# Objective Another step in the migration to required components: lights! Note that this does not include `EnvironmentMapLight` or reflection probes yet, because their API hasn't been fully chosen yet. ## Solution As per the [selected proposals](https://hackmd.io/@bevy/required_components/%2FLLnzwz9XTxiD7i2jiUXkJg): - Deprecate `PointLightBundle` in favor of the `PointLight` component - Deprecate `SpotLightBundle` in favor of the `PointLight` component - Deprecate `DirectionalLightBundle` in favor of the `DirectionalLight` component ## Testing I ran some examples with lights. --- ## Migration Guide `PointLightBundle`, `SpotLightBundle`, and `DirectionalLightBundle` have been deprecated. Use the `PointLight`, `SpotLight`, and `DirectionalLight` components instead. Adding them will now insert the other components required by them automatically.
		
			
				
	
	
		
			85 lines
		
	
	
		
			2.4 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			85 lines
		
	
	
		
			2.4 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
//! A test to confirm that `bevy` allows minimising 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::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: "Minimising".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, minimise_automatically)
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        .run();
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}
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fn minimise_automatically(mut windows: Query<&mut Window>, mut frames: Local<u32>) {
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    if *frames == 60 {
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        let mut window = windows.single_mut();
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        window.set_minimized(true);
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    } else {
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        *frames += 1;
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    }
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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(PbrBundle {
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        mesh: meshes.add(Plane3d::default().mesh().size(5.0, 5.0)),
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        material: materials.add(Color::srgb(0.3, 0.5, 0.3)),
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        ..default()
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    });
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    // cube
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    commands.spawn(PbrBundle {
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        mesh: meshes.add(Cuboid::default()),
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        material: materials.add(Color::srgb(0.8, 0.7, 0.6)),
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        transform: Transform::from_xyz(0.0, 0.5, 0.0),
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        ..default()
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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(Camera3dBundle {
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        transform: Transform::from_xyz(-2.0, 2.5, 5.0).looking_at(Vec3::ZERO, Vec3::Y),
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        ..default()
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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(Camera2dBundle {
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        camera: 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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        ..default()
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    });
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    commands.spawn(SpriteBundle {
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        sprite: Sprite {
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            color: Color::srgb(0.25, 0.25, 0.75),
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            custom_size: Some(Vec2::new(50.0, 50.0)),
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            ..default()
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        },
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        ..default()
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    });
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}
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