Int
}pub struct RoundedRectBuilder {
id : Int
}fn RoundedRectBuilder::arc_resolution(self : RoundedRectBuilder, resolution : Int) -> RoundedRectBuilderfn RoundedRectBuilder::corner_radius(self : RoundedRectBuilder, radius : Float) -> RoundedRectBuilderpub struct SpriteBundle {
sprite : Sprite
anchor : Anchor
transform : Transform
layers : RenderLayers
visibility : Visibility
inherited_visibility : InheritedVisibility
view_visibility : ViewVisibility
}fn SpriteBundle::new_with_layers(sprite : Sprite, transform : Transform, layers : RenderLayers) -> SpriteBundlefn[W : SpawnWorld + ChangeTickWorld + Has_Sprite + Has_Anchor + Has_RenderLayers + Has_Transform + Has_Visibility + Has_InheritedVisibility + Has_ViewVisibility] SpriteBundle::spawn(self : SpriteBundle, world : W) -> Entityfn[W : HasRes_RenderState + ChangeTickWorld] render2d_create_render_target(world : W, width : Int, height : Int, nearest : Bool) -> Handle[Image]fn[W : HasRes_RenderState + Has_Camera2d + Has_Camera + Has_Projection + Has_RenderTarget + Has_RenderLayers + Has_Sprite + Has_Anchor + Has_Mesh2d + Has_ColorMaterial + Has_GpuMesh2d + Has_Transform + Has_GlobalTransform + Has_ViewVisibility + ChangeTickWorld] render2d_plugin(app : App[W]) -> App[W]fn[W : HasRes_RenderState + ChangeTickWorld] render2d_push_sprite_uv(world : W, texture : Handle[Image], transform : Transform, uv_min : Vec2, uv_max : Vec2, color : Color, layers : RenderLayers) -> Unitfn[W : HasRes_RenderState + Has_Camera2d + Has_Camera + Has_Projection + Has_RenderTarget + Has_RenderLayers + Has_Sprite + Has_Anchor + Has_Mesh2d + Has_ColorMaterial + Has_GpuMesh2d + Has_Transform + Has_GlobalTransform + Has_ViewVisibility + ChangeTickWorld] render_extract_system(world : W) -> Unit