mirror of
https://github.com/bevyengine/bevy
synced 2024-11-22 04:33:37 +00:00
Misc cleanups (#879)
* Remove cfg!(feature = "metal-auto-capture") This cfg! has existed since the initial commit, but the corresponding feature has never been part of Cargo.toml * Remove unnecessary handle_create_window_events call * Remove EventLoopProxyPtr wrapper * Remove unnecessary statics * Fix unrelated deprecation warning to fix CI
This commit is contained in:
parent
db2d20ec1a
commit
d6eb647451
29 changed files with 154 additions and 181 deletions
|
@ -30,8 +30,7 @@ impl AssetLoader for Mp3Loader {
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}
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fn extensions(&self) -> &[&str] {
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static EXTENSIONS: &[&str] = &["mp3", "flac", "wav", "ogg"];
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EXTENSIONS
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&["mp3", "flac", "wav", "ogg"]
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}
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}
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@ -66,8 +66,7 @@ impl AssetLoader for GltfLoader {
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}
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fn extensions(&self) -> &[&str] {
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static EXTENSIONS: &[&str] = &["gltf", "glb"];
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EXTENSIONS
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&["gltf", "glb"]
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}
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}
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@ -65,8 +65,8 @@ where
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fn add(self, rhs: Vec2) -> Self::Output {
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Self {
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width: self.width + rhs.x(),
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height: self.height + rhs.y(),
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width: self.width + rhs.x,
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height: self.height + rhs.y,
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}
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}
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}
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@ -76,7 +76,7 @@ where
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T: AddAssign<f32>,
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{
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fn add_assign(&mut self, rhs: Vec2) {
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self.width += rhs.x();
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self.height += rhs.y();
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self.width += rhs.x;
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self.height += rhs.y;
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}
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}
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@ -43,7 +43,7 @@ pub fn visible_entities_system(
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let position = global_transform.translation;
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// smaller distances are sorted to lower indices by using the distance from the camera
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FloatOrd(match camera.depth_calculation {
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DepthCalculation::ZDifference => camera_position.z() - position.z(),
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DepthCalculation::ZDifference => camera_position.z - position.z,
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DepthCalculation::Distance => (camera_position - position).length(),
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})
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} else {
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@ -293,10 +293,10 @@ impl Add<Vec4> for Color {
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fn add(self, rhs: Vec4) -> Self::Output {
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Color {
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red: self.red + rhs.x(),
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green: self.green + rhs.y(),
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blue: self.blue + rhs.z(),
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alpha: self.alpha + rhs.w(),
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red: self.red + rhs.x,
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green: self.green + rhs.y,
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blue: self.blue + rhs.z,
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alpha: self.alpha + rhs.w,
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}
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}
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}
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@ -321,7 +321,7 @@ impl From<Color> for Vec4 {
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impl From<Vec4> for Color {
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fn from(vec4: Vec4) -> Self {
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Color::rgba(vec4.x(), vec4.y(), vec4.z(), vec4.w())
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Color::rgba(vec4.x, vec4.y, vec4.z, vec4.w)
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}
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}
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@ -346,20 +346,20 @@ impl Mul<Vec4> for Color {
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fn mul(self, rhs: Vec4) -> Self::Output {
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Color::rgba(
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self.r() * rhs.x(),
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self.g() * rhs.y(),
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self.b() * rhs.z(),
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self.a() * rhs.w(),
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self.r() * rhs.x,
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self.g() * rhs.y,
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self.b() * rhs.z,
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self.a() * rhs.w,
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)
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}
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}
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impl MulAssign<Vec4> for Color {
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fn mul_assign(&mut self, rhs: Vec4) {
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self.set_r(self.r() * rhs.x());
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self.set_g(self.g() * rhs.y());
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self.set_b(self.b() * rhs.z());
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self.set_a(self.a() * rhs.w());
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self.set_r(self.r() * rhs.x);
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self.set_g(self.g() * rhs.y);
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self.set_b(self.b() * rhs.z);
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self.set_a(self.a() * rhs.w);
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}
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}
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@ -368,9 +368,9 @@ impl Mul<Vec3> for Color {
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fn mul(self, rhs: Vec3) -> Self::Output {
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Color::rgba(
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self.r() * rhs.x(),
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self.g() * rhs.y(),
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self.b() * rhs.z(),
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self.r() * rhs.x,
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self.g() * rhs.y,
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self.b() * rhs.z,
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self.a(),
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)
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}
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@ -378,9 +378,9 @@ impl Mul<Vec3> for Color {
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impl MulAssign<Vec3> for Color {
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fn mul_assign(&mut self, rhs: Vec3) {
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self.set_r(self.r() * rhs.x());
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self.set_g(self.g() * rhs.y());
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self.set_b(self.b() * rhs.z());
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self.set_r(self.r() * rhs.x);
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self.set_g(self.g() * rhs.y);
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self.set_b(self.b() * rhs.z);
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}
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}
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@ -54,13 +54,13 @@ use texture::TextureResourceSystemState;
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/// The names of "render" App stages
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pub mod stage {
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/// Stage where render resources are set up
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pub static RENDER_RESOURCE: &str = "render_resource";
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pub const RENDER_RESOURCE: &str = "render_resource";
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/// Stage where Render Graph systems are run. In general you shouldn't add systems to this stage manually.
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pub static RENDER_GRAPH_SYSTEMS: &str = "render_graph_systems";
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pub const RENDER_GRAPH_SYSTEMS: &str = "render_graph_systems";
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// Stage where draw systems are executed. This is generally where Draw components are setup
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pub static DRAW: &str = "draw";
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pub static RENDER: &str = "render";
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pub static POST_RENDER: &str = "post_render";
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pub const DRAW: &str = "draw";
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pub const RENDER: &str = "render";
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pub const POST_RENDER: &str = "post_render";
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}
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/// Adds core render types and systems to an App
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@ -324,8 +324,8 @@ pub mod shape {
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impl From<Quad> for Mesh {
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fn from(quad: Quad) -> Self {
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let extent_x = quad.size.x() / 2.0;
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let extent_y = quad.size.y() / 2.0;
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let extent_x = quad.size.x / 2.0;
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let extent_y = quad.size.y / 2.0;
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let north_west = vec2(-extent_x, extent_y);
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let north_east = vec2(extent_x, extent_y);
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@ -334,22 +334,22 @@ pub mod shape {
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let vertices = if quad.flip {
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[
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(
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[south_east.x(), south_east.y(), 0.0],
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[south_east.x, south_east.y, 0.0],
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[0.0, 0.0, 1.0],
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[1.0, 1.0],
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),
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(
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[north_east.x(), north_east.y(), 0.0],
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[north_east.x, north_east.y, 0.0],
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[0.0, 0.0, 1.0],
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[1.0, 0.0],
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),
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(
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[north_west.x(), north_west.y(), 0.0],
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[north_west.x, north_west.y, 0.0],
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[0.0, 0.0, 1.0],
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[0.0, 0.0],
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),
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(
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[south_west.x(), south_west.y(), 0.0],
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[south_west.x, south_west.y, 0.0],
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[0.0, 0.0, 1.0],
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[0.0, 1.0],
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),
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@ -357,22 +357,22 @@ pub mod shape {
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} else {
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[
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(
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[south_west.x(), south_west.y(), 0.0],
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[south_west.x, south_west.y, 0.0],
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[0.0, 0.0, 1.0],
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[0.0, 1.0],
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),
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(
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[north_west.x(), north_west.y(), 0.0],
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[north_west.x, north_west.y, 0.0],
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[0.0, 0.0, 1.0],
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[0.0, 0.0],
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),
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(
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[north_east.x(), north_east.y(), 0.0],
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[north_east.x, north_east.y, 0.0],
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[0.0, 0.0, 1.0],
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[1.0, 0.0],
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),
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(
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[south_east.x(), south_east.y(), 0.0],
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[south_east.x, south_east.y, 0.0],
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[0.0, 0.0, 1.0],
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[1.0, 1.0],
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),
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@ -467,8 +467,8 @@ pub mod shape {
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);
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}
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let hexasphere = Hexasphere::new(sphere.subdivisions, |point| {
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let inclination = point.z().acos();
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let azumith = point.y().atan2(point.x());
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let inclination = point.z.acos();
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let azumith = point.y.atan2(point.x);
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let norm_inclination = 1.0 - (inclination / std::f32::consts::PI);
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let norm_azumith = (azumith / std::f32::consts::PI) * 0.5;
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@ -34,13 +34,13 @@ impl Node for TextureCopyNode {
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}
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let texture_descriptor: TextureDescriptor = texture.into();
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let width = texture.size.x() as usize;
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let width = texture.size.x as usize;
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let aligned_width = render_context
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.resources()
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.get_aligned_texture_size(texture.size.x() as usize);
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.get_aligned_texture_size(texture.size.x as usize);
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let format_size = texture.format.pixel_size();
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let mut aligned_data =
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vec![0; format_size * aligned_width * texture.size.y() as usize];
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vec![0; format_size * aligned_width * texture.size.y as usize];
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texture
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.data
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.chunks_exact(format_size * width)
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@ -48,7 +48,6 @@ impl AssetLoader for HdrTextureLoader {
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}
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fn extensions(&self) -> &[&str] {
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static EXTENSIONS: &[&str] = &["hdr"];
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EXTENSIONS
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&["hdr"]
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}
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}
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@ -155,7 +155,6 @@ impl AssetLoader for ImageTextureLoader {
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}
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fn extensions(&self) -> &[&str] {
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static EXTENSIONS: &[&str] = &["png"];
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EXTENSIONS
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&["png"]
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}
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}
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@ -35,7 +35,7 @@ impl Default for Texture {
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impl Texture {
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pub fn new(size: Vec2, data: Vec<u8>, format: TextureFormat) -> Self {
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debug_assert_eq!(
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size.x() as usize * size.y() as usize * format.pixel_size(),
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size.x as usize * size.y as usize * format.pixel_size(),
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data.len(),
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"Pixel data, size and format have to match",
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);
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@ -71,13 +71,13 @@ impl Texture {
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}
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pub fn aspect(&self) -> f32 {
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self.size.y() / self.size.x()
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self.size.y / self.size.x
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}
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pub fn resize(&mut self, size: Vec2) {
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self.size = size;
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let width = size.x() as usize;
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let height = size.y() as usize;
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let width = size.x as usize;
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let height = size.y as usize;
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self.data
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.resize(width * height * self.format.pixel_size(), 0);
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}
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@ -15,8 +15,8 @@ impl From<&Texture> for TextureDescriptor {
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fn from(texture: &Texture) -> Self {
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TextureDescriptor {
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size: Extent3d {
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width: texture.size.x() as u32,
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height: texture.size.y() as u32,
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width: texture.size.x as u32,
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height: texture.size.y as u32,
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depth: 1,
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},
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mip_level_count: 1,
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@ -42,7 +42,6 @@ impl AssetLoader for SceneLoader {
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}
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fn extensions(&self) -> &[&str] {
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static EXTENSIONS: &[&str] = &["scn"];
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EXTENSIONS
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&["scn"]
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}
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}
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|
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@ -18,30 +18,26 @@ pub fn collide(a_pos: Vec3, a_size: Vec2, b_pos: Vec3, b_size: Vec2) -> Option<C
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let b_max = b_pos.truncate() + b_size / 2.0;
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// check to see if the two rectangles are intersecting
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if a_min.x() < b_max.x()
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&& a_max.x() > b_min.x()
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&& a_min.y() < b_max.y()
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&& a_max.y() > b_min.y()
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{
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if a_min.x < b_max.x && a_max.x > b_min.x && a_min.y < b_max.y && a_max.y > b_min.y {
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// check to see if we hit on the left or right side
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let (x_collision, x_depth) =
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if a_min.x() < b_min.x() && a_max.x() > b_min.x() && a_max.x() < b_max.x() {
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(Some(Collision::Left), b_min.x() - a_max.x())
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} else if a_min.x() > b_min.x() && a_min.x() < b_max.x() && a_max.x() > b_max.x() {
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(Some(Collision::Right), a_min.x() - b_max.x())
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} else {
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(None, 0.0)
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};
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let (x_collision, x_depth) = if a_min.x < b_min.x && a_max.x > b_min.x && a_max.x < b_max.x
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{
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(Some(Collision::Left), b_min.x - a_max.x)
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} else if a_min.x > b_min.x && a_min.x < b_max.x && a_max.x > b_max.x {
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(Some(Collision::Right), a_min.x - b_max.x)
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} else {
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(None, 0.0)
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};
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// check to see if we hit on the top or bottom side
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let (y_collision, y_depth) =
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if a_min.y() < b_min.y() && a_max.y() > b_min.y() && a_max.y() < b_max.y() {
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(Some(Collision::Bottom), b_min.y() - a_max.y())
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} else if a_min.y() > b_min.y() && a_min.y() < b_max.y() && a_max.y() > b_max.y() {
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(Some(Collision::Top), a_min.y() - b_max.y())
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} else {
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(None, 0.0)
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};
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let (y_collision, y_depth) = if a_min.y < b_min.y && a_max.y > b_min.y && a_max.y < b_max.y
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{
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(Some(Collision::Bottom), b_min.y - a_max.y)
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} else if a_min.y > b_min.y && a_min.y < b_max.y && a_max.y > b_max.y {
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(Some(Collision::Top), a_min.y - b_max.y)
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} else {
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(None, 0.0)
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};
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// if we had an "x" and a "y" collision, pick the "primary" side using penetration depth
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match (x_collision, y_collision) {
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|
|
|
@ -24,15 +24,15 @@ impl DynamicTextureAtlasBuilder {
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texture: &Texture,
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) -> Option<u32> {
|
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let allocation = self.atlas_allocator.allocate(size2(
|
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texture.size.x() as i32 + self.padding,
|
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texture.size.y() as i32 + self.padding,
|
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texture.size.x as i32 + self.padding,
|
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texture.size.y as i32 + self.padding,
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));
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if let Some(allocation) = allocation {
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let atlas_texture = textures.get_mut(&texture_atlas.texture).unwrap();
|
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self.place_texture(atlas_texture, allocation, texture);
|
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let mut rect: Rect = allocation.rectangle.into();
|
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*rect.max.x_mut() -= self.padding as f32;
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*rect.max.y_mut() -= self.padding as f32;
|
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rect.max.x -= self.padding as f32;
|
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rect.max.y -= self.padding as f32;
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texture_atlas.add_texture(rect);
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Some((texture_atlas.len() - 1) as u32)
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} else {
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|
@ -72,7 +72,7 @@ impl DynamicTextureAtlasBuilder {
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let mut rect = allocation.rectangle;
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rect.max.x -= self.padding;
|
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rect.max.y -= self.padding;
|
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let atlas_width = atlas_texture.size.x() as usize;
|
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let atlas_width = atlas_texture.size.x as usize;
|
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let rect_width = rect.width() as usize;
|
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let format_size = atlas_texture.format.pixel_size();
|
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|
@ -97,5 +97,5 @@ impl From<guillotiere::Rectangle> for Rect {
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}
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|
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fn to_size2(vec2: Vec2) -> guillotiere::Size {
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guillotiere::Size::new(vec2.x() as i32, vec2.y() as i32)
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guillotiere::Size::new(vec2.x as i32, vec2.y as i32)
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}
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|
|
|
@ -13,11 +13,11 @@ pub struct Rect {
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|||
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impl Rect {
|
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pub fn width(&self) -> f32 {
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self.max.x() - self.min.x()
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self.max.x - self.min.x
|
||||
}
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||||
|
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pub fn height(&self) -> f32 {
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self.max.y() - self.min.y()
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self.max.y - self.min.y
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||||
}
|
||||
}
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|
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|
|
|
@ -91,29 +91,29 @@ impl TextureAtlas {
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|||
|
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for y in 0..rows {
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if y > 0 {
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y_padding = padding.y();
|
||||
y_padding = padding.y;
|
||||
}
|
||||
for x in 0..columns {
|
||||
if x > 0 {
|
||||
x_padding = padding.x();
|
||||
x_padding = padding.x;
|
||||
}
|
||||
|
||||
let rect_min = Vec2::new(
|
||||
(tile_size.x() + x_padding) * x as f32,
|
||||
(tile_size.y() + y_padding) * y as f32,
|
||||
(tile_size.x + x_padding) * x as f32,
|
||||
(tile_size.y + y_padding) * y as f32,
|
||||
);
|
||||
|
||||
sprites.push(Rect {
|
||||
min: rect_min,
|
||||
max: Vec2::new(rect_min.x() + tile_size.x(), rect_min.y() + tile_size.y()),
|
||||
max: Vec2::new(rect_min.x + tile_size.x, rect_min.y + tile_size.y),
|
||||
})
|
||||
}
|
||||
}
|
||||
|
||||
TextureAtlas {
|
||||
size: Vec2::new(
|
||||
((tile_size.x() + x_padding) * columns as f32) - x_padding,
|
||||
((tile_size.y() + y_padding) * rows as f32) - y_padding,
|
||||
((tile_size.x + x_padding) * columns as f32) - x_padding,
|
||||
((tile_size.y + y_padding) * rows as f32) - y_padding,
|
||||
),
|
||||
textures: sprites,
|
||||
texture,
|
||||
|
|
|
@ -43,7 +43,7 @@ impl TextureAtlasBuilder {
|
|||
self.rects_to_place.push_rect(
|
||||
texture_handle,
|
||||
None,
|
||||
RectToInsert::new(texture.size.x() as u32, texture.size.y() as u32, 1),
|
||||
RectToInsert::new(texture.size.x as u32, texture.size.y as u32, 1),
|
||||
)
|
||||
}
|
||||
|
||||
|
@ -57,7 +57,7 @@ impl TextureAtlasBuilder {
|
|||
let rect_height = packed_location.height() as usize;
|
||||
let rect_x = packed_location.x() as usize;
|
||||
let rect_y = packed_location.y() as usize;
|
||||
let atlas_width = atlas_texture.size.x() as usize;
|
||||
let atlas_width = atlas_texture.size.x as usize;
|
||||
let format_size = atlas_texture.format.pixel_size();
|
||||
|
||||
for (texture_y, bound_y) in (rect_y..rect_y + rect_height).enumerate() {
|
||||
|
@ -74,10 +74,10 @@ impl TextureAtlasBuilder {
|
|||
mut self,
|
||||
textures: &mut Assets<Texture>,
|
||||
) -> Result<TextureAtlas, RectanglePackError> {
|
||||
let initial_width = self.initial_size.x() as u32;
|
||||
let initial_height = self.initial_size.y() as u32;
|
||||
let max_width = self.max_size.x() as u32;
|
||||
let max_height = self.max_size.y() as u32;
|
||||
let initial_width = self.initial_size.x as u32;
|
||||
let initial_height = self.initial_size.y as u32;
|
||||
let max_width = self.max_size.x as u32;
|
||||
let max_height = self.max_size.y as u32;
|
||||
|
||||
let mut current_width = initial_width;
|
||||
let mut current_height = initial_height;
|
||||
|
|
|
@ -20,7 +20,6 @@ impl AssetLoader for FontLoader {
|
|||
}
|
||||
|
||||
fn extensions(&self) -> &[&str] {
|
||||
static EXTENSIONS: &[&str] = &["ttf"];
|
||||
EXTENSIONS
|
||||
&["ttf"]
|
||||
}
|
||||
}
|
||||
|
|
|
@ -207,12 +207,12 @@ pub fn flex_node_system(
|
|||
let layout = flex_surface.get_layout(entity).unwrap();
|
||||
node.size = Vec2::new(layout.size.width, layout.size.height);
|
||||
let position = &mut transform.translation;
|
||||
position.set_x(layout.location.x + layout.size.width / 2.0);
|
||||
position.set_y(layout.location.y + layout.size.height / 2.0);
|
||||
position.x = layout.location.x + layout.size.width / 2.0;
|
||||
position.y = layout.location.y + layout.size.height / 2.0;
|
||||
if let Some(parent) = parent {
|
||||
if let Ok(parent_layout) = flex_surface.get_layout(parent.0) {
|
||||
*position.x_mut() -= parent_layout.size.width / 2.0;
|
||||
*position.y_mut() -= parent_layout.size.height / 2.0;
|
||||
position.x -= parent_layout.size.width / 2.0;
|
||||
position.y -= parent_layout.size.height / 2.0;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -85,10 +85,10 @@ pub fn ui_focus_system(
|
|||
let min = ui_position - extents;
|
||||
let max = ui_position + extents;
|
||||
// if the current cursor position is within the bounds of the node, consider it for clicking
|
||||
if (min.x()..max.x()).contains(&state.cursor_position.x())
|
||||
&& (min.y()..max.y()).contains(&state.cursor_position.y())
|
||||
if (min.x..max.x).contains(&state.cursor_position.x)
|
||||
&& (min.y..max.y).contains(&state.cursor_position.y)
|
||||
{
|
||||
Some((entity, focus_policy, interaction, FloatOrd(position.z())))
|
||||
Some((entity, focus_policy, interaction, FloatOrd(position.z)))
|
||||
} else {
|
||||
if let Some(mut interaction) = interaction {
|
||||
if *interaction == Interaction::Hovered {
|
||||
|
|
|
@ -42,7 +42,7 @@ fn update_node_entity(
|
|||
let global_z = z + parent_global_z;
|
||||
|
||||
if let Ok(mut transform) = node_query.get_component_mut::<Transform>(entity) {
|
||||
transform.translation.set_z(z);
|
||||
transform.translation.z = z;
|
||||
}
|
||||
|
||||
Some(global_z)
|
||||
|
|
|
@ -28,8 +28,8 @@ pub fn image_node_system(
|
|||
.and_then(|texture_handle| textures.get(texture_handle))
|
||||
{
|
||||
calculated_size.size = Size {
|
||||
width: texture.size.x(),
|
||||
height: texture.size.y(),
|
||||
width: texture.size.x,
|
||||
height: texture.size.y,
|
||||
};
|
||||
}
|
||||
}
|
||||
|
|
|
@ -25,9 +25,6 @@ use winit::{
|
|||
#[derive(Default)]
|
||||
pub struct WinitPlugin;
|
||||
|
||||
#[derive(Debug)]
|
||||
pub struct EventLoopProxyPtr(pub usize);
|
||||
|
||||
impl Plugin for WinitPlugin {
|
||||
fn build(&self, app: &mut AppBuilder) {
|
||||
app
|
||||
|
@ -148,16 +145,7 @@ pub fn winit_runner(mut app: App) {
|
|||
let mut create_window_event_reader = EventReader::<CreateWindow>::default();
|
||||
let mut app_exit_event_reader = EventReader::<AppExit>::default();
|
||||
|
||||
app.resources
|
||||
.insert_thread_local(EventLoopProxyPtr(
|
||||
Box::into_raw(Box::new(event_loop.create_proxy())) as usize,
|
||||
));
|
||||
|
||||
handle_create_window_events(
|
||||
&mut app.resources,
|
||||
&event_loop,
|
||||
&mut create_window_event_reader,
|
||||
);
|
||||
app.resources.insert_thread_local(event_loop.create_proxy());
|
||||
|
||||
app.initialize();
|
||||
|
||||
|
@ -171,11 +159,7 @@ pub fn winit_runner(mut app: App) {
|
|||
let event_handler = move |event: Event<()>,
|
||||
event_loop: &EventLoopWindowTarget<()>,
|
||||
control_flow: &mut ControlFlow| {
|
||||
*control_flow = if cfg!(feature = "metal-auto-capture") {
|
||||
ControlFlow::Exit
|
||||
} else {
|
||||
ControlFlow::Poll
|
||||
};
|
||||
*control_flow = ControlFlow::Poll;
|
||||
|
||||
if let Some(app_exit_events) = app.resources.get_mut::<Events<AppExit>>() {
|
||||
if app_exit_event_reader.latest(&app_exit_events).is_some() {
|
||||
|
|
|
@ -75,7 +75,7 @@ fn setup(
|
|||
let flipped = rnd.gen_bool(0.5);
|
||||
|
||||
let mut transform = Transform::from_translation(Vec3::new(pos.0, pos.1, 0.0));
|
||||
*transform.scale.x_mut() *= if flipped { -1.0 } else { 1.0 };
|
||||
transform.scale.x *= if flipped { -1.0 } else { 1.0 };
|
||||
|
||||
commands
|
||||
.spawn((Contributor { color: col },))
|
||||
|
@ -192,7 +192,7 @@ fn select(
|
|||
let mat = materials.get_mut(mat_handle)?;
|
||||
mat.color = COL_SELECTED * cont.color;
|
||||
|
||||
trans.translation.set_z(100.0);
|
||||
trans.translation.z = 100.0;
|
||||
|
||||
text.value = format!("Contributor: {}", name);
|
||||
|
||||
|
@ -210,7 +210,7 @@ fn deselect(
|
|||
let mat = materials.get_mut(mat_handle)?;
|
||||
mat.color = COL_DESELECTED * cont.color;
|
||||
|
||||
trans.translation.set_z(0.0);
|
||||
trans.translation.z = 0.0;
|
||||
|
||||
Some(())
|
||||
}
|
||||
|
@ -244,29 +244,29 @@ fn collision_system(
|
|||
let wall_right = (win.width() / 2) as f32;
|
||||
|
||||
for (mut v, mut t) in q.iter_mut() {
|
||||
let left = t.translation.x() - SPRITE_SIZE / 2.0;
|
||||
let right = t.translation.x() + SPRITE_SIZE / 2.0;
|
||||
let top = t.translation.y() + SPRITE_SIZE / 2.0;
|
||||
let bottom = t.translation.y() - SPRITE_SIZE / 2.0;
|
||||
let left = t.translation.x - SPRITE_SIZE / 2.0;
|
||||
let right = t.translation.x + SPRITE_SIZE / 2.0;
|
||||
let top = t.translation.y + SPRITE_SIZE / 2.0;
|
||||
let bottom = t.translation.y - SPRITE_SIZE / 2.0;
|
||||
|
||||
// clamp the translation to not go out of the bounds
|
||||
if bottom < ground {
|
||||
t.translation.set_y(ground + SPRITE_SIZE / 2.0);
|
||||
t.translation.y = ground + SPRITE_SIZE / 2.0;
|
||||
// apply an impulse upwards
|
||||
*v.translation.y_mut() = rnd.gen_range(700.0, 1000.0);
|
||||
v.translation.y = rnd.gen_range(700.0, 1000.0);
|
||||
}
|
||||
if top > ceiling {
|
||||
t.translation.set_y(ceiling - SPRITE_SIZE / 2.0);
|
||||
t.translation.y = ceiling - SPRITE_SIZE / 2.0;
|
||||
}
|
||||
// on side walls flip the horizontal velocity
|
||||
if left < wall_left {
|
||||
t.translation.set_x(wall_left + SPRITE_SIZE / 2.0);
|
||||
*v.translation.x_mut() *= -1.0;
|
||||
t.translation.x = wall_left + SPRITE_SIZE / 2.0;
|
||||
v.translation.x *= -1.0;
|
||||
v.rotation *= -1.0;
|
||||
}
|
||||
if right > wall_right {
|
||||
t.translation.set_x(wall_right - SPRITE_SIZE / 2.0);
|
||||
*v.translation.x_mut() *= -1.0;
|
||||
t.translation.x = wall_right - SPRITE_SIZE / 2.0;
|
||||
v.translation.x *= -1.0;
|
||||
v.rotation *= -1.0;
|
||||
}
|
||||
}
|
||||
|
|
|
@ -60,10 +60,10 @@ fn bounce_system(
|
|||
.par_iter_mut(32)
|
||||
// Filter out sprites that don't need to be bounced
|
||||
.filter(|(transform, _)| {
|
||||
!(left < transform.translation.x()
|
||||
&& transform.translation.x() < right
|
||||
&& bottom < transform.translation.y()
|
||||
&& transform.translation.y() < top)
|
||||
!(left < transform.translation.x
|
||||
&& transform.translation.x < right
|
||||
&& bottom < transform.translation.y
|
||||
&& transform.translation.y < top)
|
||||
})
|
||||
// For simplicity, just reverse the velocity; don't use realistic bounces
|
||||
.for_each(&pool, |(_, mut v)| {
|
||||
|
|
|
@ -97,32 +97,32 @@ fn setup(
|
|||
// left
|
||||
.spawn(SpriteBundle {
|
||||
material: wall_material.clone(),
|
||||
transform: Transform::from_translation(Vec3::new(-bounds.x() / 2.0, 0.0, 0.0)),
|
||||
sprite: Sprite::new(Vec2::new(wall_thickness, bounds.y() + wall_thickness)),
|
||||
transform: Transform::from_translation(Vec3::new(-bounds.x / 2.0, 0.0, 0.0)),
|
||||
sprite: Sprite::new(Vec2::new(wall_thickness, bounds.y + wall_thickness)),
|
||||
..Default::default()
|
||||
})
|
||||
.with(Collider::Solid)
|
||||
// right
|
||||
.spawn(SpriteBundle {
|
||||
material: wall_material.clone(),
|
||||
transform: Transform::from_translation(Vec3::new(bounds.x() / 2.0, 0.0, 0.0)),
|
||||
sprite: Sprite::new(Vec2::new(wall_thickness, bounds.y() + wall_thickness)),
|
||||
transform: Transform::from_translation(Vec3::new(bounds.x / 2.0, 0.0, 0.0)),
|
||||
sprite: Sprite::new(Vec2::new(wall_thickness, bounds.y + wall_thickness)),
|
||||
..Default::default()
|
||||
})
|
||||
.with(Collider::Solid)
|
||||
// bottom
|
||||
.spawn(SpriteBundle {
|
||||
material: wall_material.clone(),
|
||||
transform: Transform::from_translation(Vec3::new(0.0, -bounds.y() / 2.0, 0.0)),
|
||||
sprite: Sprite::new(Vec2::new(bounds.x() + wall_thickness, wall_thickness)),
|
||||
transform: Transform::from_translation(Vec3::new(0.0, -bounds.y / 2.0, 0.0)),
|
||||
sprite: Sprite::new(Vec2::new(bounds.x + wall_thickness, wall_thickness)),
|
||||
..Default::default()
|
||||
})
|
||||
.with(Collider::Solid)
|
||||
// top
|
||||
.spawn(SpriteBundle {
|
||||
material: wall_material,
|
||||
transform: Transform::from_translation(Vec3::new(0.0, bounds.y() / 2.0, 0.0)),
|
||||
sprite: Sprite::new(Vec2::new(bounds.x() + wall_thickness, wall_thickness)),
|
||||
transform: Transform::from_translation(Vec3::new(0.0, bounds.y / 2.0, 0.0)),
|
||||
sprite: Sprite::new(Vec2::new(bounds.x + wall_thickness, wall_thickness)),
|
||||
..Default::default()
|
||||
})
|
||||
.with(Collider::Solid);
|
||||
|
@ -132,15 +132,15 @@ fn setup(
|
|||
let brick_columns = 5;
|
||||
let brick_spacing = 20.0;
|
||||
let brick_size = Vec2::new(150.0, 30.0);
|
||||
let bricks_width = brick_columns as f32 * (brick_size.x() + brick_spacing) - brick_spacing;
|
||||
let bricks_width = brick_columns as f32 * (brick_size.x + brick_spacing) - brick_spacing;
|
||||
// center the bricks and move them up a bit
|
||||
let bricks_offset = Vec3::new(-(bricks_width - brick_size.x()) / 2.0, 100.0, 0.0);
|
||||
let bricks_offset = Vec3::new(-(bricks_width - brick_size.x) / 2.0, 100.0, 0.0);
|
||||
let brick_material = materials.add(Color::rgb(0.5, 0.5, 1.0).into());
|
||||
for row in 0..brick_rows {
|
||||
let y_position = row as f32 * (brick_size.y() + brick_spacing);
|
||||
let y_position = row as f32 * (brick_size.y + brick_spacing);
|
||||
for column in 0..brick_columns {
|
||||
let brick_position = Vec3::new(
|
||||
column as f32 * (brick_size.x() + brick_spacing),
|
||||
column as f32 * (brick_size.x + brick_spacing),
|
||||
y_position,
|
||||
0.0,
|
||||
) + bricks_offset;
|
||||
|
@ -174,9 +174,9 @@ fn paddle_movement_system(
|
|||
|
||||
let translation = &mut transform.translation;
|
||||
// move the paddle horizontally
|
||||
*translation.x_mut() += time.delta_seconds * direction * paddle.speed;
|
||||
translation.x += time.delta_seconds * direction * paddle.speed;
|
||||
// bound the paddle within the walls
|
||||
*translation.x_mut() = translation.x().min(380.0).max(-380.0);
|
||||
translation.x = translation.x.min(380.0).max(-380.0);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -226,20 +226,20 @@ fn ball_collision_system(
|
|||
|
||||
// only reflect if the ball's velocity is going in the opposite direction of the collision
|
||||
match collision {
|
||||
Collision::Left => reflect_x = velocity.x() > 0.0,
|
||||
Collision::Right => reflect_x = velocity.x() < 0.0,
|
||||
Collision::Top => reflect_y = velocity.y() < 0.0,
|
||||
Collision::Bottom => reflect_y = velocity.y() > 0.0,
|
||||
Collision::Left => reflect_x = velocity.x > 0.0,
|
||||
Collision::Right => reflect_x = velocity.x < 0.0,
|
||||
Collision::Top => reflect_y = velocity.y < 0.0,
|
||||
Collision::Bottom => reflect_y = velocity.y > 0.0,
|
||||
}
|
||||
|
||||
// reflect velocity on the x-axis if we hit something on the x-axis
|
||||
if reflect_x {
|
||||
*velocity.x_mut() = -velocity.x();
|
||||
velocity.x = -velocity.x;
|
||||
}
|
||||
|
||||
// reflect velocity on the y-axis if we hit something on the y-axis
|
||||
if reflect_y {
|
||||
*velocity.y_mut() = -velocity.y();
|
||||
velocity.y = -velocity.y;
|
||||
}
|
||||
|
||||
// break if this collide is on a solid, otherwise continue check whether a solid is also in collision
|
||||
|
|
|
@ -118,9 +118,9 @@ fn mouse_handler(
|
|||
|
||||
fn movement_system(time: Res<Time>, mut bird_query: Query<(&mut Bird, &mut Transform)>) {
|
||||
for (mut bird, mut transform) in bird_query.iter_mut() {
|
||||
*transform.translation.x_mut() += bird.velocity.x() * time.delta_seconds;
|
||||
*transform.translation.y_mut() += bird.velocity.y() * time.delta_seconds;
|
||||
*bird.velocity.y_mut() += GRAVITY * time.delta_seconds;
|
||||
transform.translation.x += bird.velocity.x * time.delta_seconds;
|
||||
transform.translation.y += bird.velocity.y * time.delta_seconds;
|
||||
bird.velocity.y += GRAVITY * time.delta_seconds;
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -129,18 +129,18 @@ fn collision_system(window: Res<WindowDescriptor>, mut bird_query: Query<(&mut B
|
|||
let half_height = window.height as f32 * 0.5;
|
||||
|
||||
for (mut bird, transform) in bird_query.iter_mut() {
|
||||
let x_vel = bird.velocity.x();
|
||||
let y_vel = bird.velocity.y();
|
||||
let x_pos = transform.translation.x();
|
||||
let y_pos = transform.translation.y();
|
||||
let x_vel = bird.velocity.x;
|
||||
let y_vel = bird.velocity.y;
|
||||
let x_pos = transform.translation.x;
|
||||
let y_pos = transform.translation.y;
|
||||
|
||||
if (x_vel > 0. && x_pos + HALF_BIRD_SIZE > half_width)
|
||||
|| (x_vel <= 0. && x_pos - HALF_BIRD_SIZE < -(half_width))
|
||||
{
|
||||
bird.velocity.set_x(-x_vel);
|
||||
bird.velocity.x = -x_vel;
|
||||
}
|
||||
if y_vel < 0. && y_pos - HALF_BIRD_SIZE < -half_height {
|
||||
bird.velocity.set_y(-y_vel);
|
||||
bird.velocity.y = -y_vel;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -63,7 +63,6 @@ impl AssetLoader for RustSourceCodeLoader {
|
|||
}
|
||||
|
||||
fn extensions(&self) -> &[&str] {
|
||||
static EXT: &[&str] = &["rs"];
|
||||
EXT
|
||||
&["rs"]
|
||||
}
|
||||
}
|
||||
|
|
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Reference in a new issue