Migrate more examples
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@ -81,13 +81,7 @@ impl Display for Scene {
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fn main() {
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App::new()
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.init_resource::<AppStatus>()
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.add_plugins(DefaultPlugins.set(WindowPlugin {
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primary_window: Some(Window {
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title: "Bevy Anisotropy Example".into(),
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..default()
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}),
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..default()
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}))
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.add_plugins(DefaultPlugins)
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.add_systems(Startup, setup)
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.add_systems(Update, create_material_variants)
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.add_systems(Update, animate_light)
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@ -122,13 +122,7 @@ impl MaterialExtension for CustomDecalExtension {
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/// Entry point.
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fn main() {
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App::new()
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.add_plugins(DefaultPlugins.set(WindowPlugin {
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primary_window: Some(Window {
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title: "Bevy Clustered Decals Example".into(),
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..default()
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}),
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..default()
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}))
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.add_plugins(DefaultPlugin)
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.add_plugins(MaterialPlugin::<
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ExtendedMaterial<StandardMaterial, CustomDecalExtension>,
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>::default())
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@ -105,13 +105,7 @@ struct HelpText;
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/// Entry point.
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fn main() {
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App::new()
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.add_plugins(DefaultPlugins.set(WindowPlugin {
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primary_window: Some(Window {
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title: "Bevy Light Textures Example".into(),
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..default()
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}),
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..default()
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}))
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.add_plugins(DefaultPlugins)
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.init_resource::<AppStatus>()
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.add_event::<WidgetClickEvent<Selection>>()
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.add_event::<WidgetClickEvent<Visibility>>()
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@ -116,13 +116,7 @@ const INITIAL_SPHERE_POSITION: Vec3 = vec3(0.0, 0.5233223, 0.0);
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fn main() {
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App::new()
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.add_plugins(DefaultPlugins.set(WindowPlugin {
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primary_window: Some(Window {
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title: "Bevy Mixed Lighting Example".into(),
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..default()
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}),
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..default()
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}))
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.add_plugins(DefaultPlugins)
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.add_plugins(MeshPickingPlugin)
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.insert_resource(AmbientLight {
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color: ClearColor::default().0,
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@ -113,13 +113,7 @@ enum AppSetting {
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fn main() {
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App::new()
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.init_resource::<AppStatus>()
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.add_plugins(DefaultPlugins.set(WindowPlugin {
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primary_window: Some(Window {
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title: "Bevy Percentage Closer Soft Shadows Example".into(),
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..default()
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}),
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..default()
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}))
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.add_plugins(DefaultPlugins)
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.add_event::<WidgetClickEvent<AppSetting>>()
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.add_systems(Startup, setup)
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.add_systems(Update, widgets::handle_ui_interactions::<AppSetting>)
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@ -50,13 +50,7 @@ enum TintType {
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/// The entry point.
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fn main() {
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App::new()
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.add_plugins(DefaultPlugins.set(WindowPlugin {
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primary_window: Some(Window {
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title: "Bevy Specular Tint Example".into(),
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..default()
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}),
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..default()
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}))
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.add_plugins(DefaultPlugins)
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.init_resource::<AppAssets>()
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.init_resource::<AppStatus>()
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.insert_resource(AmbientLight {
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@ -15,35 +15,16 @@ use bevy::{
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/// `main.rs`.
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pub fn main() {
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let mut app = App::new();
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app.add_plugins(
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DefaultPlugins
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.set(LogPlugin {
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// This will show some log events from Bevy to the native logger.
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level: Level::DEBUG,
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filter: "wgpu=error,bevy_render=info,bevy_ecs=trace".to_string(),
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..Default::default()
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})
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.set(WindowPlugin {
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primary_window: Some(Window {
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resizable: false,
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mode: WindowMode::BorderlessFullscreen(MonitorSelection::Primary),
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// on iOS, gestures must be enabled.
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// This doesn't work on Android
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recognize_rotation_gesture: true,
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// Only has an effect on iOS
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prefers_home_indicator_hidden: true,
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// Only has an effect on iOS
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prefers_status_bar_hidden: true,
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// Only has an effect on iOS
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preferred_screen_edges_deferring_system_gestures: ScreenEdge::Bottom,
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..default()
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}),
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..default()
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}),
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)
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app.add_plugins(DefaultPlugins.set(LogPlugin {
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// This will show some log events from Bevy to the native logger.
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level: Level::DEBUG,
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filter: "wgpu=error,bevy_render=info,bevy_ecs=trace".to_string(),
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..Default::default()
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}))
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// Make the winit loop wait more aggressively when no user input is received
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// This can help reduce cpu usage on mobile devices
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.insert_resource(WinitSettings::mobile())
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.add_observer(configure_window)
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.add_systems(Startup, (setup_scene, setup_music))
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.add_systems(
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Update,
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@ -58,6 +39,22 @@ pub fn main() {
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.run();
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}
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fn configure_window(trigger: On<Add, PrimaryWindow>, mut window: Query<&mut Window>) {
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let mut window = window.get_mut(trigger.target()).unwrap();
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window.resizable = false;
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window.mode = WindowMode::BorderlessFullscreen(MonitorSelection::Primary);
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// on iOS, gestures must be enabled.
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// This doesn't work on Android
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window.recognize_rotation_gesture = true;
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// Only has an effect on iOS
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window.prefers_home_indicator_hidden = true;
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// Only has an effect on iOS
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window.prefers_status_bar_hidden = true;
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// Only has an effect on iOS
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window.preferred_screen_edges_deferring_system_gestures = ScreenEdge::Bottom;
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}
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fn touch_camera(
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window: Query<&Window>,
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mut touches: EventReader<TouchInput>,
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