# Objective Bevy seems to want to standardize on "American English" spellings. Not sure if this is laid out anywhere in writing, but see also #15947. While perusing the docs for `typos`, I noticed that it has a `locale` config option and tried it out. ## Solution Switch to `en-us` locale in the `typos` config and run `typos -w` ## Migration Guide The following methods or fields have been renamed from `*dependants*` to `*dependents*`. - `ProcessorAssetInfo::dependants` - `ProcessorAssetInfos::add_dependant` - `ProcessorAssetInfos::non_existent_dependants` - `AssetInfo::dependants_waiting_on_load` - `AssetInfo::dependants_waiting_on_recursive_dep_load` - `AssetInfos::loader_dependants` - `AssetInfos::remove_dependants_and_labels`
		
			
				
	
	
		
			78 lines
		
	
	
		
			2.1 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			78 lines
		
	
	
		
			2.1 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
//! A test to confirm that `bevy` allows minimizing 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::{core::FrameCount, 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: "Minimizing".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, minimize_automatically)
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        .run();
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}
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fn minimize_automatically(mut window: Single<&mut Window>, frames: Res<FrameCount>) {
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    if frames.0 != 60 {
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        return;
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    }
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    window.set_minimized(true);
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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((
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        Mesh3d(meshes.add(Plane3d::default().mesh().size(5.0, 5.0))),
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        MeshMaterial3d(materials.add(Color::srgb(0.3, 0.5, 0.3))),
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    ));
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    // cube
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    commands.spawn((
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        Mesh3d(meshes.add(Cuboid::default())),
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        MeshMaterial3d(materials.add(Color::srgb(0.8, 0.7, 0.6))),
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        Transform::from_xyz(0.0, 0.5, 0.0),
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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((
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        Camera3d::default(),
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        Transform::from_xyz(-2.0, 2.5, 5.0).looking_at(Vec3::ZERO, Vec3::Y),
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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((
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        Camera2d,
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        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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    ));
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    commands.spawn(Sprite::from_color(
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        Color::srgb(0.25, 0.25, 0.75),
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        Vec2::new(50.0, 50.0),
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    ));
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}
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