mirror of
https://github.com/bevyengine/bevy
synced 2024-11-10 07:04:33 +00:00
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:
parent
3ead10a3e0
commit
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28 changed files with 52 additions and 52 deletions
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@ -268,7 +268,7 @@ impl App {
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///
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/// Windowed apps are typically driven by an *event loop* or *message loop* and
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/// some window-manager APIs expect programs to terminate when their primary
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/// window is closed and that event loop terminates – behaviour of processes that
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/// window is closed and that event loop terminates – behavior of processes that
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/// do not is often platform dependent or undocumented.
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///
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/// 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>>) {
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/// Maintains a count of frames rendered since the start of the application.
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///
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/// [`FrameCount`] is incremented during [`Last`], providing predictable
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/// behaviour: it will be 0 during the first update, 1 during the next, and so forth.
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/// behavior: it will be 0 during the first update, 1 during the next, and so forth.
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///
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/// # Overflows
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///
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@ -86,7 +86,7 @@ fn fragment(in: FullscreenVertexOutput) -> @location(0) vec4<f32> {
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// Luma at the current fragment
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let lumaCenter = rgb2luma(colorCenter);
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// Luma at the four direct neighbours of the current fragment.
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// Luma at the four direct neighbors of the current fragment.
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let lumaDown = rgb2luma(textureSampleLevel(screenTexture, samp, texCoord, 0.0, vec2<i32>(0, -1)).rgb);
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let lumaUp = rgb2luma(textureSampleLevel(screenTexture, samp, texCoord, 0.0, vec2<i32>(0, 1)).rgb);
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let lumaLeft = rgb2luma(textureSampleLevel(screenTexture, samp, texCoord, 0.0, vec2<i32>(-1, 0)).rgb);
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@ -237,7 +237,7 @@ fn fragment(in: FullscreenVertexOutput) -> @location(0) vec4<f32> {
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// Is the luma at center smaller than the local average ?
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let isLumaCenterSmaller = lumaCenter < lumaLocalAverage;
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// If the luma at center is smaller than at its neighbour, the delta luma at each end should be positive (same variation).
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// If the luma at center is smaller than at its neighbor, the delta luma at each end should be positive (same variation).
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let correctVariation1 = (lumaEnd1 < 0.0) != isLumaCenterSmaller;
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let correctVariation2 = (lumaEnd2 < 0.0) != isLumaCenterSmaller;
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@ -168,14 +168,14 @@ fn saturation(color: vec3<f32>, saturationAmount: f32) -> vec3<f32> {
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ref[0]
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*/
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fn convertOpenDomainToNormalizedLog2(color: vec3<f32>, minimum_ev: f32, maximum_ev: f32) -> vec3<f32> {
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let in_midgrey = 0.18;
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let in_midgray = 0.18;
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// remove negative before log transform
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var color = max(vec3(0.0), color);
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// avoid infinite issue with log -- ref[1]
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color = select(color, 0.00001525878 + color, color < 0.00003051757);
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color = clamp(
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log2(color / in_midgrey),
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log2(color / in_midgray),
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vec3(minimum_ev),
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vec3(maximum_ev)
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);
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@ -187,12 +187,12 @@ fn convertOpenDomainToNormalizedLog2(color: vec3<f32>, minimum_ev: f32, maximum_
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// Inverse of above
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fn convertNormalizedLog2ToOpenDomain(color: vec3<f32>, minimum_ev: f32, maximum_ev: f32) -> vec3<f32> {
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var color = color;
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let in_midgrey = 0.18;
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let in_midgray = 0.18;
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let total_exposure = maximum_ev - minimum_ev;
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color = (color * total_exposure) + minimum_ev;
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color = pow(vec3(2.0), color);
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color = color * in_midgrey;
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color = color * in_midgray;
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return color;
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}
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@ -39,14 +39,14 @@ use std::any::TypeId;
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/// will be overwritten.
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///
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/// Importantly, bundles are only their constituent set of components.
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/// You **should not** use bundles as a unit of behaviour.
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/// The behaviour of your app can only be considered in terms of components, as systems,
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/// which drive the behaviour of a `bevy` application, operate on combinations of
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/// You **should not** use bundles as a unit of behavior.
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/// The behavior of your app can only be considered in terms of components, as systems,
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/// which drive the behavior of a `bevy` application, operate on combinations of
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/// components.
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///
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/// This rule is also important because multiple bundles may contain the same component type,
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/// calculated in different ways — adding both of these bundles to one entity
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/// would create incoherent behaviour.
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/// would create incoherent behavior.
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/// This would be unexpected if bundles were treated as an abstraction boundary, as
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/// the abstraction would be unmaintainable for these cases.
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/// For example, both `Camera3dBundle` and `Camera2dBundle` contain the `CameraRenderGraph`
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@ -260,7 +260,7 @@ impl ComponentInfo {
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/// represented as Rust types for scripting or other advanced use-cases.
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///
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/// A `ComponentId` is tightly coupled to its parent `World`. Attempting to use a `ComponentId` from
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/// one `World` to access the metadata of a `Component` in a different `World` is undefined behaviour
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/// one `World` to access the metadata of a `Component` in a different `World` is undefined behavior
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/// and must not be attempted.
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#[derive(Debug, Copy, Clone, Hash, Ord, PartialOrd, Eq, PartialEq)]
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pub struct ComponentId(usize);
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@ -211,8 +211,8 @@ impl<'w, 's, E: Event> EventReader<'w, 's, E> {
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///
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/// # Example
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///
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/// The following example shows a useful pattern where some behaviour is triggered if new events are available.
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/// [`EventReader::clear()`] is used so the same events don't re-trigger the behaviour the next time the system runs.
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/// The following example shows a useful pattern where some behavior is triggered if new events are available.
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/// [`EventReader::clear()`] is used so the same events don't re-trigger the behavior the next time the system runs.
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///
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/// ```
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/// # use bevy_ecs::prelude::*;
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@ -41,7 +41,7 @@ use std::{cell::UnsafeCell, marker::PhantomData};
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/// Similar to change detection filters but it is used as a query fetch parameter.
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/// It exposes methods to check for changes to the wrapped component.
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///
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/// Implementing the trait manually can allow for a fundamentally new type of behaviour.
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/// Implementing the trait manually can allow for a fundamentally new type of behavior.
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///
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/// # Trait derivation
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///
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@ -193,7 +193,7 @@ macro_rules! impl_exclusive_system_function {
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#[inline]
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fn run(&mut self, world: &mut World, _in: (), param_value: ExclusiveSystemParamItem< ($($param,)*)>) -> Out {
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// Yes, this is strange, but `rustc` fails to compile this impl
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// without using this function. It fails to recognise that `func`
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// without using this function. It fails to recognize that `func`
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// is a function, potentially because of the multiple impls of `FnMut`
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#[allow(clippy::too_many_arguments)]
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fn call_inner<Out, $($param,)*>(
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@ -221,7 +221,7 @@ macro_rules! impl_exclusive_system_function {
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#[inline]
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fn run(&mut self, world: &mut World, input: Input, param_value: ExclusiveSystemParamItem< ($($param,)*)>) -> Out {
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// Yes, this is strange, but `rustc` fails to compile this impl
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// without using this function. It fails to recognise that `func`
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// without using this function. It fails to recognize that `func`
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// is a function, potentially because of the multiple impls of `FnMut`
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#[allow(clippy::too_many_arguments)]
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fn call_inner<Input, Out, $($param,)*>(
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@ -644,7 +644,7 @@ macro_rules! impl_system_function {
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#[inline]
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fn run(&mut self, _input: (), param_value: SystemParamItem< ($($param,)*)>) -> Out {
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// Yes, this is strange, but `rustc` fails to compile this impl
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// without using this function. It fails to recognise that `func`
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// without using this function. It fails to recognize that `func`
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// is a function, potentially because of the multiple impls of `FnMut`
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#[allow(clippy::too_many_arguments)]
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fn call_inner<Out, $($param,)*>(
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@ -96,8 +96,8 @@ pub enum ForceTouch {
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///
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/// It is used to describe the phase of the touch input that is currently active.
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/// This includes a phase that indicates that a touch input has started or ended,
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/// or that a finger has moved. There is also a cancelled phase that indicates that
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/// the system cancelled the tracking of the finger.
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/// or that a finger has moved. There is also a canceled phase that indicates that
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/// the system canceled the tracking of the finger.
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#[derive(Debug, Hash, PartialEq, Eq, Clone, Copy, Reflect, FromReflect)]
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#[reflect(Debug, Hash, PartialEq)]
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#[cfg_attr(
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@ -112,7 +112,7 @@ pub enum TouchPhase {
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Moved,
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/// A finger stopped touching the touchscreen.
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Ended,
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/// The system cancelled the tracking of the finger.
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/// The system canceled the tracking of the finger.
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///
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/// This occurs when the window loses focus, or on iOS if the user moves the
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/// device against their face.
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@ -230,7 +230,7 @@ pub struct Touches {
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just_pressed: HashMap<u64, Touch>,
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/// A collection of every [`Touch`] that just got released.
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just_released: HashMap<u64, Touch>,
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/// A collection of every [`Touch`] that just got cancelled.
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/// A collection of every [`Touch`] that just got canceled.
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just_canceled: HashMap<u64, Touch>,
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}
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self.just_released.values()
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}
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/// Checks if any touch input was just cancelled.
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/// Checks if any touch input was just canceled.
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pub fn any_just_canceled(&self) -> bool {
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!self.just_canceled.is_empty()
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}
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/// Returns `true` if the input corresponding to the `id` has just been cancelled.
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/// Returns `true` if the input corresponding to the `id` has just been canceled.
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pub fn just_canceled(&self, id: u64) -> bool {
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self.just_canceled.contains_key(&id)
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}
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/// An iterator visiting every just cancelled [`Touch`] input in arbitrary order.
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/// An iterator visiting every just canceled [`Touch`] input in arbitrary order.
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pub fn iter_just_canceled(&self) -> impl Iterator<Item = &Touch> {
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self.just_canceled.values()
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}
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@ -389,7 +389,7 @@ mod test {
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force: None,
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};
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// Add a touch to `just_pressed`, 'just_released', and 'just cancelled'
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// Add a touch to `just_pressed`, 'just_released', and 'just canceled'
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touches.just_pressed.insert(4, touch_event);
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touches.just_released.insert(4, touch_event);
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@ -124,7 +124,7 @@ impl SpotLight {
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impl Default for SpotLight {
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fn default() -> Self {
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// a quarter arc attenuating from the centre
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// a quarter arc attenuating from the center
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Self {
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color: Color::rgb(1.0, 1.0, 1.0),
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/// Luminous power in lumens
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@ -641,7 +641,7 @@ pub(crate) fn spot_light_view_matrix(transform: &GlobalTransform) -> Mat4 {
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}
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pub(crate) fn spot_light_projection_matrix(angle: f32) -> Mat4 {
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// spot light projection FOV is 2x the angle from spot light centre to outer edge
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// spot light projection FOV is 2x the angle from spot light center to outer edge
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Mat4::perspective_infinite_reverse_rh(angle * 2.0, 1.0, POINT_LIGHT_NEAR_Z)
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}
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@ -33,7 +33,7 @@ fn fetch_point_shadow(light_id: u32, frag_position: vec4<f32>, surface_normal: v
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// Do the lookup, using HW PCF and comparison. Cubemaps assume a left-handed coordinate space,
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// so we have to flip the z-axis when sampling.
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// NOTE: Due to the non-uniform control flow above, we must use the Level variant of
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// textureSampleCompare to avoid undefined behaviour due to some of the fragments in
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// textureSampleCompare to avoid undefined behavior due to some of the fragments in
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// a quad (2x2 fragments) being processed not being sampled, and this messing with
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// mip-mapping functionality. The shadow maps have no mipmaps so Level just samples
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// from LOD 0.
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@ -31,7 +31,7 @@ pub(crate) enum ReflectIgnoreBehavior {
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}
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impl ReflectIgnoreBehavior {
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/// Returns `true` if the ignoring behaviour implies member is included in the reflection API, and false otherwise.
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/// Returns `true` if the ignoring behavior implies member is included in the reflection API, and false otherwise.
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pub fn is_active(self) -> bool {
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match self {
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ReflectIgnoreBehavior::None | ReflectIgnoreBehavior::IgnoreSerialization => true,
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@ -177,7 +177,7 @@ impl<T> ResultSifter<T> {
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}
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}
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/// Converts an iterator over ignore behaviour of members to a bitset of ignored members.
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/// Converts an iterator over ignore behavior of members to a bitset of ignored members.
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///
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/// Takes into account the fact that always ignored (non-reflected) members are skipped.
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///
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@ -4,7 +4,7 @@
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//! In Bevy each view (camera, or shadow-casting light, etc.) has one or multiple [`RenderPhase`]s
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//! (e.g. opaque, transparent, shadow, etc).
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//! They are used to queue entities for rendering.
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//! Multiple phases might be required due to different sorting/batching behaviours
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//! Multiple phases might be required due to different sorting/batching behaviors
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//! (e.g. opaque: front to back, transparent: back to front) or because one phase depends on
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//! the rendered texture of the previous phase (e.g. for screen-space reflections).
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//!
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///
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/// Each view (camera, or shadow-casting light, etc.) can have one or multiple render phases.
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/// They are used to queue entities for rendering.
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/// Multiple phases might be required due to different sorting/batching behaviours
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/// Multiple phases might be required due to different sorting/batching behaviors
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/// (e.g. opaque: front to back, transparent: back to front) or because one phase depends on
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/// the rendered texture of the previous phase (e.g. for screen-space reflections).
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/// All [`PhaseItem`]s are then rendered using a single [`TrackedRenderPass`].
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@ -501,7 +501,7 @@ impl TaskPool {
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}
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/// Spawns a static future onto the thread pool. The returned Task is a future. It can also be
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/// cancelled and "detached" allowing it to continue running without having to be polled by the
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/// canceled and "detached" allowing it to continue running without having to be polled by the
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/// end-user.
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///
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/// If the provided future is non-`Send`, [`TaskPool::spawn_local`] should be used instead.
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@ -514,7 +514,7 @@ impl TaskPool {
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/// Spawns a static future on the thread-local async executor for the current thread. The task
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/// will run entirely on the thread the task was spawned on. The returned Task is a future.
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/// It can also be cancelled and "detached" allowing it to continue running without having
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/// It can also be canceled and "detached" allowing it to continue running without having
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/// to be polled by the end-user. Users should generally prefer to use [`TaskPool::spawn`]
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/// instead, unless the provided future is not `Send`.
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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 {
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pub enum BreakLineOn {
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/// Uses the [Unicode Line Breaking Algorithm](https://www.unicode.org/reports/tr14/).
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/// Lines will be broken up at the nearest suitable word boundary, usually a space.
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/// This behaviour suits most cases, as it keeps words intact across linebreaks.
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/// This behavior suits most cases, as it keeps words intact across linebreaks.
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WordBoundary,
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/// Lines will be broken without discrimination on any character that would leave bounds.
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/// This is closer to the behaviour one might expect from text in a terminal.
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/// This is closer to the behavior one might expect from text in a terminal.
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/// However it may lead to words being broken up across linebreaks.
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AnyCharacter,
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}
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@ -56,7 +56,7 @@ pub struct WindowCreated {
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///
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/// If the default [`WindowPlugin`] is used, these events are handled
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/// by closing the corresponding [`Window`].
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/// To disable this behaviour, set `close_when_requested` on the [`WindowPlugin`]
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/// To disable this behavior, set `close_when_requested` on the [`WindowPlugin`]
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/// to `false`.
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///
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/// [`WindowPlugin`]: crate::WindowPlugin
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@ -269,9 +269,9 @@ pub enum FileDragAndDrop {
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path_buf: PathBuf,
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},
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/// File hovering was cancelled.
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/// File hovering was canceled.
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HoveredFileCanceled {
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/// Window that had a cancelled file drop.
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/// Window that had a canceled file drop.
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window: Entity,
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},
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}
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|
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@ -7,7 +7,7 @@ use bevy_input::{keyboard::KeyCode, Input};
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/// Exit the application when there are no open windows.
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///
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/// This system is added by the [`WindowPlugin`] in the default configuration.
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/// To disable this behaviour, set `close_when_requested` (on the [`WindowPlugin`]) to `false`.
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/// To disable this behavior, set `close_when_requested` (on the [`WindowPlugin`]) to `false`.
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/// Ensure that you read the caveats documented on that field if doing so.
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///
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/// [`WindowPlugin`]: crate::WindowPlugin
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@ -36,7 +36,7 @@ pub fn exit_on_primary_closed(
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/// Close windows in response to [`WindowCloseRequested`] (e.g. when the close button is pressed).
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///
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/// This system is added by the [`WindowPlugin`] in the default configuration.
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/// To disable this behaviour, set `close_when_requested` (on the [`WindowPlugin`]) to `false`.
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/// To disable this behavior, set `close_when_requested` (on the [`WindowPlugin`]) to `false`.
|
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/// Ensure that you read the caveats documented on that field if doing so.
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///
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/// [`WindowPlugin`]: crate::WindowPlugin
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|
|
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@ -69,7 +69,7 @@ fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
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..default()
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},
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Player {
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movement_speed: 500.0, // metres per second
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movement_speed: 500.0, // meters per second
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rotation_speed: f32::to_radians(360.0), // degrees per second
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},
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));
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|
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@ -81,7 +81,7 @@ fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
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// ambient light
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// NOTE: The ambient light is used to scale how bright the environment map is so with a bright
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// environment map, use an appropriate colour and brightness to match
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// environment map, use an appropriate color and brightness to match
|
||||
commands.insert_resource(AmbientLight {
|
||||
color: Color::rgb_u8(210, 220, 240),
|
||||
brightness: 1.0,
|
||||
|
|
|
@ -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(
|
||||
|
|
|
@ -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)),
|
||||
|
|
|
@ -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:
|
||||
|
|
|
@ -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,
|
||||
|
|
|
@ -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(),
|
||||
|
|
Loading…
Reference in a new issue