# Objective - closes #15866 ## Solution - Simply migrate where possible. ## Testing - Expect that CI will do most of the work. Examples is another way of testing this, as most of the work is in that area. --- ## Notes For now, this PR doesn't migrate `QueryState::single` and friends as for now, this look like another issue. So for example, QueryBuilders that used single or `World::query` that used single wasn't migrated. If there is a easy way to migrate those, please let me know. Most of the uses of `Query::single` were removed, the only other uses that I found was related to tests of said methods, so will probably be removed when we remove `Query::single`.
		
			
				
	
	
		
			154 lines
		
	
	
		
			4.2 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			154 lines
		
	
	
		
			4.2 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
//! A test to confirm that `bevy` allows setting the window to arbitrary small sizes
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//! This is run in CI to ensure that this doesn't regress again.
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use bevy::{prelude::*, window::WindowResolution};
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// The smallest size reached is 1x1, as X11 doesn't support windows with a 0 dimension
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// TODO: Add a check for platforms other than X11 for 0xk and kx0, despite those currently unsupported on CI.
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const MAX_WIDTH: u16 = 401;
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const MAX_HEIGHT: u16 = 401;
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const MIN_WIDTH: u16 = 1;
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const MIN_HEIGHT: u16 = 1;
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const RESIZE_STEP: u16 = 4;
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#[derive(Resource)]
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struct Dimensions {
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    width: u16,
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    height: u16,
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}
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fn main() {
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    App::new()
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        .add_plugins(
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            DefaultPlugins.set(WindowPlugin {
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                primary_window: Some(Window {
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                    resolution: WindowResolution::new(MAX_WIDTH as f32, MAX_HEIGHT as f32)
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                        .with_scale_factor_override(1.0),
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                    title: "Resizing".into(),
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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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        .insert_resource(Dimensions {
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            width: MAX_WIDTH,
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            height: MAX_HEIGHT,
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        })
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        .insert_resource(ContractingY)
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        .add_systems(Startup, (setup_3d, setup_2d))
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        .add_systems(Update, (change_window_size, sync_dimensions))
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        .run();
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}
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#[derive(Resource)]
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enum Phase {
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    ContractingY,
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    ContractingX,
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    ExpandingY,
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    ExpandingX,
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}
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use Phase::*;
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fn change_window_size(
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    mut windows: ResMut<Dimensions>,
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    mut phase: ResMut<Phase>,
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    mut first_complete: Local<bool>,
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) {
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    // Put off rendering for one frame, as currently for a frame where
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    // resizing happens, nothing is presented.
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    // TODO: Debug and fix this if feasible
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    if !*first_complete {
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        *first_complete = true;
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        return;
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    }
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    let height = windows.height;
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    let width = windows.width;
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    match *phase {
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        ContractingY => {
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            if height <= MIN_HEIGHT {
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                *phase = ContractingX;
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            } else {
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                windows.height -= RESIZE_STEP;
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            }
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        }
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        ContractingX => {
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            if width <= MIN_WIDTH {
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                *phase = ExpandingY;
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            } else {
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                windows.width -= RESIZE_STEP;
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            }
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        }
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        ExpandingY => {
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            if height >= MAX_HEIGHT {
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                *phase = ExpandingX;
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            } else {
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                windows.height += RESIZE_STEP;
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            }
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        }
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        ExpandingX => {
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            if width >= MAX_WIDTH {
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                *phase = ContractingY;
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            } else {
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                windows.width += RESIZE_STEP;
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            }
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        }
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    }
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}
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fn sync_dimensions(dim: Res<Dimensions>, mut window: Single<&mut Window>) {
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    if dim.is_changed() {
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        window.resolution.set(dim.width as f32, dim.height as f32);
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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((
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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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