mirror of
https://github.com/bevyengine/bevy
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de004da8d5
# Objective The migration process for `bevy_color` (#12013) will be fairly involved: there will be hundreds of affected files, and a large number of APIs. ## Solution To allow us to proceed granularly, we're going to keep both `bevy_color::Color` (new) and `bevy_render::Color` (old) around until the migration is complete. However, simply doing this directly is confusing! They're both called `Color`, making it very hard to tell when a portion of the code has been ported. As discussed in #12056, by renaming the old `Color` type, we can make it easier to gradually migrate over, one API at a time. ## Migration Guide THIS MIGRATION GUIDE INTENTIONALLY LEFT BLANK. This change should not be shipped to end users: delete this section in the final migration guide! --------- Co-authored-by: Alice Cecile <alice.i.cecil@gmail.com>
79 lines
2.2 KiB
Rust
79 lines
2.2 KiB
Rust
//! An example showing how to save screenshots to disk
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use bevy::prelude::*;
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use bevy::render::view::screenshot::ScreenshotManager;
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use bevy::window::PrimaryWindow;
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fn main() {
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App::new()
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.add_plugins(DefaultPlugins)
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.add_systems(Startup, setup)
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.add_systems(Update, screenshot_on_spacebar)
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.run();
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}
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fn screenshot_on_spacebar(
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input: Res<ButtonInput<KeyCode>>,
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main_window: Query<Entity, With<PrimaryWindow>>,
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mut screenshot_manager: ResMut<ScreenshotManager>,
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mut counter: Local<u32>,
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) {
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if input.just_pressed(KeyCode::Space) {
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let path = format!("./screenshot-{}.png", *counter);
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*counter += 1;
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screenshot_manager
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.save_screenshot_to_disk(main_window.single(), path)
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.unwrap();
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}
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}
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/// set up a simple 3D scene
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fn setup(
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mut commands: Commands,
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mut meshes: ResMut<Assets<Mesh>>,
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mut materials: ResMut<Assets<StandardMaterial>>,
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) {
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// plane
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commands.spawn(PbrBundle {
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mesh: meshes.add(Plane3d::default().mesh().size(5.0, 5.0)),
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material: materials.add(LegacyColor::rgb(0.3, 0.5, 0.3)),
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..default()
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});
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// cube
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commands.spawn(PbrBundle {
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mesh: meshes.add(Cuboid::default()),
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material: materials.add(LegacyColor::rgb(0.8, 0.7, 0.6)),
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transform: Transform::from_xyz(0.0, 0.5, 0.0),
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..default()
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});
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// light
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commands.spawn(PointLightBundle {
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point_light: PointLight {
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shadows_enabled: true,
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..default()
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},
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transform: Transform::from_xyz(4.0, 8.0, 4.0),
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..default()
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});
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// camera
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commands.spawn(Camera3dBundle {
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transform: Transform::from_xyz(-2.0, 2.5, 5.0).looking_at(Vec3::ZERO, Vec3::Y),
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..default()
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});
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commands.spawn(
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TextBundle::from_section(
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"Press <spacebar> to save a screenshot to disk",
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TextStyle {
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font_size: 25.0,
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..default()
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},
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)
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.with_style(Style {
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position_type: PositionType::Absolute,
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top: Val::Px(10.0),
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left: Val::Px(10.0),
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..default()
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}),
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);
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}
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