Vendor dependencies for 0.3.0 release

This commit is contained in:
2025-09-27 10:29:08 -05:00
parent 0c8d39d483
commit 82ab7f317b
26803 changed files with 16134934 additions and 0 deletions

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//! a test that confirms that 'bevy' does not panic while changing from Windowed to Fullscreen when viewport is set
use bevy::{prelude::*, render::camera::Viewport, window::WindowMode};
//Having a viewport set to the same size as a window used to cause panic on some occasions when switching to Fullscreen
const WINDOW_WIDTH: f32 = 1366.0;
const WINDOW_HEIGHT: f32 = 768.0;
fn main() {
//Specify Window Size.
let window = Window {
resolution: (WINDOW_WIDTH, WINDOW_HEIGHT).into(),
..default()
};
let primary_window = Some(window);
App::new()
.add_plugins(DefaultPlugins.set(WindowPlugin {
primary_window,
..default()
}))
.add_systems(Startup, startup)
.add_systems(Update, toggle_window_mode)
.run();
}
fn startup(mut cmds: Commands) {
//Match viewport to Window size.
let physical_position = UVec2::new(0, 0);
let physical_size = Vec2::new(WINDOW_WIDTH, WINDOW_HEIGHT).as_uvec2();
let viewport = Some(Viewport {
physical_position,
physical_size,
..default()
});
cmds.spawn(Camera2d).insert(Camera {
viewport,
..default()
});
}
fn toggle_window_mode(mut qry_window: Query<&mut Window>) {
let Ok(mut window) = qry_window.single_mut() else {
return;
};
window.mode = match window.mode {
WindowMode::Windowed => {
// it takes a while for the window to change from `Windowed` to `Fullscreen` and back
std::thread::sleep(std::time::Duration::from_secs(4));
WindowMode::Fullscreen(
MonitorSelection::Entity(entity),
VideoModeSelection::Current,
)
}
_ => {
std::thread::sleep(std::time::Duration::from_secs(4));
WindowMode::Windowed
}
};
}

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vendor/bevy/tests/window/minimizing.rs vendored Normal file
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//! A test to confirm that `bevy` allows minimizing the window
//! This is run in CI to ensure that this doesn't regress again.
use bevy::{diagnostic::FrameCount, prelude::*};
fn main() {
// TODO: Combine this with `resizing` once multiple_windows is simpler than
// it is currently.
App::new()
.add_plugins(DefaultPlugins.set(WindowPlugin {
primary_window: Some(Window {
title: "Minimizing".into(),
..default()
}),
..default()
}))
.add_systems(Startup, (setup_3d, setup_2d))
.add_systems(Update, minimize_automatically)
.run();
}
fn minimize_automatically(mut window: Single<&mut Window>, frames: Res<FrameCount>) {
if frames.0 != 60 {
return;
}
window.set_minimized(true);
}
/// A simple 3d scene, taken from the `3d_scene` example
fn setup_3d(
mut commands: Commands,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<StandardMaterial>>,
) {
// plane
commands.spawn((
Mesh3d(meshes.add(Plane3d::default().mesh().size(5.0, 5.0))),
MeshMaterial3d(materials.add(Color::srgb(0.3, 0.5, 0.3))),
));
// cube
commands.spawn((
Mesh3d(meshes.add(Cuboid::default())),
MeshMaterial3d(materials.add(Color::srgb(0.8, 0.7, 0.6))),
Transform::from_xyz(0.0, 0.5, 0.0),
));
// light
commands.spawn((
PointLight {
shadows_enabled: true,
..default()
},
Transform::from_xyz(4.0, 8.0, 4.0),
));
// camera
commands.spawn((
Camera3d::default(),
Transform::from_xyz(-2.0, 2.5, 5.0).looking_at(Vec3::ZERO, Vec3::Y),
));
}
/// A simple 2d scene, taken from the `rect` example
fn setup_2d(mut commands: Commands) {
commands.spawn((
Camera2d,
Camera {
// render the 2d camera after the 3d camera
order: 1,
// do not use a clear color
clear_color: ClearColorConfig::None,
..default()
},
));
commands.spawn(Sprite::from_color(
Color::srgb(0.25, 0.25, 0.75),
Vec2::new(50.0, 50.0),
));
}

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vendor/bevy/tests/window/resizing.rs vendored Normal file
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//! A test to confirm that `bevy` allows setting the window to arbitrary small sizes
//! This is run in CI to ensure that this doesn't regress again.
use bevy::{prelude::*, window::WindowResolution};
// The smallest size reached is 1x1, as X11 doesn't support windows with a 0 dimension
// TODO: Add a check for platforms other than X11 for 0xk and kx0, despite those currently unsupported on CI.
const MAX_WIDTH: u16 = 401;
const MAX_HEIGHT: u16 = 401;
const MIN_WIDTH: u16 = 1;
const MIN_HEIGHT: u16 = 1;
const RESIZE_STEP: u16 = 4;
#[derive(Resource)]
struct Dimensions {
width: u16,
height: u16,
}
fn main() {
App::new()
.add_plugins(
DefaultPlugins.set(WindowPlugin {
primary_window: Some(Window {
resolution: WindowResolution::new(MAX_WIDTH as f32, MAX_HEIGHT as f32)
.with_scale_factor_override(1.0),
title: "Resizing".into(),
..default()
}),
..default()
}),
)
.insert_resource(Dimensions {
width: MAX_WIDTH,
height: MAX_HEIGHT,
})
.insert_resource(ContractingY)
.add_systems(Startup, (setup_3d, setup_2d))
.add_systems(Update, (change_window_size, sync_dimensions))
.run();
}
#[derive(Resource)]
enum Phase {
ContractingY,
ContractingX,
ExpandingY,
ExpandingX,
}
use Phase::*;
fn change_window_size(
mut windows: ResMut<Dimensions>,
mut phase: ResMut<Phase>,
mut first_complete: Local<bool>,
) {
// Put off rendering for one frame, as currently for a frame where
// resizing happens, nothing is presented.
// TODO: Debug and fix this if feasible
if !*first_complete {
*first_complete = true;
return;
}
let height = windows.height;
let width = windows.width;
match *phase {
ContractingY => {
if height <= MIN_HEIGHT {
*phase = ContractingX;
} else {
windows.height -= RESIZE_STEP;
}
}
ContractingX => {
if width <= MIN_WIDTH {
*phase = ExpandingY;
} else {
windows.width -= RESIZE_STEP;
}
}
ExpandingY => {
if height >= MAX_HEIGHT {
*phase = ExpandingX;
} else {
windows.height += RESIZE_STEP;
}
}
ExpandingX => {
if width >= MAX_WIDTH {
*phase = ContractingY;
} else {
windows.width += RESIZE_STEP;
}
}
}
}
fn sync_dimensions(dim: Res<Dimensions>, mut window: Single<&mut Window>) {
if dim.is_changed() {
window.resolution.set(dim.width as f32, dim.height as f32);
}
}
/// A simple 3d scene, taken from the `3d_scene` example
fn setup_3d(
mut commands: Commands,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<StandardMaterial>>,
) {
// plane
commands.spawn((
Mesh3d(meshes.add(Plane3d::default().mesh().size(5.0, 5.0))),
MeshMaterial3d(materials.add(Color::srgb(0.3, 0.5, 0.3))),
));
// cube
commands.spawn((
Mesh3d(meshes.add(Cuboid::default())),
MeshMaterial3d(materials.add(Color::srgb(0.8, 0.7, 0.6))),
Transform::from_xyz(0.0, 0.5, 0.0),
));
// light
commands.spawn((
PointLight {
shadows_enabled: true,
..default()
},
Transform::from_xyz(4.0, 8.0, 4.0),
));
// camera
commands.spawn((
Camera3d::default(),
Transform::from_xyz(-2.0, 2.5, 5.0).looking_at(Vec3::ZERO, Vec3::Y),
));
}
/// A simple 2d scene, taken from the `rect` example
fn setup_2d(mut commands: Commands) {
commands.spawn((
Camera2d,
Camera {
// render the 2d camera after the 3d camera
order: 1,
// do not use a clear color
clear_color: ClearColorConfig::None,
..default()
},
));
commands.spawn(Sprite::from_color(
Color::srgb(0.25, 0.25, 0.75),
Vec2::new(50.0, 50.0),
));
}