# 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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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(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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/// 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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