# Objective - Make progress for #15918 - Start with 2d ## Solution - Remove screenshots for existing examples as they're not deterministic - Create new "testbed" example category, with a 2d one to start ## Testing - Run `CI_TESTING_CONFIG=.github/example-run/testbed_2d.ron cargo run --example testbed_2d --features "bevy_ci_testing"` - ??? - Check the screenshots
		
			
				
	
	
		
			173 lines
		
	
	
		
			5.1 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			173 lines
		
	
	
		
			5.1 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
//! 2d testbed
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//!
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//! You can switch scene by pressing the spacebar
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#[cfg(feature = "bevy_ci_testing")]
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use bevy::dev_tools::ci_testing::CiTestingCustomEvent;
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use bevy::prelude::*;
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fn main() {
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    let mut app = App::new();
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    app.add_plugins((DefaultPlugins,))
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        .init_state::<Scene>()
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        .enable_state_scoped_entities::<Scene>()
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        .add_systems(OnEnter(Scene::Shapes), shapes::setup)
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        .add_systems(OnEnter(Scene::Bloom), bloom::setup)
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        .add_systems(OnEnter(Scene::Text), text::setup)
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        .add_systems(OnEnter(Scene::Sprite), sprite::setup)
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        .add_systems(Update, switch_scene);
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    app.run();
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}
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#[derive(Debug, Clone, Eq, PartialEq, Hash, States, Default)]
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enum Scene {
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    #[default]
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    Shapes,
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    Bloom,
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    Text,
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    Sprite,
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}
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fn switch_scene(
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    keyboard: Res<ButtonInput<KeyCode>>,
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    #[cfg(feature = "bevy_ci_testing")] mut ci_events: EventReader<CiTestingCustomEvent>,
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    scene: Res<State<Scene>>,
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    mut next_scene: ResMut<NextState<Scene>>,
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) {
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    let mut should_switch = false;
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    should_switch |= keyboard.just_pressed(KeyCode::Space);
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    #[cfg(feature = "bevy_ci_testing")]
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    {
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        should_switch |= ci_events.read().any(|event| match event {
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            CiTestingCustomEvent(event) => event == "switch_scene",
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        });
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    }
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    if should_switch {
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        info!("Switching scene");
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        next_scene.set(match scene.get() {
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            Scene::Shapes => Scene::Bloom,
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            Scene::Bloom => Scene::Text,
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            Scene::Text => Scene::Sprite,
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            Scene::Sprite => Scene::Shapes,
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        });
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    }
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}
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mod shapes {
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    use bevy::prelude::*;
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    const X_EXTENT: f32 = 900.;
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    pub fn setup(
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        mut commands: Commands,
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        mut meshes: ResMut<Assets<Mesh>>,
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        mut materials: ResMut<Assets<ColorMaterial>>,
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    ) {
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        commands.spawn((Camera2d, StateScoped(super::Scene::Shapes)));
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        let shapes = [
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            meshes.add(Circle::new(50.0)),
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            meshes.add(CircularSector::new(50.0, 1.0)),
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            meshes.add(CircularSegment::new(50.0, 1.25)),
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            meshes.add(Ellipse::new(25.0, 50.0)),
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            meshes.add(Annulus::new(25.0, 50.0)),
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            meshes.add(Capsule2d::new(25.0, 50.0)),
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            meshes.add(Rhombus::new(75.0, 100.0)),
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            meshes.add(Rectangle::new(50.0, 100.0)),
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            meshes.add(RegularPolygon::new(50.0, 6)),
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            meshes.add(Triangle2d::new(
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                Vec2::Y * 50.0,
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                Vec2::new(-50.0, -50.0),
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                Vec2::new(50.0, -50.0),
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            )),
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        ];
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        let num_shapes = shapes.len();
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        for (i, shape) in shapes.into_iter().enumerate() {
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            // Distribute colors evenly across the rainbow.
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            let color = Color::hsl(360. * i as f32 / num_shapes as f32, 0.95, 0.7);
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            commands.spawn((
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                Mesh2d(shape),
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                MeshMaterial2d(materials.add(color)),
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                Transform::from_xyz(
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                    // Distribute shapes from -X_EXTENT/2 to +X_EXTENT/2.
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                    -X_EXTENT / 2. + i as f32 / (num_shapes - 1) as f32 * X_EXTENT,
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                    0.0,
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                    0.0,
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                ),
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                StateScoped(super::Scene::Shapes),
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            ));
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        }
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    }
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}
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mod bloom {
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    use bevy::{
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        core_pipeline::{bloom::Bloom, tonemapping::Tonemapping},
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        prelude::*,
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    };
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    pub fn setup(
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        mut commands: Commands,
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        mut meshes: ResMut<Assets<Mesh>>,
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        mut materials: ResMut<Assets<ColorMaterial>>,
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    ) {
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        commands.spawn((
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            Camera2d,
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            Camera {
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                hdr: true,
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                ..default()
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            },
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            Tonemapping::TonyMcMapface,
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            Bloom::default(),
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            StateScoped(super::Scene::Bloom),
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        ));
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        commands.spawn((
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            Mesh2d(meshes.add(Circle::new(100.))),
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            MeshMaterial2d(materials.add(Color::srgb(7.5, 0.0, 7.5))),
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            Transform::from_translation(Vec3::new(-200., 0., 0.)),
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            StateScoped(super::Scene::Bloom),
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        ));
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        commands.spawn((
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            Mesh2d(meshes.add(RegularPolygon::new(100., 6))),
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            MeshMaterial2d(materials.add(Color::srgb(6.25, 9.4, 9.1))),
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            Transform::from_translation(Vec3::new(200., 0., 0.)),
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            StateScoped(super::Scene::Bloom),
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        ));
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    }
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}
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mod text {
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    use bevy::prelude::*;
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    pub fn setup(mut commands: Commands) {
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        let text_font = TextFont {
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            font_size: 50.0,
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            ..default()
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        };
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        let text_justification = JustifyText::Center;
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        commands.spawn((Camera2d, StateScoped(super::Scene::Text)));
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        commands.spawn((
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            Text2d::new("Hello World"),
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            text_font,
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            TextLayout::new_with_justify(text_justification),
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            StateScoped(super::Scene::Text),
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        ));
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    }
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}
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mod sprite {
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    use bevy::prelude::*;
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    pub fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
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        commands.spawn((Camera2d, StateScoped(super::Scene::Sprite)));
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        commands.spawn((
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            Sprite::from_image(asset_server.load("branding/bevy_bird_dark.png")),
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            StateScoped(super::Scene::Sprite),
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        ));
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    }
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}
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