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			# Objective The migration process for `bevy_color` (#12013) will be fairly involved: there will be hundreds of affected files, and a large number of APIs. ## Solution To allow us to proceed granularly, we're going to keep both `bevy_color::Color` (new) and `bevy_render::Color` (old) around until the migration is complete. However, simply doing this directly is confusing! They're both called `Color`, making it very hard to tell when a portion of the code has been ported. As discussed in #12056, by renaming the old `Color` type, we can make it easier to gradually migrate over, one API at a time. ## Migration Guide THIS MIGRATION GUIDE INTENTIONALLY LEFT BLANK. This change should not be shipped to end users: delete this section in the final migration guide! --------- Co-authored-by: Alice Cecile <alice.i.cecil@gmail.com>
		
			
				
	
	
		
			86 lines
		
	
	
		
			2.5 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			86 lines
		
	
	
		
			2.5 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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| 
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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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| 
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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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| 
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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(LegacyColor::rgb(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(LegacyColor::rgb(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(PointLightBundle {
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|         point_light: PointLight {
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|             shadows_enabled: true,
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|             ..default()
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|         },
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|         transform: Transform::from_xyz(4.0, 8.0, 4.0),
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|         ..default()
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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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| 
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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: LegacyColor::rgb(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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