
# Objective - Fixes #16892 ## Solution - Removed `TypeRegistryPlugin` (`Name` is now automatically registered with a default `App`) - Moved `TaskPoolPlugin` to `bevy_app` - Moved `FrameCountPlugin` to `bevy_diagnostic` - Deleted now-empty `bevy_core` ## Testing - CI ## Migration Guide - `TypeRegistryPlugin` no longer exists. If you can't use a default `App` but still need `Name` registered, do so manually with `app.register_type::<Name>()`. - References to `TaskPoolPlugin` and associated types will need to import it from `bevy_app` instead of `bevy_core` - References to `FrameCountPlugin` and associated types will need to import it from `bevy_diagnostic` instead of `bevy_core` ## Notes This strategy was agreed upon by Cart and several other members in [Discord](https://discord.com/channels/691052431525675048/692572690833473578/1319137218312278077).
78 lines
2.1 KiB
Rust
78 lines
2.1 KiB
Rust
//! A test to confirm that `bevy` allows minimizing the window
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//! This is run in CI to ensure that this doesn't regress again.
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use bevy::{diagnostic::FrameCount, prelude::*};
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fn main() {
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// TODO: Combine this with `resizing` once multiple_windows is simpler than
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// it is currently.
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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: "Minimizing".into(),
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..default()
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}),
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..default()
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}))
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.add_systems(Startup, (setup_3d, setup_2d))
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.add_systems(Update, minimize_automatically)
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.run();
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}
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fn minimize_automatically(mut window: Single<&mut Window>, frames: Res<FrameCount>) {
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if frames.0 != 60 {
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return;
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}
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window.set_minimized(true);
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}
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/// A simple 3d scene, taken from the `3d_scene` example
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fn setup_3d(
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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((
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Mesh3d(meshes.add(Plane3d::default().mesh().size(5.0, 5.0))),
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MeshMaterial3d(materials.add(Color::srgb(0.3, 0.5, 0.3))),
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));
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// cube
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commands.spawn((
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Mesh3d(meshes.add(Cuboid::default())),
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MeshMaterial3d(materials.add(Color::srgb(0.8, 0.7, 0.6))),
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Transform::from_xyz(0.0, 0.5, 0.0),
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));
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// light
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commands.spawn((
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PointLight {
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shadows_enabled: true,
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..default()
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},
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Transform::from_xyz(4.0, 8.0, 4.0),
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));
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// camera
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commands.spawn((
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Camera3d::default(),
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Transform::from_xyz(-2.0, 2.5, 5.0).looking_at(Vec3::ZERO, Vec3::Y),
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));
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}
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/// A simple 2d scene, taken from the `rect` example
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fn setup_2d(mut commands: Commands) {
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commands.spawn((
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Camera2d,
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Camera {
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// render the 2d camera after the 3d camera
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order: 1,
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// do not use a clear color
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clear_color: ClearColorConfig::None,
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..default()
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},
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));
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commands.spawn(Sprite::from_color(
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Color::srgb(0.25, 0.25, 0.75),
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Vec2::new(50.0, 50.0),
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));
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}
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