Non-breaking change* from UK spellings to US (#8291)

Fixes issue mentioned in PR #8285.

_Note: By mistake, this is currently dependent on #8285_
# Objective

Ensure consistency in the spelling of the documentation.

Exceptions:
`crates/bevy_mikktspace/src/generated.rs` - Has not been changed from
licence to license as it is part of a licensing agreement.

Maybe for further consistency,
https://github.com/bevyengine/bevy-website should also be given a look.

## Solution

### Changed the spelling of the current words (UK/CN/AU -> US) :
cancelled -> canceled (Breaking API changes in #8285)
behaviour -> behavior (Breaking API changes in #8285)
neighbour -> neighbor
grey -> gray
recognise -> recognize
centre -> center
metres -> meters
colour -> color

### ~~Update [`engine_style_guide.md`]~~ Moved to #8324 

---

## Changelog

Changed UK spellings in documentation to US

## Migration Guide

Non-breaking changes*

\* If merged after #8285
This commit is contained in:
Mikkel Rasmussen 2023-04-08 18:22:46 +02:00 committed by GitHub
parent 3ead10a3e0
commit e9312254d8
No known key found for this signature in database
GPG key ID: 4AEE18F83AFDEB23
28 changed files with 52 additions and 52 deletions

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@ -268,7 +268,7 @@ impl App {
///
/// Windowed apps are typically driven by an *event loop* or *message loop* and
/// some window-manager APIs expect programs to terminate when their primary
/// window is closed and that event loop terminates behaviour of processes that
/// window is closed and that event loop terminates behavior of processes that
/// do not is often platform dependent or undocumented.
///
/// By default, *Bevy* uses the `winit` crate for window creation. See

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@ -129,7 +129,7 @@ fn tick_global_task_pools(_main_thread_marker: Option<NonSend<NonSendMarker>>) {
/// Maintains a count of frames rendered since the start of the application.
///
/// [`FrameCount`] is incremented during [`Last`], providing predictable
/// behaviour: it will be 0 during the first update, 1 during the next, and so forth.
/// behavior: it will be 0 during the first update, 1 during the next, and so forth.
///
/// # Overflows
///

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@ -86,7 +86,7 @@ fn fragment(in: FullscreenVertexOutput) -> @location(0) vec4<f32> {
// Luma at the current fragment
let lumaCenter = rgb2luma(colorCenter);
// Luma at the four direct neighbours of the current fragment.
// Luma at the four direct neighbors of the current fragment.
let lumaDown = rgb2luma(textureSampleLevel(screenTexture, samp, texCoord, 0.0, vec2<i32>(0, -1)).rgb);
let lumaUp = rgb2luma(textureSampleLevel(screenTexture, samp, texCoord, 0.0, vec2<i32>(0, 1)).rgb);
let lumaLeft = rgb2luma(textureSampleLevel(screenTexture, samp, texCoord, 0.0, vec2<i32>(-1, 0)).rgb);
@ -237,7 +237,7 @@ fn fragment(in: FullscreenVertexOutput) -> @location(0) vec4<f32> {
// Is the luma at center smaller than the local average ?
let isLumaCenterSmaller = lumaCenter < lumaLocalAverage;
// If the luma at center is smaller than at its neighbour, the delta luma at each end should be positive (same variation).
// If the luma at center is smaller than at its neighbor, the delta luma at each end should be positive (same variation).
let correctVariation1 = (lumaEnd1 < 0.0) != isLumaCenterSmaller;
let correctVariation2 = (lumaEnd2 < 0.0) != isLumaCenterSmaller;

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@ -168,14 +168,14 @@ fn saturation(color: vec3<f32>, saturationAmount: f32) -> vec3<f32> {
ref[0]
*/
fn convertOpenDomainToNormalizedLog2(color: vec3<f32>, minimum_ev: f32, maximum_ev: f32) -> vec3<f32> {
let in_midgrey = 0.18;
let in_midgray = 0.18;
// remove negative before log transform
var color = max(vec3(0.0), color);
// avoid infinite issue with log -- ref[1]
color = select(color, 0.00001525878 + color, color < 0.00003051757);
color = clamp(
log2(color / in_midgrey),
log2(color / in_midgray),
vec3(minimum_ev),
vec3(maximum_ev)
);
@ -187,12 +187,12 @@ fn convertOpenDomainToNormalizedLog2(color: vec3<f32>, minimum_ev: f32, maximum_
// Inverse of above
fn convertNormalizedLog2ToOpenDomain(color: vec3<f32>, minimum_ev: f32, maximum_ev: f32) -> vec3<f32> {
var color = color;
let in_midgrey = 0.18;
let in_midgray = 0.18;
let total_exposure = maximum_ev - minimum_ev;
color = (color * total_exposure) + minimum_ev;
color = pow(vec3(2.0), color);
color = color * in_midgrey;
color = color * in_midgray;
return color;
}

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@ -39,14 +39,14 @@ use std::any::TypeId;
/// will be overwritten.
///
/// Importantly, bundles are only their constituent set of components.
/// You **should not** use bundles as a unit of behaviour.
/// The behaviour of your app can only be considered in terms of components, as systems,
/// which drive the behaviour of a `bevy` application, operate on combinations of
/// You **should not** use bundles as a unit of behavior.
/// The behavior of your app can only be considered in terms of components, as systems,
/// which drive the behavior of a `bevy` application, operate on combinations of
/// components.
///
/// This rule is also important because multiple bundles may contain the same component type,
/// calculated in different ways &mdash; adding both of these bundles to one entity
/// would create incoherent behaviour.
/// would create incoherent behavior.
/// This would be unexpected if bundles were treated as an abstraction boundary, as
/// the abstraction would be unmaintainable for these cases.
/// For example, both `Camera3dBundle` and `Camera2dBundle` contain the `CameraRenderGraph`

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@ -260,7 +260,7 @@ impl ComponentInfo {
/// represented as Rust types for scripting or other advanced use-cases.
///
/// A `ComponentId` is tightly coupled to its parent `World`. Attempting to use a `ComponentId` from
/// one `World` to access the metadata of a `Component` in a different `World` is undefined behaviour
/// one `World` to access the metadata of a `Component` in a different `World` is undefined behavior
/// and must not be attempted.
#[derive(Debug, Copy, Clone, Hash, Ord, PartialOrd, Eq, PartialEq)]
pub struct ComponentId(usize);

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@ -211,8 +211,8 @@ impl<'w, 's, E: Event> EventReader<'w, 's, E> {
///
/// # Example
///
/// The following example shows a useful pattern where some behaviour is triggered if new events are available.
/// [`EventReader::clear()`] is used so the same events don't re-trigger the behaviour the next time the system runs.
/// The following example shows a useful pattern where some behavior is triggered if new events are available.
/// [`EventReader::clear()`] is used so the same events don't re-trigger the behavior the next time the system runs.
///
/// ```
/// # use bevy_ecs::prelude::*;

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@ -41,7 +41,7 @@ use std::{cell::UnsafeCell, marker::PhantomData};
/// Similar to change detection filters but it is used as a query fetch parameter.
/// It exposes methods to check for changes to the wrapped component.
///
/// Implementing the trait manually can allow for a fundamentally new type of behaviour.
/// Implementing the trait manually can allow for a fundamentally new type of behavior.
///
/// # Trait derivation
///

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@ -193,7 +193,7 @@ macro_rules! impl_exclusive_system_function {
#[inline]
fn run(&mut self, world: &mut World, _in: (), param_value: ExclusiveSystemParamItem< ($($param,)*)>) -> Out {
// Yes, this is strange, but `rustc` fails to compile this impl
// without using this function. It fails to recognise that `func`
// without using this function. It fails to recognize that `func`
// is a function, potentially because of the multiple impls of `FnMut`
#[allow(clippy::too_many_arguments)]
fn call_inner<Out, $($param,)*>(
@ -221,7 +221,7 @@ macro_rules! impl_exclusive_system_function {
#[inline]
fn run(&mut self, world: &mut World, input: Input, param_value: ExclusiveSystemParamItem< ($($param,)*)>) -> Out {
// Yes, this is strange, but `rustc` fails to compile this impl
// without using this function. It fails to recognise that `func`
// without using this function. It fails to recognize that `func`
// is a function, potentially because of the multiple impls of `FnMut`
#[allow(clippy::too_many_arguments)]
fn call_inner<Input, Out, $($param,)*>(

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@ -644,7 +644,7 @@ macro_rules! impl_system_function {
#[inline]
fn run(&mut self, _input: (), param_value: SystemParamItem< ($($param,)*)>) -> Out {
// Yes, this is strange, but `rustc` fails to compile this impl
// without using this function. It fails to recognise that `func`
// without using this function. It fails to recognize that `func`
// is a function, potentially because of the multiple impls of `FnMut`
#[allow(clippy::too_many_arguments)]
fn call_inner<Out, $($param,)*>(

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@ -96,8 +96,8 @@ pub enum ForceTouch {
///
/// It is used to describe the phase of the touch input that is currently active.
/// This includes a phase that indicates that a touch input has started or ended,
/// or that a finger has moved. There is also a cancelled phase that indicates that
/// the system cancelled the tracking of the finger.
/// or that a finger has moved. There is also a canceled phase that indicates that
/// the system canceled the tracking of the finger.
#[derive(Debug, Hash, PartialEq, Eq, Clone, Copy, Reflect, FromReflect)]
#[reflect(Debug, Hash, PartialEq)]
#[cfg_attr(
@ -112,7 +112,7 @@ pub enum TouchPhase {
Moved,
/// A finger stopped touching the touchscreen.
Ended,
/// The system cancelled the tracking of the finger.
/// The system canceled the tracking of the finger.
///
/// This occurs when the window loses focus, or on iOS if the user moves the
/// device against their face.
@ -230,7 +230,7 @@ pub struct Touches {
just_pressed: HashMap<u64, Touch>,
/// A collection of every [`Touch`] that just got released.
just_released: HashMap<u64, Touch>,
/// A collection of every [`Touch`] that just got cancelled.
/// A collection of every [`Touch`] that just got canceled.
just_canceled: HashMap<u64, Touch>,
}
@ -280,17 +280,17 @@ impl Touches {
self.just_released.values()
}
/// Checks if any touch input was just cancelled.
/// Checks if any touch input was just canceled.
pub fn any_just_canceled(&self) -> bool {
!self.just_canceled.is_empty()
}
/// Returns `true` if the input corresponding to the `id` has just been cancelled.
/// Returns `true` if the input corresponding to the `id` has just been canceled.
pub fn just_canceled(&self, id: u64) -> bool {
self.just_canceled.contains_key(&id)
}
/// An iterator visiting every just cancelled [`Touch`] input in arbitrary order.
/// An iterator visiting every just canceled [`Touch`] input in arbitrary order.
pub fn iter_just_canceled(&self) -> impl Iterator<Item = &Touch> {
self.just_canceled.values()
}
@ -389,7 +389,7 @@ mod test {
force: None,
};
// Add a touch to `just_pressed`, 'just_released', and 'just cancelled'
// Add a touch to `just_pressed`, 'just_released', and 'just canceled'
touches.just_pressed.insert(4, touch_event);
touches.just_released.insert(4, touch_event);

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@ -124,7 +124,7 @@ impl SpotLight {
impl Default for SpotLight {
fn default() -> Self {
// a quarter arc attenuating from the centre
// a quarter arc attenuating from the center
Self {
color: Color::rgb(1.0, 1.0, 1.0),
/// Luminous power in lumens

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@ -641,7 +641,7 @@ pub(crate) fn spot_light_view_matrix(transform: &GlobalTransform) -> Mat4 {
}
pub(crate) fn spot_light_projection_matrix(angle: f32) -> Mat4 {
// spot light projection FOV is 2x the angle from spot light centre to outer edge
// spot light projection FOV is 2x the angle from spot light center to outer edge
Mat4::perspective_infinite_reverse_rh(angle * 2.0, 1.0, POINT_LIGHT_NEAR_Z)
}

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@ -33,7 +33,7 @@ fn fetch_point_shadow(light_id: u32, frag_position: vec4<f32>, surface_normal: v
// Do the lookup, using HW PCF and comparison. Cubemaps assume a left-handed coordinate space,
// so we have to flip the z-axis when sampling.
// NOTE: Due to the non-uniform control flow above, we must use the Level variant of
// textureSampleCompare to avoid undefined behaviour due to some of the fragments in
// textureSampleCompare to avoid undefined behavior due to some of the fragments in
// a quad (2x2 fragments) being processed not being sampled, and this messing with
// mip-mapping functionality. The shadow maps have no mipmaps so Level just samples
// from LOD 0.

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@ -31,7 +31,7 @@ pub(crate) enum ReflectIgnoreBehavior {
}
impl ReflectIgnoreBehavior {
/// Returns `true` if the ignoring behaviour implies member is included in the reflection API, and false otherwise.
/// Returns `true` if the ignoring behavior implies member is included in the reflection API, and false otherwise.
pub fn is_active(self) -> bool {
match self {
ReflectIgnoreBehavior::None | ReflectIgnoreBehavior::IgnoreSerialization => true,

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@ -177,7 +177,7 @@ impl<T> ResultSifter<T> {
}
}
/// Converts an iterator over ignore behaviour of members to a bitset of ignored members.
/// Converts an iterator over ignore behavior of members to a bitset of ignored members.
///
/// Takes into account the fact that always ignored (non-reflected) members are skipped.
///

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@ -4,7 +4,7 @@
//! In Bevy each view (camera, or shadow-casting light, etc.) has one or multiple [`RenderPhase`]s
//! (e.g. opaque, transparent, shadow, etc).
//! They are used to queue entities for rendering.
//! Multiple phases might be required due to different sorting/batching behaviours
//! Multiple phases might be required due to different sorting/batching behaviors
//! (e.g. opaque: front to back, transparent: back to front) or because one phase depends on
//! the rendered texture of the previous phase (e.g. for screen-space reflections).
//!
@ -45,7 +45,7 @@ use std::ops::Range;
///
/// Each view (camera, or shadow-casting light, etc.) can have one or multiple render phases.
/// They are used to queue entities for rendering.
/// Multiple phases might be required due to different sorting/batching behaviours
/// Multiple phases might be required due to different sorting/batching behaviors
/// (e.g. opaque: front to back, transparent: back to front) or because one phase depends on
/// the rendered texture of the previous phase (e.g. for screen-space reflections).
/// All [`PhaseItem`]s are then rendered using a single [`TrackedRenderPass`].

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@ -501,7 +501,7 @@ impl TaskPool {
}
/// Spawns a static future onto the thread pool. The returned Task is a future. It can also be
/// cancelled and "detached" allowing it to continue running without having to be polled by the
/// canceled and "detached" allowing it to continue running without having to be polled by the
/// end-user.
///
/// If the provided future is non-`Send`, [`TaskPool::spawn_local`] should be used instead.
@ -514,7 +514,7 @@ impl TaskPool {
/// Spawns a static future on the thread-local async executor for the current thread. The task
/// will run entirely on the thread the task was spawned on. The returned Task is a future.
/// It can also be cancelled and "detached" allowing it to continue running without having
/// It can also be canceled and "detached" allowing it to continue running without having
/// to be polled by the end-user. Users should generally prefer to use [`TaskPool::spawn`]
/// instead, unless the provided future is not `Send`.
pub fn spawn_local<T>(&self, future: impl Future<Output = T> + 'static) -> Task<T>

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@ -180,10 +180,10 @@ impl Default for TextStyle {
pub enum BreakLineOn {
/// Uses the [Unicode Line Breaking Algorithm](https://www.unicode.org/reports/tr14/).
/// Lines will be broken up at the nearest suitable word boundary, usually a space.
/// This behaviour suits most cases, as it keeps words intact across linebreaks.
/// This behavior suits most cases, as it keeps words intact across linebreaks.
WordBoundary,
/// Lines will be broken without discrimination on any character that would leave bounds.
/// This is closer to the behaviour one might expect from text in a terminal.
/// This is closer to the behavior one might expect from text in a terminal.
/// However it may lead to words being broken up across linebreaks.
AnyCharacter,
}

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@ -56,7 +56,7 @@ pub struct WindowCreated {
///
/// If the default [`WindowPlugin`] is used, these events are handled
/// by closing the corresponding [`Window`].
/// To disable this behaviour, set `close_when_requested` on the [`WindowPlugin`]
/// To disable this behavior, set `close_when_requested` on the [`WindowPlugin`]
/// to `false`.
///
/// [`WindowPlugin`]: crate::WindowPlugin
@ -269,9 +269,9 @@ pub enum FileDragAndDrop {
path_buf: PathBuf,
},
/// File hovering was cancelled.
/// File hovering was canceled.
HoveredFileCanceled {
/// Window that had a cancelled file drop.
/// Window that had a canceled file drop.
window: Entity,
},
}

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@ -7,7 +7,7 @@ use bevy_input::{keyboard::KeyCode, Input};
/// Exit the application when there are no open windows.
///
/// This system is added by the [`WindowPlugin`] in the default configuration.
/// To disable this behaviour, set `close_when_requested` (on the [`WindowPlugin`]) to `false`.
/// To disable this behavior, set `close_when_requested` (on the [`WindowPlugin`]) to `false`.
/// Ensure that you read the caveats documented on that field if doing so.
///
/// [`WindowPlugin`]: crate::WindowPlugin
@ -36,7 +36,7 @@ pub fn exit_on_primary_closed(
/// Close windows in response to [`WindowCloseRequested`] (e.g. when the close button is pressed).
///
/// This system is added by the [`WindowPlugin`] in the default configuration.
/// To disable this behaviour, set `close_when_requested` (on the [`WindowPlugin`]) to `false`.
/// To disable this behavior, set `close_when_requested` (on the [`WindowPlugin`]) to `false`.
/// Ensure that you read the caveats documented on that field if doing so.
///
/// [`WindowPlugin`]: crate::WindowPlugin

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@ -69,7 +69,7 @@ fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
..default()
},
Player {
movement_speed: 500.0, // metres per second
movement_speed: 500.0, // meters per second
rotation_speed: f32::to_radians(360.0), // degrees per second
},
));

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@ -81,7 +81,7 @@ fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
// ambient light
// NOTE: The ambient light is used to scale how bright the environment map is so with a bright
// environment map, use an appropriate colour and brightness to match
// environment map, use an appropriate color and brightness to match
commands.insert_resource(AmbientLight {
color: Color::rgb_u8(210, 220, 240),
brightness: 1.0,

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@ -221,7 +221,7 @@ fn select(
text.sections[1].style.color = sprite.color;
}
/// Change the modulate color to the "deselected" colour and push
/// Change the modulate color to the "deselected" color and push
/// the object to the back.
fn deselect(sprite: &mut Sprite, contributor: &Contributor, transform: &mut Transform) {
sprite.color = Color::hsla(

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@ -301,7 +301,7 @@ mod menu {
OnExit(MenuState::SettingsSound),
despawn_screen::<OnSoundSettingsMenuScreen>,
)
// Common systems to all screens that handles buttons behaviour
// Common systems to all screens that handles buttons behavior
.add_systems(
Update,
(menu_action, button_system).run_if(in_state(GameState::Menu)),

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@ -27,7 +27,7 @@ fn touch_system(touches: Res<Touches>) {
}
for touch in touches.iter_just_canceled() {
info!("cancelled touch with id: {:?}", touch.id());
info!("canceled touch with id: {:?}", touch.id());
}
// you can also iterate all current touches and retrieve their state like this:

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@ -44,7 +44,7 @@ fn infotext_system(mut commands: Commands, asset_server: Res<AssetServer>) {
}),
);
commands.spawn(TextBundle::from_section(
"This text is very long, has a limited width, is centred, is positioned in the top right and is also coloured pink.",
"This text is very long, has a limited width, is centered, is positioned in the top right and is also colored pink.",
TextStyle {
font: font.clone(),
font_size: 50.0,

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@ -54,7 +54,7 @@ fn setup(mut commands: Commands) {
});
// spawn a node with a positive local z-index of 2.
// it will show above other nodes in the grey container.
// it will show above other nodes in the gray container.
parent.spawn(NodeBundle {
z_index: ZIndex::Local(2),
background_color: Color::BLUE.into(),
@ -69,7 +69,7 @@ fn setup(mut commands: Commands) {
});
// spawn a node with a negative local z-index.
// it will show under other nodes in the grey container.
// it will show under other nodes in the gray container.
parent.spawn(NodeBundle {
z_index: ZIndex::Local(-1),
background_color: Color::GREEN.into(),
@ -85,7 +85,7 @@ fn setup(mut commands: Commands) {
// spawn a node with a positive global z-index of 1.
// it will show above all other nodes, because it's the highest global z-index in this example.
// by default, boxes all share the global z-index of 0 that the grey container is added to.
// by default, boxes all share the global z-index of 0 that the gray container is added to.
parent.spawn(NodeBundle {
z_index: ZIndex::Global(1),
background_color: Color::PURPLE.into(),