Miscellaneous code-quality improvements. (#5860)

Does what it do.

Co-authored-by: devil-ira <justthecooldude@gmail.com>
This commit is contained in:
ira 2022-09-05 00:30:21 +00:00
parent 7a29c707bf
commit 76ae6f4c6e
11 changed files with 66 additions and 81 deletions

View file

@ -1,4 +1,4 @@
use bevy_ecs::{event::Events, prelude::*};
use bevy_ecs::prelude::*;
// In this example a system sends a custom event with a 50/50 chance during any frame.
// If an event was send, it will be printed by the console in a receiving system.

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@ -207,9 +207,8 @@ impl<'w, 's, E: Event> EventReader<'w, 's, E> {
&mut self,
) -> impl DoubleEndedIterator<Item = (&E, EventId<E>)> + ExactSizeIterator<Item = (&E, EventId<E>)>
{
self.reader.iter_with_id(&self.events).map(|r @ (_, id)| {
self.reader.iter_with_id(&self.events).inspect(|(_, id)| {
trace!("EventReader::iter() -> {}", id);
r
})
}
@ -313,7 +312,7 @@ impl<'w, 's, E: Event> EventWriter<'w, 's, E> {
self.events.send(event);
}
pub fn send_batch(&mut self, events: impl Iterator<Item = E>) {
pub fn send_batch(&mut self, events: impl IntoIterator<Item = E>) {
self.events.extend(events);
}

View file

@ -615,35 +615,35 @@ impl VertexAttributeValues {
/// mesh, all of the [`VertexAttributeValues`] must have the same length.
#[allow(clippy::match_same_arms)]
pub fn len(&self) -> usize {
match *self {
VertexAttributeValues::Float32(ref values) => values.len(),
VertexAttributeValues::Sint32(ref values) => values.len(),
VertexAttributeValues::Uint32(ref values) => values.len(),
VertexAttributeValues::Float32x2(ref values) => values.len(),
VertexAttributeValues::Sint32x2(ref values) => values.len(),
VertexAttributeValues::Uint32x2(ref values) => values.len(),
VertexAttributeValues::Float32x3(ref values) => values.len(),
VertexAttributeValues::Sint32x3(ref values) => values.len(),
VertexAttributeValues::Uint32x3(ref values) => values.len(),
VertexAttributeValues::Float32x4(ref values) => values.len(),
VertexAttributeValues::Sint32x4(ref values) => values.len(),
VertexAttributeValues::Uint32x4(ref values) => values.len(),
VertexAttributeValues::Sint16x2(ref values) => values.len(),
VertexAttributeValues::Snorm16x2(ref values) => values.len(),
VertexAttributeValues::Uint16x2(ref values) => values.len(),
VertexAttributeValues::Unorm16x2(ref values) => values.len(),
VertexAttributeValues::Sint16x4(ref values) => values.len(),
VertexAttributeValues::Snorm16x4(ref values) => values.len(),
VertexAttributeValues::Uint16x4(ref values) => values.len(),
VertexAttributeValues::Unorm16x4(ref values) => values.len(),
VertexAttributeValues::Sint8x2(ref values) => values.len(),
VertexAttributeValues::Snorm8x2(ref values) => values.len(),
VertexAttributeValues::Uint8x2(ref values) => values.len(),
VertexAttributeValues::Unorm8x2(ref values) => values.len(),
VertexAttributeValues::Sint8x4(ref values) => values.len(),
VertexAttributeValues::Snorm8x4(ref values) => values.len(),
VertexAttributeValues::Uint8x4(ref values) => values.len(),
VertexAttributeValues::Unorm8x4(ref values) => values.len(),
match self {
VertexAttributeValues::Float32(values) => values.len(),
VertexAttributeValues::Sint32(values) => values.len(),
VertexAttributeValues::Uint32(values) => values.len(),
VertexAttributeValues::Float32x2(values) => values.len(),
VertexAttributeValues::Sint32x2(values) => values.len(),
VertexAttributeValues::Uint32x2(values) => values.len(),
VertexAttributeValues::Float32x3(values) => values.len(),
VertexAttributeValues::Sint32x3(values) => values.len(),
VertexAttributeValues::Uint32x3(values) => values.len(),
VertexAttributeValues::Float32x4(values) => values.len(),
VertexAttributeValues::Sint32x4(values) => values.len(),
VertexAttributeValues::Uint32x4(values) => values.len(),
VertexAttributeValues::Sint16x2(values) => values.len(),
VertexAttributeValues::Snorm16x2(values) => values.len(),
VertexAttributeValues::Uint16x2(values) => values.len(),
VertexAttributeValues::Unorm16x2(values) => values.len(),
VertexAttributeValues::Sint16x4(values) => values.len(),
VertexAttributeValues::Snorm16x4(values) => values.len(),
VertexAttributeValues::Uint16x4(values) => values.len(),
VertexAttributeValues::Unorm16x4(values) => values.len(),
VertexAttributeValues::Sint8x2(values) => values.len(),
VertexAttributeValues::Snorm8x2(values) => values.len(),
VertexAttributeValues::Uint8x2(values) => values.len(),
VertexAttributeValues::Unorm8x2(values) => values.len(),
VertexAttributeValues::Sint8x4(values) => values.len(),
VertexAttributeValues::Snorm8x4(values) => values.len(),
VertexAttributeValues::Uint8x4(values) => values.len(),
VertexAttributeValues::Unorm8x4(values) => values.len(),
}
}
@ -666,34 +666,34 @@ impl VertexAttributeValues {
#[allow(clippy::match_same_arms)]
pub fn get_bytes(&self) -> &[u8] {
match self {
VertexAttributeValues::Float32(values) => cast_slice(&values[..]),
VertexAttributeValues::Sint32(values) => cast_slice(&values[..]),
VertexAttributeValues::Uint32(values) => cast_slice(&values[..]),
VertexAttributeValues::Float32x2(values) => cast_slice(&values[..]),
VertexAttributeValues::Sint32x2(values) => cast_slice(&values[..]),
VertexAttributeValues::Uint32x2(values) => cast_slice(&values[..]),
VertexAttributeValues::Float32x3(values) => cast_slice(&values[..]),
VertexAttributeValues::Sint32x3(values) => cast_slice(&values[..]),
VertexAttributeValues::Uint32x3(values) => cast_slice(&values[..]),
VertexAttributeValues::Float32x4(values) => cast_slice(&values[..]),
VertexAttributeValues::Sint32x4(values) => cast_slice(&values[..]),
VertexAttributeValues::Uint32x4(values) => cast_slice(&values[..]),
VertexAttributeValues::Sint16x2(values) => cast_slice(&values[..]),
VertexAttributeValues::Snorm16x2(values) => cast_slice(&values[..]),
VertexAttributeValues::Uint16x2(values) => cast_slice(&values[..]),
VertexAttributeValues::Unorm16x2(values) => cast_slice(&values[..]),
VertexAttributeValues::Sint16x4(values) => cast_slice(&values[..]),
VertexAttributeValues::Snorm16x4(values) => cast_slice(&values[..]),
VertexAttributeValues::Uint16x4(values) => cast_slice(&values[..]),
VertexAttributeValues::Unorm16x4(values) => cast_slice(&values[..]),
VertexAttributeValues::Sint8x2(values) => cast_slice(&values[..]),
VertexAttributeValues::Snorm8x2(values) => cast_slice(&values[..]),
VertexAttributeValues::Uint8x2(values) => cast_slice(&values[..]),
VertexAttributeValues::Unorm8x2(values) => cast_slice(&values[..]),
VertexAttributeValues::Sint8x4(values) => cast_slice(&values[..]),
VertexAttributeValues::Snorm8x4(values) => cast_slice(&values[..]),
VertexAttributeValues::Uint8x4(values) => cast_slice(&values[..]),
VertexAttributeValues::Unorm8x4(values) => cast_slice(&values[..]),
VertexAttributeValues::Float32(values) => cast_slice(values),
VertexAttributeValues::Sint32(values) => cast_slice(values),
VertexAttributeValues::Uint32(values) => cast_slice(values),
VertexAttributeValues::Float32x2(values) => cast_slice(values),
VertexAttributeValues::Sint32x2(values) => cast_slice(values),
VertexAttributeValues::Uint32x2(values) => cast_slice(values),
VertexAttributeValues::Float32x3(values) => cast_slice(values),
VertexAttributeValues::Sint32x3(values) => cast_slice(values),
VertexAttributeValues::Uint32x3(values) => cast_slice(values),
VertexAttributeValues::Float32x4(values) => cast_slice(values),
VertexAttributeValues::Sint32x4(values) => cast_slice(values),
VertexAttributeValues::Uint32x4(values) => cast_slice(values),
VertexAttributeValues::Sint16x2(values) => cast_slice(values),
VertexAttributeValues::Snorm16x2(values) => cast_slice(values),
VertexAttributeValues::Uint16x2(values) => cast_slice(values),
VertexAttributeValues::Unorm16x2(values) => cast_slice(values),
VertexAttributeValues::Sint16x4(values) => cast_slice(values),
VertexAttributeValues::Snorm16x4(values) => cast_slice(values),
VertexAttributeValues::Uint16x4(values) => cast_slice(values),
VertexAttributeValues::Unorm16x4(values) => cast_slice(values),
VertexAttributeValues::Sint8x2(values) => cast_slice(values),
VertexAttributeValues::Snorm8x2(values) => cast_slice(values),
VertexAttributeValues::Uint8x2(values) => cast_slice(values),
VertexAttributeValues::Unorm8x2(values) => cast_slice(values),
VertexAttributeValues::Sint8x4(values) => cast_slice(values),
VertexAttributeValues::Snorm8x4(values) => cast_slice(values),
VertexAttributeValues::Uint8x4(values) => cast_slice(values),
VertexAttributeValues::Unorm8x4(values) => cast_slice(values),
}
}
}

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@ -12,10 +12,7 @@
//!
//! For more details on the `WorldQuery` derive macro, see the trait documentation.
use bevy::{
ecs::{component::Component, query::WorldQuery},
prelude::*,
};
use bevy::{ecs::query::WorldQuery, prelude::*};
use std::fmt::Debug;
fn main() {

View file

@ -1,6 +1,6 @@
//! Shows how to iterate over combinations of query results.
use bevy::{pbr::AmbientLight, prelude::*, render::camera::Camera, time::FixedTimestep};
use bevy::{pbr::AmbientLight, prelude::*, time::FixedTimestep};
use rand::{thread_rng, Rng};
#[derive(Debug, Hash, PartialEq, Eq, Clone, StageLabel)]

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@ -1,9 +1,6 @@
//! Demonstrates handling a key press/release.
use bevy::{
input::{keyboard::KeyCode, Input},
prelude::*,
};
use bevy::prelude::*;
fn main() {
App::new()

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@ -1,9 +1,6 @@
//! Demonstrates using key modifiers (ctrl, shift).
use bevy::{
input::{keyboard::KeyCode, Input},
prelude::*,
};
use bevy::prelude::*;
fn main() {
App::new()

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@ -3,7 +3,6 @@
use bevy::{
input::mouse::{MouseButtonInput, MouseMotion, MouseWheel},
prelude::*,
window::CursorMoved,
};
fn main() {

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@ -3,7 +3,6 @@
use bevy::{
core_pipeline::core_3d::Transparent3d,
ecs::system::{lifetimeless::*, SystemParamItem},
math::prelude::*,
pbr::{MeshPipeline, MeshPipelineKey, MeshUniform, SetMeshBindGroup, SetMeshViewBindGroup},
prelude::*,
render::{
@ -16,7 +15,7 @@ use bevy::{
},
render_resource::*,
renderer::RenderDevice,
view::{ComputedVisibility, ExtractedView, Msaa, NoFrustumCulling, Visibility},
view::{ExtractedView, NoFrustumCulling},
RenderApp, RenderStage,
},
};

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@ -9,9 +9,7 @@
use bevy::{
diagnostic::{FrameTimeDiagnosticsPlugin, LogDiagnosticsPlugin},
math::Quat,
prelude::*,
render::camera::Camera,
window::PresentMode,
};

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@ -3,10 +3,9 @@
//! This is useful for making desktop applications, or any other program that doesn't need to be
//! running the event loop non-stop.
use std::time::Duration;
use bevy::{
prelude::*,
utils::Duration,
window::{PresentMode, RequestRedraw},
winit::WinitSettings,
};