bevy/examples/testbed/helpers.rs
François Mockers e57f73207e
Smarter testbeds (#17573)
# Objective

- Improve CI when testing rendering by having smarter testbeds

## Solution

- CI testing no longer need a config file and will run with a default
config if not found
- It is now possible to give a name to a screenshot instead of just a
frame number
- 2d and 3d testbeds are now driven from code
  - a new system in testbed will watch for state changed
- on state changed, trigger a screenshot 100 frames after (so that the
scene has time to render) with the name of the scene
- when the screenshot is taken (`Captured` component has been removed),
switch scene
- this means less setup to run a testbed (no need for a config file),
screenshots have better names, and it's faster as we don't wait 100
frames for the screenshot to be taken

## Testing

- `cargo run --example testbed_2d --features bevy_ci_testing`
2025-01-31 22:38:39 +00:00

46 lines
1.4 KiB
Rust

#[cfg(feature = "bevy_ci_testing")]
use bevy::{
dev_tools::ci_testing::{CiTestingConfig, CiTestingEvent, CiTestingEventOnFrame},
diagnostic::FrameCount,
platform_support::collections::HashSet,
prelude::*,
render::view::screenshot::Captured,
state::state::FreelyMutableState,
};
#[cfg(feature = "bevy_ci_testing")]
pub fn switch_scene_in_ci<Scene: States + FreelyMutableState + Next>(
mut ci_config: ResMut<CiTestingConfig>,
scene: Res<State<Scene>>,
mut next_scene: ResMut<NextState<Scene>>,
mut scenes_visited: Local<HashSet<Scene>>,
frame_count: Res<FrameCount>,
captured: RemovedComponents<Captured>,
) {
if scene.is_changed() {
// Changed scene! trigger a screenshot in 100 frames
ci_config.events.push(CiTestingEventOnFrame(
frame_count.0 + 100,
CiTestingEvent::NamedScreenshot(format!("{:?}", scene.get())),
));
if scenes_visited.contains(scene.get()) {
// Exit once all scenes have been screenshotted
ci_config.events.push(CiTestingEventOnFrame(
frame_count.0 + 1,
CiTestingEvent::AppExit,
));
}
return;
}
if !captured.is_empty() {
// Screenshot taken! Switch to the next scene
scenes_visited.insert(scene.get().clone());
next_scene.set(scene.get().next());
}
}
pub trait Next {
fn next(&self) -> Self;
}