Derived Default
for all public unit components. (#17139)
Derived `Default` for all public unit structs that already derive from `Component`. This allows them to be used more easily as required components. To avoid clutter in tests/examples, only public components were affected, but this could easily be expanded to affect all unit components. Fixes #17052.
This commit is contained in:
parent
9ed76b7a56
commit
cf6c65522f
@ -47,11 +47,11 @@ impl Default for AudioOutput {
|
||||
}
|
||||
|
||||
/// Marker for internal use, to despawn entities when playback finishes.
|
||||
#[derive(Component)]
|
||||
#[derive(Component, Default)]
|
||||
pub struct PlaybackDespawnMarker;
|
||||
|
||||
/// Marker for internal use, to remove audio components when playback finishes.
|
||||
#[derive(Component)]
|
||||
#[derive(Component, Default)]
|
||||
pub struct PlaybackRemoveMarker;
|
||||
|
||||
#[derive(SystemParam)]
|
||||
|
@ -119,7 +119,7 @@ pub struct PreprocessBindGroup(BindGroup);
|
||||
|
||||
/// Stops the `GpuPreprocessNode` attempting to generate the buffer for this view
|
||||
/// useful to avoid duplicating effort if the bind group is shared between views
|
||||
#[derive(Component)]
|
||||
#[derive(Component, Default)]
|
||||
pub struct SkipGpuPreprocess;
|
||||
|
||||
impl Plugin for GpuMeshPreprocessPlugin {
|
||||
|
@ -20,7 +20,7 @@ pub mod gpu_preprocessing;
|
||||
pub mod no_gpu_preprocessing;
|
||||
|
||||
/// Add this component to mesh entities to disable automatic batching
|
||||
#[derive(Component)]
|
||||
#[derive(Component, Default)]
|
||||
pub struct NoAutomaticBatching;
|
||||
|
||||
/// Data necessary to be equal for two draw commands to be mergeable
|
||||
|
@ -631,10 +631,10 @@ impl From<ColorGrading> for ColorGradingUniform {
|
||||
///
|
||||
/// The vast majority of applications will not need to use this component, as it
|
||||
/// generally reduces rendering performance.
|
||||
#[derive(Component)]
|
||||
#[derive(Component, Default)]
|
||||
pub struct NoIndirectDrawing;
|
||||
|
||||
#[derive(Component)]
|
||||
#[derive(Component, Default)]
|
||||
pub struct NoCpuCulling;
|
||||
|
||||
impl ViewTarget {
|
||||
|
@ -74,12 +74,12 @@ pub struct ScreenshotCaptured(pub Image);
|
||||
pub struct Screenshot(pub RenderTarget);
|
||||
|
||||
/// A marker component that indicates that a screenshot is currently being captured.
|
||||
#[derive(Component)]
|
||||
#[derive(Component, Default)]
|
||||
pub struct Capturing;
|
||||
|
||||
/// A marker component that indicates that a screenshot has been captured, the image is ready, and
|
||||
/// the screenshot entity can be despawned.
|
||||
#[derive(Component)]
|
||||
#[derive(Component, Default)]
|
||||
pub struct Captured;
|
||||
|
||||
impl Screenshot {
|
||||
|
@ -203,7 +203,7 @@ pub struct RenderMesh2dInstance {
|
||||
#[derive(Default, Resource, Deref, DerefMut)]
|
||||
pub struct RenderMesh2dInstances(MainEntityHashMap<RenderMesh2dInstance>);
|
||||
|
||||
#[derive(Component)]
|
||||
#[derive(Component, Default)]
|
||||
pub struct Mesh2dMarker;
|
||||
|
||||
pub fn extract_mesh2d(
|
||||
|
@ -2622,7 +2622,6 @@ impl TargetCamera {
|
||||
}
|
||||
}
|
||||
|
||||
#[derive(Component)]
|
||||
/// Marker used to identify default cameras, they will have priority over the [`PrimaryWindow`] camera.
|
||||
///
|
||||
/// This is useful if the [`PrimaryWindow`] has two cameras, one of them used
|
||||
@ -2656,6 +2655,7 @@ impl TargetCamera {
|
||||
/// ));
|
||||
/// }
|
||||
/// ```
|
||||
#[derive(Component, Default)]
|
||||
pub struct IsDefaultUiCamera;
|
||||
|
||||
#[derive(SystemParam)]
|
||||
|
@ -1379,7 +1379,7 @@ impl Default for EnabledButtons {
|
||||
|
||||
/// Marker component for a [`Window`] that has been requested to close and
|
||||
/// is in the process of closing (on the next frame).
|
||||
#[derive(Component)]
|
||||
#[derive(Component, Default)]
|
||||
pub struct ClosingWindow;
|
||||
|
||||
#[cfg(test)]
|
||||
|
Loading…
Reference in New Issue
Block a user