Fix various typos (#5417)
## Objective - Fix some typos ## Solution - Fix em. - My favorite was `maxizimed`
This commit is contained in:
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@ -81,7 +81,7 @@ pub struct AssetServerInternal {
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/// of the assets it manages and can even reload them from the filesystem with
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/// of the assets it manages and can even reload them from the filesystem with
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/// [`AssetServer::watch_for_changes`]!
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/// [`AssetServer::watch_for_changes`]!
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///
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///
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/// The asset server is a _resource_, so in order to accesss it in a system you need a `Res`
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/// The asset server is a _resource_, so in order to access it in a system you need a `Res`
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/// accessor, like this:
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/// accessor, like this:
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///
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///
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/// ```rust,no_run
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/// ```rust,no_run
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@ -256,7 +256,7 @@ impl AssetServer {
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/// Gets the overall load state of a group of assets from the provided handles.
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/// Gets the overall load state of a group of assets from the provided handles.
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///
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///
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/// This method will only return [`LoadState::Loaded`] if all assets in the
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/// This method will only return [`LoadState::Loaded`] if all assets in the
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/// group were loaded succesfully.
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/// group were loaded successfully.
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pub fn get_group_load_state(&self, handles: impl IntoIterator<Item = HandleId>) -> LoadState {
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pub fn get_group_load_state(&self, handles: impl IntoIterator<Item = HandleId>) -> LoadState {
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let mut load_state = LoadState::Loaded;
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let mut load_state = LoadState::Loaded;
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for handle_id in handles {
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for handle_id in handles {
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@ -116,7 +116,7 @@ pub(crate) fn sync_debug_assets<T: Asset + Clone>(
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/// Uses the return type of the given loader to register the given handle with the appropriate type
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/// Uses the return type of the given loader to register the given handle with the appropriate type
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/// and load the asset with the given `path` and parent `file_path`.
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/// and load the asset with the given `path` and parent `file_path`.
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///
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///
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/// If this feels a bit odd ... thats because it is. This was built to improve the UX of the
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/// If this feels a bit odd ... that's because it is. This was built to improve the UX of the
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/// `load_internal_asset` macro.
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/// `load_internal_asset` macro.
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pub fn register_handle_with_loader<A: Asset>(
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pub fn register_handle_with_loader<A: Asset>(
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_loader: fn(&'static str) -> A,
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_loader: fn(&'static str) -> A,
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@ -12,7 +12,7 @@ use std::{
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/// Implementation details:
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/// Implementation details:
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///
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///
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/// - `load_path` uses the [AssetManager] to load files.
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/// - `load_path` uses the [AssetManager] to load files.
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/// - `read_directory` always returns an empty itrator.
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/// - `read_directory` always returns an empty iterator.
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/// - `get_metadata` will probably return an error.
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/// - `get_metadata` will probably return an error.
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/// - Watching for changes is not supported. The watcher methods will do nothing.
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/// - Watching for changes is not supported. The watcher methods will do nothing.
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///
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///
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@ -57,7 +57,7 @@ impl AssetLoader for AudioLoader {
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/// A type implementing this trait can be decoded as a rodio source
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/// A type implementing this trait can be decoded as a rodio source
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pub trait Decodable: Send + Sync + 'static {
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pub trait Decodable: Send + Sync + 'static {
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/// The decoder that can decode the implemeting type
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/// The decoder that can decode the implementing type
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type Decoder: rodio::Source + Send + Sync + Iterator<Item = Self::DecoderItem>;
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type Decoder: rodio::Source + Send + Sync + Iterator<Item = Self::DecoderItem>;
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/// A single value given by the decoder
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/// A single value given by the decoder
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type DecoderItem: rodio::Sample + Send + Sync;
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type DecoderItem: rodio::Sample + Send + Sync;
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@ -50,7 +50,7 @@ pub struct AddBundle {
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/// state of the archetype graph.
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/// state of the archetype graph.
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///
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///
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/// Note: This type only contains edges the [`World`] has already traversed.
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/// Note: This type only contains edges the [`World`] has already traversed.
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/// If any of functions return `None`, it doesn't mean there is guarenteed
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/// If any of functions return `None`, it doesn't mean there is guaranteed
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/// not to be a result of adding or removing that bundle, but rather that
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/// not to be a result of adding or removing that bundle, but rather that
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/// operation that has moved an entity along that edge has not been performed
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/// operation that has moved an entity along that edge has not been performed
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/// yet.
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/// yet.
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@ -72,7 +72,7 @@ struct EventInstance<E: Event> {
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/// This collection is meant to be paired with a system that calls
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/// This collection is meant to be paired with a system that calls
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/// [`Events::update`] exactly once per update/frame.
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/// [`Events::update`] exactly once per update/frame.
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///
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///
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/// [`Events::update_system`] is a system that does this, typically intialized automatically using
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/// [`Events::update_system`] is a system that does this, typically initialized automatically using
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/// [`add_event`](https://docs.rs/bevy/*/bevy/app/struct.App.html#method.add_event).
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/// [`add_event`](https://docs.rs/bevy/*/bevy/app/struct.App.html#method.add_event).
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/// [`EventReader`]s are expected to read events from this collection at least once per loop/frame.
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/// [`EventReader`]s are expected to read events from this collection at least once per loop/frame.
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/// Events will persist across a single frame boundary and so ordering of event producers and
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/// Events will persist across a single frame boundary and so ordering of event producers and
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@ -267,7 +267,7 @@ impl<'w, 's, E: Event> EventReader<'w, 's, E> {
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/// # Limitations
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/// # Limitations
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///
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///
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/// `EventWriter` can only send events of one specific type, which must be known at compile-time.
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/// `EventWriter` can only send events of one specific type, which must be known at compile-time.
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/// This is not a problem most of the time, but you may find a situtation where you cannot know
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/// This is not a problem most of the time, but you may find a situation where you cannot know
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/// ahead of time every kind of event you'll need to send. In this case, you can use the "type-erased event" pattern.
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/// ahead of time every kind of event you'll need to send. In this case, you can use the "type-erased event" pattern.
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///
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///
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/// ```
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/// ```
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@ -153,7 +153,7 @@ impl<T: SparseSetIndex> Access<T> {
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/// `with` access.
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/// `with` access.
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///
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///
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/// For example consider `Query<Option<&T>>` this only has a `read` of `T` as doing
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/// For example consider `Query<Option<&T>>` this only has a `read` of `T` as doing
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/// otherwise would allow for queriess to be considered disjoint that actually arent:
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/// otherwise would allow for queries to be considered disjoint that actually aren't:
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/// - `Query<(&mut T, Option<&U>)>` read/write `T`, read `U`, with `U`
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/// - `Query<(&mut T, Option<&U>)>` read/write `T`, read `U`, with `U`
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/// - `Query<&mut T, Without<U>>` read/write `T`, without `U`
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/// - `Query<&mut T, Without<U>>` read/write `T`, without `U`
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/// from this we could reasonably conclude that the queries are disjoint but they aren't.
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/// from this we could reasonably conclude that the queries are disjoint but they aren't.
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@ -387,7 +387,7 @@ pub unsafe trait Fetch<'world>: Sized {
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const IS_DENSE: bool;
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const IS_DENSE: bool;
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/// Returns true if (and only if) this Fetch relies strictly on archetypes to limit which
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/// Returns true if (and only if) this Fetch relies strictly on archetypes to limit which
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/// components are acessed by the Query.
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/// components are accessed by the Query.
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///
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///
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/// This enables optimizations for [`crate::query::QueryIter`] that rely on knowing exactly how
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/// This enables optimizations for [`crate::query::QueryIter`] that rely on knowing exactly how
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/// many elements are being iterated (such as `Iterator::collect()`).
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/// many elements are being iterated (such as `Iterator::collect()`).
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@ -55,7 +55,7 @@ impl<Q: WorldQuery, F: WorldQuery> QueryState<Q, F> {
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/// which can be faster.
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/// which can be faster.
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///
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///
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/// This doesn't use `NopWorldQuery` as it loses filter functionality, for example
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/// This doesn't use `NopWorldQuery` as it loses filter functionality, for example
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/// `NopWorldQuery<Changed<T>>` is functionally equivelent to `With<T>`.
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/// `NopWorldQuery<Changed<T>>` is functionally equivalent to `With<T>`.
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pub fn as_nop(&self) -> &QueryState<NopWorldQuery<Q>, F> {
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pub fn as_nop(&self) -> &QueryState<NopWorldQuery<Q>, F> {
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// SAFETY: `NopWorldQuery` doesn't have any accesses and defers to
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// SAFETY: `NopWorldQuery` doesn't have any accesses and defers to
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// `Q` for table/archetype matching
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// `Q` for table/archetype matching
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@ -133,7 +133,7 @@ impl Column {
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/// - `src_row` must be in bounds for `other`
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/// - `src_row` must be in bounds for `other`
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/// - `dst_row` must be in bounds for `self`
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/// - `dst_row` must be in bounds for `self`
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/// - `other[src_row]` must be initialized to a valid value.
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/// - `other[src_row]` must be initialized to a valid value.
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/// - `self[dst_row]` must not be initalized yet.
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/// - `self[dst_row]` must not be initialized yet.
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#[inline]
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#[inline]
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pub(crate) unsafe fn initialize_from_unchecked(
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pub(crate) unsafe fn initialize_from_unchecked(
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&mut self,
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&mut self,
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@ -277,7 +277,7 @@ impl<In, Out, Sys: System<In = In, Out = Out>> IntoSystem<In, Out, AlreadyWasSys
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/// [`System`]s may take an optional input which they require to be passed to them when they
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/// [`System`]s may take an optional input which they require to be passed to them when they
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/// are being [`run`](System::run). For [`FunctionSystems`](FunctionSystem) the input may be marked
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/// are being [`run`](System::run). For [`FunctionSystems`](FunctionSystem) the input may be marked
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/// with this `In` type, but only the first param of a function may be tagged as an input. This also
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/// with this `In` type, but only the first param of a function may be tagged as an input. This also
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/// means a system can only have one or zero input paramaters.
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/// means a system can only have one or zero input parameters.
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///
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///
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/// # Examples
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/// # Examples
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///
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///
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@ -737,7 +737,7 @@ impl World {
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#[inline]
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#[inline]
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/// # Safety
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/// # Safety
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/// Only remove `NonSend` resources from the main thread
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/// Only remove `NonSend` resources from the main thread
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/// as they cannot be sent across theads
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/// as they cannot be sent across threads
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#[allow(unused_unsafe)]
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#[allow(unused_unsafe)]
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pub unsafe fn remove_resource_unchecked<R: 'static>(&mut self) -> Option<R> {
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pub unsafe fn remove_resource_unchecked<R: 'static>(&mut self) -> Option<R> {
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let component_id = self.components.get_resource_id(TypeId::of::<R>())?;
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let component_id = self.components.get_resource_id(TypeId::of::<R>())?;
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@ -310,7 +310,7 @@ impl Touches {
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/// Clears the `just_pressed`, `just_released`, and `just_cancelled` collections.
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/// Clears the `just_pressed`, `just_released`, and `just_cancelled` collections.
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///
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///
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/// This is not clearing the `pressed` collection, because it could incorrectly mark
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/// This is not clearing the `pressed` collection, because it could incorrectly mark
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/// a touch input as not pressed eventhough it is pressed. This could happen if the
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/// a touch input as not pressed even though it is pressed. This could happen if the
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/// touch input is not moving for a single frame and would therefore be marked as
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/// touch input is not moving for a single frame and would therefore be marked as
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/// not pressed, because this function is called on every single frame no matter
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/// not pressed, because this function is called on every single frame no matter
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/// if there was an event or not.
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/// if there was an event or not.
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@ -22,9 +22,9 @@ pub enum PrepareAssetError<E: Send + Sync + 'static> {
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/// After that in the [`RenderStage::Prepare`](crate::RenderStage::Prepare) step the extracted asset
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/// After that in the [`RenderStage::Prepare`](crate::RenderStage::Prepare) step the extracted asset
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/// is transformed into its GPU-representation of type [`RenderAsset::PreparedAsset`].
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/// is transformed into its GPU-representation of type [`RenderAsset::PreparedAsset`].
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pub trait RenderAsset: Asset {
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pub trait RenderAsset: Asset {
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/// The representation of the the asset in the "render world".
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/// The representation of the asset in the "render world".
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type ExtractedAsset: Send + Sync + 'static;
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type ExtractedAsset: Send + Sync + 'static;
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/// The GPU-representation of the the asset.
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/// The GPU-representation of the asset.
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type PreparedAsset: Send + Sync + 'static;
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type PreparedAsset: Send + Sync + 'static;
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/// Specifies all ECS data required by [`RenderAsset::prepare_asset`].
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/// Specifies all ECS data required by [`RenderAsset::prepare_asset`].
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/// For convenience use the [`lifetimeless`](bevy_ecs::system::lifetimeless) [`SystemParam`].
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/// For convenience use the [`lifetimeless`](bevy_ecs::system::lifetimeless) [`SystemParam`].
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@ -17,7 +17,7 @@ use std::{any::TypeId, fmt::Debug, hash::Hash, ops::Range};
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/// A draw function which is used to draw a specific [`PhaseItem`].
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/// A draw function which is used to draw a specific [`PhaseItem`].
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///
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///
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/// They are the the general form of drawing items, whereas [`RenderCommands`](RenderCommand)
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/// They are the general form of drawing items, whereas [`RenderCommands`](RenderCommand)
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/// are more modular.
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/// are more modular.
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pub trait Draw<P: PhaseItem>: Send + Sync + 'static {
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pub trait Draw<P: PhaseItem>: Send + Sync + 'static {
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/// Draws the [`PhaseItem`] by issuing draw calls via the [`TrackedRenderPass`].
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/// Draws the [`PhaseItem`] by issuing draw calls via the [`TrackedRenderPass`].
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@ -87,7 +87,7 @@ pub fn render_system(world: &mut World) {
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pub type RenderQueue = Arc<Queue>;
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pub type RenderQueue = Arc<Queue>;
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/// The GPU instance is used to initialize the [`RenderQueue`] and [`RenderDevice`],
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/// The GPU instance is used to initialize the [`RenderQueue`] and [`RenderDevice`],
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/// aswell as to create [`WindowSurfaces`](crate::view::window::WindowSurfaces).
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/// as well as to create [`WindowSurfaces`](crate::view::window::WindowSurfaces).
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pub type RenderInstance = Instance;
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pub type RenderInstance = Instance;
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/// Initializes the renderer by retrieving and preparing the GPU instance, device and queue
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/// Initializes the renderer by retrieving and preparing the GPU instance, device and queue
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@ -175,7 +175,7 @@ impl ImageSettings {
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}
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}
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/// A rendering resource for the default image sampler which is set during renderer
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/// A rendering resource for the default image sampler which is set during renderer
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/// intialization.
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/// initialization.
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///
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///
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/// The [`ImageSettings`] resource can be set during app initialization to change the default
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/// The [`ImageSettings`] resource can be set during app initialization to change the default
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/// image sampler.
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/// image sampler.
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@ -136,7 +136,7 @@ impl TextAlignment {
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horizontal: HorizontalAlign::Center,
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horizontal: HorizontalAlign::Center,
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};
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};
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/// A [`TextAlignment`] set to the the top-right.
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/// A [`TextAlignment`] set to the top-right.
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pub const TOP_RIGHT: Self = TextAlignment {
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pub const TOP_RIGHT: Self = TextAlignment {
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vertical: VerticalAlign::Top,
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vertical: VerticalAlign::Top,
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horizontal: HorizontalAlign::Right,
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horizontal: HorizontalAlign::Right,
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@ -195,7 +195,7 @@ pub enum HorizontalAlign {
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/// Leftmost & rightmost characters are equidistant to the render position.<br/>
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/// Leftmost & rightmost characters are equidistant to the render position.<br/>
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/// Bounds start from the render position and advance equally left & right.
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/// Bounds start from the render position and advance equally left & right.
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Center,
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Center,
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/// Rightmost character is immetiately to the left of the render position.<br/>
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/// Rightmost character is immediately to the left of the render position.<br/>
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/// Bounds start from the render position and advance leftwards.
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/// Bounds start from the render position and advance leftwards.
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Right,
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Right,
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}
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}
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@ -55,8 +55,8 @@ impl FixedTimesteps {
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/// A system run criteria that enables systems or stages to run at a fixed timestep between executions.
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/// A system run criteria that enables systems or stages to run at a fixed timestep between executions.
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///
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///
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/// This does not guarentee that the time elapsed between executions is exactly the provided
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/// This does not guarantee that the time elapsed between executions is exactly the provided
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/// fixed timestep, but will guarentee that the execution will run multiple times per game tick
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/// fixed timestep, but will guarantee that the execution will run multiple times per game tick
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/// until the number of repetitions is as expected.
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/// until the number of repetitions is as expected.
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///
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///
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/// For example, a system with a fixed timestep run criteria of 120 times per second will run
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/// For example, a system with a fixed timestep run criteria of 120 times per second will run
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@ -23,7 +23,7 @@ use bevy_reflect::Reflect;
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/// [`transform_propagate_system`](crate::transform_propagate_system).
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/// [`transform_propagate_system`](crate::transform_propagate_system).
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///
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///
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/// This system runs in stage [`CoreStage::PostUpdate`](crate::CoreStage::PostUpdate). If you
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/// This system runs in stage [`CoreStage::PostUpdate`](crate::CoreStage::PostUpdate). If you
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/// update the[`Transform`] of an entity in this stage or after, you will notice a 1 frame lag
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/// update the [`Transform`] of an entity in this stage or after, you will notice a 1 frame lag
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/// before the [`GlobalTransform`] is updated.
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/// before the [`GlobalTransform`] is updated.
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#[derive(Component, Debug, PartialEq, Clone, Copy, Reflect)]
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#[derive(Component, Debug, PartialEq, Clone, Copy, Reflect)]
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#[reflect(Component, PartialEq)]
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#[reflect(Component, PartialEq)]
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@ -24,7 +24,7 @@ use std::ops::Mul;
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/// [`transform_propagate_system`](crate::transform_propagate_system).
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/// [`transform_propagate_system`](crate::transform_propagate_system).
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///
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///
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/// This system runs in stage [`CoreStage::PostUpdate`](crate::CoreStage::PostUpdate). If you
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/// This system runs in stage [`CoreStage::PostUpdate`](crate::CoreStage::PostUpdate). If you
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/// update the[`Transform`] of an entity in this stage or after, you will notice a 1 frame lag
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/// update the [`Transform`] of an entity in this stage or after, you will notice a 1 frame lag
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/// before the [`GlobalTransform`] is updated.
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/// before the [`GlobalTransform`] is updated.
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#[derive(Component, Debug, PartialEq, Clone, Copy, Reflect)]
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#[derive(Component, Debug, PartialEq, Clone, Copy, Reflect)]
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#[reflect(Component, Default, PartialEq)]
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#[reflect(Component, Default, PartialEq)]
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@ -35,7 +35,7 @@ use prelude::{GlobalTransform, Transform};
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/// [`transform_propagate_system`].
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/// [`transform_propagate_system`].
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///
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///
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/// This system runs in stage [`CoreStage::PostUpdate`](crate::CoreStage::PostUpdate). If you
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/// This system runs in stage [`CoreStage::PostUpdate`](crate::CoreStage::PostUpdate). If you
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/// update the[`Transform`] of an entity in this stage or after, you will notice a 1 frame lag
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/// update the [`Transform`] of an entity in this stage or after, you will notice a 1 frame lag
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/// before the [`GlobalTransform`] is updated.
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/// before the [`GlobalTransform`] is updated.
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#[derive(Bundle, Clone, Copy, Debug, Default)]
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#[derive(Bundle, Clone, Copy, Debug, Default)]
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pub struct TransformBundle {
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pub struct TransformBundle {
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@ -79,7 +79,7 @@ impl From<Transform> for TransformBundle {
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/// Label enum for the systems relating to transform propagation
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/// Label enum for the systems relating to transform propagation
|
||||||
#[derive(Debug, Hash, PartialEq, Eq, Clone, SystemLabel)]
|
#[derive(Debug, Hash, PartialEq, Eq, Clone, SystemLabel)]
|
||||||
pub enum TransformSystem {
|
pub enum TransformSystem {
|
||||||
/// Propagates changes in transform to childrens' [`GlobalTransform`](crate::components::GlobalTransform)
|
/// Propagates changes in transform to children's [`GlobalTransform`](crate::components::GlobalTransform)
|
||||||
TransformPropagate,
|
TransformPropagate,
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|||||||
@ -86,7 +86,7 @@ pub struct Style {
|
|||||||
pub align_content: AlignContent,
|
pub align_content: AlignContent,
|
||||||
/// How items align according to the main axis
|
/// How items align according to the main axis
|
||||||
pub justify_content: JustifyContent,
|
pub justify_content: JustifyContent,
|
||||||
/// The position of the node as descrided by its Rect
|
/// The position of the node as described by its Rect
|
||||||
pub position: UiRect<Val>,
|
pub position: UiRect<Val>,
|
||||||
/// The margin of the node
|
/// The margin of the node
|
||||||
pub margin: UiRect<Val>,
|
pub margin: UiRect<Val>,
|
||||||
|
|||||||
@ -2,7 +2,7 @@
|
|||||||
///
|
///
|
||||||
/// Examples of all of these cursors can be found [here](https://www.w3schools.com/cssref/playit.asp?filename=playcss_cursor).
|
/// Examples of all of these cursors can be found [here](https://www.w3schools.com/cssref/playit.asp?filename=playcss_cursor).
|
||||||
/// This `enum` is simply a copy of a similar `enum` found in [`winit`](https://docs.rs/winit/latest/winit/window/enum.CursorIcon.html).
|
/// This `enum` is simply a copy of a similar `enum` found in [`winit`](https://docs.rs/winit/latest/winit/window/enum.CursorIcon.html).
|
||||||
/// `winit`, in turn, mostly copied cursor types avilable in the browser.
|
/// `winit`, in turn, mostly copied cursor types available in the browser.
|
||||||
#[derive(Debug, Hash, PartialEq, Eq, Clone, Copy)]
|
#[derive(Debug, Hash, PartialEq, Eq, Clone, Copy)]
|
||||||
pub enum CursorIcon {
|
pub enum CursorIcon {
|
||||||
/// The platform-dependent default cursor.
|
/// The platform-dependent default cursor.
|
||||||
|
|||||||
@ -245,7 +245,7 @@ pub enum WindowCommand {
|
|||||||
SetDecorations {
|
SetDecorations {
|
||||||
decorations: bool,
|
decorations: bool,
|
||||||
},
|
},
|
||||||
/// Set whether or not the cursor's postition is locked.
|
/// Set whether or not the cursor's position is locked.
|
||||||
SetCursorLockMode {
|
SetCursorLockMode {
|
||||||
locked: bool,
|
locked: bool,
|
||||||
},
|
},
|
||||||
@ -261,7 +261,7 @@ pub enum WindowCommand {
|
|||||||
SetCursorPosition {
|
SetCursorPosition {
|
||||||
position: Vec2,
|
position: Vec2,
|
||||||
},
|
},
|
||||||
/// Set whether or not the window is maxizimed.
|
/// Set whether or not the window is maximized.
|
||||||
SetMaximized {
|
SetMaximized {
|
||||||
maximized: bool,
|
maximized: bool,
|
||||||
},
|
},
|
||||||
@ -450,8 +450,8 @@ impl Window {
|
|||||||
.push(WindowCommand::SetResizeConstraints { resize_constraints });
|
.push(WindowCommand::SetResizeConstraints { resize_constraints });
|
||||||
}
|
}
|
||||||
|
|
||||||
/// Request the OS to resize the window such the the client area matches the
|
/// Request the OS to resize the window such the client area matches the specified
|
||||||
/// specified width and height.
|
/// width and height.
|
||||||
#[allow(clippy::float_cmp)]
|
#[allow(clippy::float_cmp)]
|
||||||
pub fn set_resolution(&mut self, width: f32, height: f32) {
|
pub fn set_resolution(&mut self, width: f32, height: f32) {
|
||||||
if self.requested_width == width && self.requested_height == height {
|
if self.requested_width == width && self.requested_height == height {
|
||||||
|
|||||||
Loading…
Reference in New Issue
Block a user