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Fix non-crate typos (#18219)
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# Objective

Correct spelling

## Solution

Fix typos, specifically ones that I found in folders other than /crates

## Testing

CI

---------

Co-authored-by: Alice Cecile <[email protected]>
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BenjaminBrienen and alice-i-cecile authored Mar 11, 2025
1 parent f5210c5 commit c3ff6d4
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Showing 15 changed files with 26 additions and 26 deletions.
2 changes: 1 addition & 1 deletion Cargo.toml
Original file line number Diff line number Diff line change
Expand Up @@ -1835,7 +1835,7 @@ path = "examples/asset/multi_asset_sync.rs"
doc-scrape-examples = true

[package.metadata.example.multi_asset_sync]
name = "Mult-asset synchronization"
name = "Multi-asset synchronization"
description = "Demonstrates how to wait for multiple assets to be loaded."
category = "Assets"
wasm = true
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4 changes: 2 additions & 2 deletions assets/shaders/specialized_mesh_pipeline.wgsl
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Expand Up @@ -2,7 +2,7 @@
//! between the vertex and fragment shader. Also shows the custom vertex layout.

// First we import everything we need from bevy_pbr
// A 2d shader would be vevry similar but import from bevy_sprite instead
// A 2D shader would be very similar but import from bevy_sprite instead
#import bevy_pbr::{
mesh_functions,
view_transformations::position_world_to_clip
Expand Down Expand Up @@ -45,4 +45,4 @@ fn vertex(vertex: Vertex) -> VertexOutput {
fn fragment(in: VertexOutput) -> @location(0) vec4<f32> {
// output the color directly
return vec4(in.color, 1.0);
}
}
8 changes: 4 additions & 4 deletions assets/shaders/tonemapping_test_patterns.wgsl
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Expand Up @@ -9,19 +9,19 @@
#import bevy_core_pipeline::tonemapping::tone_mapping
#endif

// Sweep across hues on y axis with value from 0.0 to +15EV across x axis
// Sweep across hues on y axis with value from 0.0 to +15EV across x axis
// quantized into 24 steps for both axis.
fn color_sweep(uv_input: vec2<f32>) -> vec3<f32> {
var uv = uv_input;
let steps = 24.0;
uv.y = uv.y * (1.0 + 1.0 / steps);
let ratio = 2.0;

let h = PI * 2.0 * floor(1.0 + steps * uv.y) / steps;
let L = floor(uv.x * steps * ratio) / (steps * ratio) - 0.5;

var color = vec3(0.0);
if uv.y < 1.0 {
if uv.y < 1.0 {
color = cos(h + vec3(0.0, 1.0, 2.0) * PI * 2.0 / 3.0);
let maxRGB = max(color.r, max(color.g, color.b));
let minRGB = min(color.r, min(color.g, color.b));
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2 changes: 1 addition & 1 deletion benches/benches/bevy_ecs/scheduling/schedule.rs
Original file line number Diff line number Diff line change
Expand Up @@ -79,7 +79,7 @@ pub fn build_schedule(criterion: &mut Criterion) {
// Benchmark graphs of different sizes.
for graph_size in [100, 500, 1000] {
// Basic benchmark without constraints.
group.bench_function(format!("{graph_size}_schedule_noconstraints"), |bencher| {
group.bench_function(format!("{graph_size}_schedule_no_constraints"), |bencher| {
bencher.iter(|| {
let mut app = App::new();
for _ in 0..graph_size {
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2 changes: 1 addition & 1 deletion examples/README.md
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Expand Up @@ -251,7 +251,7 @@ Example | Description
[Embedded Asset](../examples/asset/embedded_asset.rs) | Embed an asset in the application binary and load it
[Extra asset source](../examples/asset/extra_source.rs) | Load an asset from a non-standard asset source
[Hot Reloading of Assets](../examples/asset/hot_asset_reloading.rs) | Demonstrates automatic reloading of assets when modified on disk
[Mult-asset synchronization](../examples/asset/multi_asset_sync.rs) | Demonstrates how to wait for multiple assets to be loaded.
[Multi-asset synchronization](../examples/asset/multi_asset_sync.rs) | Demonstrates how to wait for multiple assets to be loaded.
[Repeated texture configuration](../examples/asset/repeated_texture.rs) | How to configure the texture to repeat instead of the default clamp to edges

## Async Tasks
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4 changes: 2 additions & 2 deletions examples/games/alien_cake_addict.rs
Original file line number Diff line number Diff line change
Expand Up @@ -42,7 +42,7 @@ fn main() {
.add_systems(OnEnter(GameState::GameOver), display_score)
.add_systems(
Update,
gameover_keyboard.run_if(in_state(GameState::GameOver)),
game_over_keyboard.run_if(in_state(GameState::GameOver)),
)
.run();
}
Expand Down Expand Up @@ -378,7 +378,7 @@ fn scoreboard_system(game: Res<Game>, mut display: Single<&mut Text>) {
}

// restart the game when pressing spacebar
fn gameover_keyboard(
fn game_over_keyboard(
mut next_state: ResMut<NextState<GameState>>,
keyboard_input: Res<ButtonInput<KeyCode>>,
) {
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2 changes: 1 addition & 1 deletion examples/games/stepping.rs
Original file line number Diff line number Diff line change
Expand Up @@ -72,7 +72,7 @@ impl Plugin for SteppingPlugin {
/// Struct for maintaining stepping state
#[derive(Resource, Debug)]
struct State {
// vector of schedule/nodeid -> text index offset
// vector of schedule/node id -> text index offset
systems: Vec<(InternedScheduleLabel, NodeId, usize)>,

// ui positioning
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10 changes: 5 additions & 5 deletions examples/math/custom_primitives.rs
Original file line number Diff line number Diff line change
Expand Up @@ -121,7 +121,7 @@ fn setup(

// Spawn the 2D heart
commands.spawn((
// We can use the methods defined on the meshbuilder to customize the mesh.
// We can use the methods defined on the `MeshBuilder` to customize the mesh.
Mesh3d(meshes.add(HEART.mesh().resolution(50))),
MeshMaterial3d(materials.add(StandardMaterial {
emissive: RED.into(),
Expand All @@ -134,7 +134,7 @@ fn setup(

// Spawn an extrusion of the heart.
commands.spawn((
// We can set a custom resolution for the round parts of the extrusion aswell.
// We can set a custom resolution for the round parts of the extrusion as well.
Mesh3d(meshes.add(EXTRUSION.mesh().resolution(50))),
MeshMaterial3d(materials.add(StandardMaterial {
base_color: RED.into(),
Expand Down Expand Up @@ -358,7 +358,7 @@ impl BoundedExtrusion for Heart {}

// You can use the `Meshable` trait to create a `MeshBuilder` for the primitive.
impl Meshable for Heart {
// The meshbuilder can be used to create the actual mesh for that primitive.
// The `MeshBuilder` can be used to create the actual mesh for that primitive.
type Output = HeartMeshBuilder;

fn mesh(&self) -> Self::Output {
Expand All @@ -369,15 +369,15 @@ impl Meshable for Heart {
}
}

// You can include any additional information needed for meshing the primitive in the meshbuilder.
// You can include any additional information needed for meshing the primitive in the `MeshBuilder`.
struct HeartMeshBuilder {
heart: Heart,
// The resolution determines the amount of vertices used for each wing of the heart
resolution: usize,
}

// This trait is needed so that the configuration methods of the builder of the primitive are also available for the builder for the extrusion.
// If you do not want to support these configuration options for extrusions you can just implement them for your 2D mesh builder.
// If you do not want to support these configuration options for extrusions you can just implement them for your 2D `MeshBuilder`.
trait HeartBuilder {
/// Set the resolution for each of the wings of the heart.
fn resolution(self, resolution: usize) -> Self;
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2 changes: 1 addition & 1 deletion examples/ui/scroll.rs
Original file line number Diff line number Diff line change
Expand Up @@ -47,7 +47,7 @@ fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
.with_children(|parent| {
// header
parent.spawn((
Text::new("Horizontally Scrolling list (Ctrl + Mousewheel)"),
Text::new("Horizontally Scrolling list (Ctrl + MouseWheel)"),
TextFont {
font: asset_server.load("fonts/FiraSans-Bold.ttf"),
font_size: FONT_SIZE,
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4 changes: 2 additions & 2 deletions examples/ui/text_debug.rs
Original file line number Diff line number Diff line change
Expand Up @@ -175,7 +175,7 @@ fn infotext_system(mut commands: Commands, asset_server: Res<AssetServer>) {
},
));
p.spawn((
TextSpan::new(" this text has zero fontsize"),
TextSpan::new(" this text has zero font size"),
TextFont {
font: font.clone(),
font_size: 0.0,
Expand Down Expand Up @@ -229,7 +229,7 @@ fn infotext_system(mut commands: Commands, asset_server: Res<AssetServer>) {
TextColor(BLUE.into()),
));
p.spawn((
TextSpan::new(" this text has negative fontsize"),
TextSpan::new(" this text has negative font size"),
TextFont {
font: font.clone(),
font_size: -42.0,
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4 changes: 2 additions & 2 deletions examples/ui/viewport_debug.rs
Original file line number Diff line number Diff line change
@@ -1,8 +1,8 @@
//! A simple example for debugging viewport coordinates
//!
//! This example creates two uinode trees, one using viewport coordinates and one using pixel coordinates,
//! This example creates two UI node trees, one using viewport coordinates and one using pixel coordinates,
//! and then switches between them once per second using the `Display` style property.
//! If there are no problems both layouts should be identical, except for the color of the margin changing which is used to signal that the displayed uinode tree has changed
//! If there are no problems both layouts should be identical, except for the color of the margin changing which is used to signal that the displayed UI node tree has changed
//! (red for viewport, yellow for pixel).
use bevy::{color::palettes::css::*, prelude::*};

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2 changes: 1 addition & 1 deletion examples/ui/window_fallthrough.rs
Original file line number Diff line number Diff line change
Expand Up @@ -43,7 +43,7 @@ fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
},
));
}
// A simple system to handle some keyboard input and toggle on/off the hittest.
// A simple system to handle some keyboard input and toggle on/off the hit test.
fn toggle_mouse_passthrough(
keyboard_input: Res<ButtonInput<KeyCode>>,
mut window: Single<&mut Window>,
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2 changes: 1 addition & 1 deletion examples/window/low_power.rs
Original file line number Diff line number Diff line change
Expand Up @@ -94,7 +94,7 @@ fn update_winit(
// Sending a `WakeUp` event is useful when you want the app to update the next
// frame regardless of any user input. This can be used from outside Bevy, see example
// `window/custom_user_event.rs` for an example usage from outside.
// Note that in this example the Wakeup winit event will make the app run in the same
// Note that in this example the `WakeUp` winit event will make the app run in the same
// way as continuous
let _ = event_loop_proxy.send_event(WakeUp);
WinitSettings::desktop_app()
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2 changes: 1 addition & 1 deletion tests/window/change_window_mode.rs
Original file line number Diff line number Diff line change
Expand Up @@ -47,7 +47,7 @@ fn toggle_window_mode(mut qry_window: Query<&mut Window>) {

window.mode = match window.mode {
WindowMode::Windowed => {
//it takes a while for the window to change from windowed to fullscreen and back
// 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),
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2 changes: 1 addition & 1 deletion tools/compile_fail_utils/tests/example.rs
Original file line number Diff line number Diff line change
@@ -1,7 +1,7 @@
fn main() -> compile_fail_utils::ui_test::Result<()> {
// Run all tests in the tests/example_tests folder.
// If we had more tests we could either call this function
// on everysingle one or use test_multiple and past it an array
// on every single one or use test_multiple and past it an array
// of paths.
//
// Don't forget that when running tests the working directory
Expand Down

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