Fix non-crate typos (#18219)
# Objective Correct spelling ## Solution Fix typos, specifically ones that I found in folders other than /crates ## Testing CI --------- Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
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@ -1835,7 +1835,7 @@ path = "examples/asset/multi_asset_sync.rs"
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doc-scrape-examples = true
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doc-scrape-examples = true
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[package.metadata.example.multi_asset_sync]
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[package.metadata.example.multi_asset_sync]
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name = "Mult-asset synchronization"
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name = "Multi-asset synchronization"
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description = "Demonstrates how to wait for multiple assets to be loaded."
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description = "Demonstrates how to wait for multiple assets to be loaded."
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category = "Assets"
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category = "Assets"
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wasm = true
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wasm = true
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@ -2,7 +2,7 @@
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//! between the vertex and fragment shader. Also shows the custom vertex layout.
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//! between the vertex and fragment shader. Also shows the custom vertex layout.
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// First we import everything we need from bevy_pbr
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// First we import everything we need from bevy_pbr
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// A 2d shader would be vevry similar but import from bevy_sprite instead
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// A 2D shader would be very similar but import from bevy_sprite instead
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#import bevy_pbr::{
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#import bevy_pbr::{
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mesh_functions,
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mesh_functions,
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view_transformations::position_world_to_clip
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view_transformations::position_world_to_clip
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@ -45,4 +45,4 @@ fn vertex(vertex: Vertex) -> VertexOutput {
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fn fragment(in: VertexOutput) -> @location(0) vec4<f32> {
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fn fragment(in: VertexOutput) -> @location(0) vec4<f32> {
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// output the color directly
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// output the color directly
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return vec4(in.color, 1.0);
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return vec4(in.color, 1.0);
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}
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}
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@ -9,19 +9,19 @@
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#import bevy_core_pipeline::tonemapping::tone_mapping
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#import bevy_core_pipeline::tonemapping::tone_mapping
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#endif
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#endif
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// Sweep across hues on y axis with value from 0.0 to +15EV across x axis
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// Sweep across hues on y axis with value from 0.0 to +15EV across x axis
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// quantized into 24 steps for both axis.
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// quantized into 24 steps for both axis.
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fn color_sweep(uv_input: vec2<f32>) -> vec3<f32> {
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fn color_sweep(uv_input: vec2<f32>) -> vec3<f32> {
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var uv = uv_input;
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var uv = uv_input;
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let steps = 24.0;
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let steps = 24.0;
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uv.y = uv.y * (1.0 + 1.0 / steps);
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uv.y = uv.y * (1.0 + 1.0 / steps);
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let ratio = 2.0;
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let ratio = 2.0;
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let h = PI * 2.0 * floor(1.0 + steps * uv.y) / steps;
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let h = PI * 2.0 * floor(1.0 + steps * uv.y) / steps;
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let L = floor(uv.x * steps * ratio) / (steps * ratio) - 0.5;
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let L = floor(uv.x * steps * ratio) / (steps * ratio) - 0.5;
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var color = vec3(0.0);
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var color = vec3(0.0);
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if uv.y < 1.0 {
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if uv.y < 1.0 {
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color = cos(h + vec3(0.0, 1.0, 2.0) * PI * 2.0 / 3.0);
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color = cos(h + vec3(0.0, 1.0, 2.0) * PI * 2.0 / 3.0);
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let maxRGB = max(color.r, max(color.g, color.b));
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let maxRGB = max(color.r, max(color.g, color.b));
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let minRGB = min(color.r, min(color.g, color.b));
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let minRGB = min(color.r, min(color.g, color.b));
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@ -79,7 +79,7 @@ pub fn build_schedule(criterion: &mut Criterion) {
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// Benchmark graphs of different sizes.
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// Benchmark graphs of different sizes.
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for graph_size in [100, 500, 1000] {
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for graph_size in [100, 500, 1000] {
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// Basic benchmark without constraints.
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// Basic benchmark without constraints.
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group.bench_function(format!("{graph_size}_schedule_noconstraints"), |bencher| {
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group.bench_function(format!("{graph_size}_schedule_no_constraints"), |bencher| {
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bencher.iter(|| {
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bencher.iter(|| {
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let mut app = App::new();
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let mut app = App::new();
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for _ in 0..graph_size {
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for _ in 0..graph_size {
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@ -251,7 +251,7 @@ Example | Description
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[Embedded Asset](../examples/asset/embedded_asset.rs) | Embed an asset in the application binary and load it
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[Embedded Asset](../examples/asset/embedded_asset.rs) | Embed an asset in the application binary and load it
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[Extra asset source](../examples/asset/extra_source.rs) | Load an asset from a non-standard asset source
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[Extra asset source](../examples/asset/extra_source.rs) | Load an asset from a non-standard asset source
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[Hot Reloading of Assets](../examples/asset/hot_asset_reloading.rs) | Demonstrates automatic reloading of assets when modified on disk
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[Hot Reloading of Assets](../examples/asset/hot_asset_reloading.rs) | Demonstrates automatic reloading of assets when modified on disk
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[Mult-asset synchronization](../examples/asset/multi_asset_sync.rs) | Demonstrates how to wait for multiple assets to be loaded.
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[Multi-asset synchronization](../examples/asset/multi_asset_sync.rs) | Demonstrates how to wait for multiple assets to be loaded.
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[Repeated texture configuration](../examples/asset/repeated_texture.rs) | How to configure the texture to repeat instead of the default clamp to edges
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[Repeated texture configuration](../examples/asset/repeated_texture.rs) | How to configure the texture to repeat instead of the default clamp to edges
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## Async Tasks
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## Async Tasks
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@ -42,7 +42,7 @@ fn main() {
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.add_systems(OnEnter(GameState::GameOver), display_score)
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.add_systems(OnEnter(GameState::GameOver), display_score)
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.add_systems(
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.add_systems(
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Update,
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Update,
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gameover_keyboard.run_if(in_state(GameState::GameOver)),
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game_over_keyboard.run_if(in_state(GameState::GameOver)),
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)
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)
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.run();
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.run();
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}
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}
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@ -378,7 +378,7 @@ fn scoreboard_system(game: Res<Game>, mut display: Single<&mut Text>) {
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}
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}
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// restart the game when pressing spacebar
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// restart the game when pressing spacebar
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fn gameover_keyboard(
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fn game_over_keyboard(
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mut next_state: ResMut<NextState<GameState>>,
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mut next_state: ResMut<NextState<GameState>>,
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keyboard_input: Res<ButtonInput<KeyCode>>,
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keyboard_input: Res<ButtonInput<KeyCode>>,
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) {
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) {
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@ -72,7 +72,7 @@ impl Plugin for SteppingPlugin {
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/// Struct for maintaining stepping state
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/// Struct for maintaining stepping state
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#[derive(Resource, Debug)]
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#[derive(Resource, Debug)]
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struct State {
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struct State {
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// vector of schedule/nodeid -> text index offset
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// vector of schedule/node id -> text index offset
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systems: Vec<(InternedScheduleLabel, NodeId, usize)>,
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systems: Vec<(InternedScheduleLabel, NodeId, usize)>,
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// ui positioning
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// ui positioning
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@ -121,7 +121,7 @@ fn setup(
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// Spawn the 2D heart
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// Spawn the 2D heart
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commands.spawn((
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commands.spawn((
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// We can use the methods defined on the meshbuilder to customize the mesh.
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// We can use the methods defined on the `MeshBuilder` to customize the mesh.
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Mesh3d(meshes.add(HEART.mesh().resolution(50))),
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Mesh3d(meshes.add(HEART.mesh().resolution(50))),
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MeshMaterial3d(materials.add(StandardMaterial {
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MeshMaterial3d(materials.add(StandardMaterial {
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emissive: RED.into(),
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emissive: RED.into(),
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@ -134,7 +134,7 @@ fn setup(
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// Spawn an extrusion of the heart.
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// Spawn an extrusion of the heart.
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commands.spawn((
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commands.spawn((
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// We can set a custom resolution for the round parts of the extrusion aswell.
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// We can set a custom resolution for the round parts of the extrusion as well.
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Mesh3d(meshes.add(EXTRUSION.mesh().resolution(50))),
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Mesh3d(meshes.add(EXTRUSION.mesh().resolution(50))),
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MeshMaterial3d(materials.add(StandardMaterial {
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MeshMaterial3d(materials.add(StandardMaterial {
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base_color: RED.into(),
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base_color: RED.into(),
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@ -358,7 +358,7 @@ impl BoundedExtrusion for Heart {}
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// You can use the `Meshable` trait to create a `MeshBuilder` for the primitive.
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// You can use the `Meshable` trait to create a `MeshBuilder` for the primitive.
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impl Meshable for Heart {
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impl Meshable for Heart {
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// The meshbuilder can be used to create the actual mesh for that primitive.
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// The `MeshBuilder` can be used to create the actual mesh for that primitive.
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type Output = HeartMeshBuilder;
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type Output = HeartMeshBuilder;
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fn mesh(&self) -> Self::Output {
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fn mesh(&self) -> Self::Output {
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@ -369,7 +369,7 @@ impl Meshable for Heart {
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}
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}
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}
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}
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// You can include any additional information needed for meshing the primitive in the meshbuilder.
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// You can include any additional information needed for meshing the primitive in the `MeshBuilder`.
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struct HeartMeshBuilder {
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struct HeartMeshBuilder {
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heart: Heart,
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heart: Heart,
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// The resolution determines the amount of vertices used for each wing of the heart
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// The resolution determines the amount of vertices used for each wing of the heart
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@ -377,7 +377,7 @@ struct HeartMeshBuilder {
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}
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}
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// This trait is needed so that the configuration methods of the builder of the primitive are also available for the builder for the extrusion.
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// This trait is needed so that the configuration methods of the builder of the primitive are also available for the builder for the extrusion.
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// If you do not want to support these configuration options for extrusions you can just implement them for your 2D mesh builder.
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// If you do not want to support these configuration options for extrusions you can just implement them for your 2D `MeshBuilder`.
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trait HeartBuilder {
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trait HeartBuilder {
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/// Set the resolution for each of the wings of the heart.
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/// Set the resolution for each of the wings of the heart.
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fn resolution(self, resolution: usize) -> Self;
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fn resolution(self, resolution: usize) -> Self;
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@ -47,7 +47,7 @@ fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
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.with_children(|parent| {
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.with_children(|parent| {
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// header
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// header
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parent.spawn((
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parent.spawn((
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Text::new("Horizontally Scrolling list (Ctrl + Mousewheel)"),
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Text::new("Horizontally Scrolling list (Ctrl + MouseWheel)"),
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TextFont {
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TextFont {
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font: asset_server.load("fonts/FiraSans-Bold.ttf"),
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font: asset_server.load("fonts/FiraSans-Bold.ttf"),
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font_size: FONT_SIZE,
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font_size: FONT_SIZE,
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@ -175,7 +175,7 @@ fn infotext_system(mut commands: Commands, asset_server: Res<AssetServer>) {
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},
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},
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));
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));
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p.spawn((
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p.spawn((
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TextSpan::new(" this text has zero fontsize"),
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TextSpan::new(" this text has zero font size"),
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TextFont {
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TextFont {
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font: font.clone(),
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font: font.clone(),
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font_size: 0.0,
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font_size: 0.0,
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@ -229,7 +229,7 @@ fn infotext_system(mut commands: Commands, asset_server: Res<AssetServer>) {
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TextColor(BLUE.into()),
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TextColor(BLUE.into()),
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));
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));
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p.spawn((
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p.spawn((
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TextSpan::new(" this text has negative fontsize"),
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TextSpan::new(" this text has negative font size"),
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TextFont {
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TextFont {
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font: font.clone(),
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font: font.clone(),
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font_size: -42.0,
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font_size: -42.0,
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@ -1,8 +1,8 @@
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//! A simple example for debugging viewport coordinates
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//! A simple example for debugging viewport coordinates
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//!
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//!
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//! This example creates two uinode trees, one using viewport coordinates and one using pixel coordinates,
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//! This example creates two UI node trees, one using viewport coordinates and one using pixel coordinates,
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//! and then switches between them once per second using the `Display` style property.
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//! and then switches between them once per second using the `Display` style property.
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//! If there are no problems both layouts should be identical, except for the color of the margin changing which is used to signal that the displayed uinode tree has changed
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//! If there are no problems both layouts should be identical, except for the color of the margin changing which is used to signal that the displayed UI node tree has changed
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//! (red for viewport, yellow for pixel).
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//! (red for viewport, yellow for pixel).
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use bevy::{color::palettes::css::*, prelude::*};
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use bevy::{color::palettes::css::*, prelude::*};
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@ -43,7 +43,7 @@ fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
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},
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},
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));
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));
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}
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}
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// A simple system to handle some keyboard input and toggle on/off the hittest.
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// A simple system to handle some keyboard input and toggle on/off the hit test.
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fn toggle_mouse_passthrough(
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fn toggle_mouse_passthrough(
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keyboard_input: Res<ButtonInput<KeyCode>>,
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keyboard_input: Res<ButtonInput<KeyCode>>,
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mut window: Single<&mut Window>,
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mut window: Single<&mut Window>,
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@ -94,7 +94,7 @@ fn update_winit(
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// Sending a `WakeUp` event is useful when you want the app to update the next
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// Sending a `WakeUp` event is useful when you want the app to update the next
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// frame regardless of any user input. This can be used from outside Bevy, see example
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// frame regardless of any user input. This can be used from outside Bevy, see example
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// `window/custom_user_event.rs` for an example usage from outside.
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// `window/custom_user_event.rs` for an example usage from outside.
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// Note that in this example the Wakeup winit event will make the app run in the same
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// Note that in this example the `WakeUp` winit event will make the app run in the same
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// way as continuous
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// way as continuous
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let _ = event_loop_proxy.send_event(WakeUp);
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let _ = event_loop_proxy.send_event(WakeUp);
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WinitSettings::desktop_app()
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WinitSettings::desktop_app()
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@ -47,7 +47,7 @@ fn toggle_window_mode(mut qry_window: Query<&mut Window>) {
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window.mode = match window.mode {
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window.mode = match window.mode {
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WindowMode::Windowed => {
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WindowMode::Windowed => {
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//it takes a while for the window to change from windowed to fullscreen and back
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// it takes a while for the window to change from `Windowed` to `Fullscreen` and back
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std::thread::sleep(std::time::Duration::from_secs(4));
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std::thread::sleep(std::time::Duration::from_secs(4));
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WindowMode::Fullscreen(
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WindowMode::Fullscreen(
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MonitorSelection::Entity(entity),
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MonitorSelection::Entity(entity),
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@ -1,7 +1,7 @@
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fn main() -> compile_fail_utils::ui_test::Result<()> {
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fn main() -> compile_fail_utils::ui_test::Result<()> {
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// Run all tests in the tests/example_tests folder.
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// Run all tests in the tests/example_tests folder.
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// If we had more tests we could either call this function
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// If we had more tests we could either call this function
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// on everysingle one or use test_multiple and past it an array
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// on every single one or use test_multiple and past it an array
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// of paths.
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// of paths.
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//
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//
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// Don't forget that when running tests the working directory
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// Don't forget that when running tests the working directory
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