chore(deps): migrate to Bevy 0.17

- Event/EventReader/EventWriter renamed to Message/MessageReader/MessageWriter
- add_event → add_message for all 67 call sites
- ScrollPosition changed to tuple struct ScrollPosition(Vec2)
- CursorIcon import moved from bevy::winit::cursor to bevy::window
- WindowResolution::from((f32,f32)) removed — use (u32,u32) tuple
- World::send_event → World::write_message in test code

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
This commit is contained in:
funman300
2026-04-28 13:04:44 -07:00
parent c8553dc8c5
commit 648cd44387
29 changed files with 1265 additions and 733 deletions
+5 -5
View File
@@ -57,7 +57,7 @@ impl Plugin for AutoCompletePlugin {
fn detect_auto_complete(
mut state: ResMut<AutoCompleteState>,
game: Res<GameStateResource>,
mut changed: EventReader<StateChangedEvent>,
mut changed: MessageReader<StateChangedEvent>,
) {
// Only re-evaluate on state changes to avoid per-frame allocations.
if changed.is_empty() && !game.is_changed() {
@@ -106,7 +106,7 @@ fn drive_auto_complete(
mut state: ResMut<AutoCompleteState>,
game: Res<GameStateResource>,
time: Res<Time>,
mut moves: EventWriter<MoveRequestEvent>,
mut moves: MessageWriter<MoveRequestEvent>,
) {
if !state.active {
return;
@@ -176,7 +176,7 @@ mod tests {
let mut app = headless_app();
// Install a nearly-won state and fire StateChangedEvent.
app.world_mut().resource_mut::<GameStateResource>().0 = nearly_won_state();
app.world_mut().send_event(StateChangedEvent);
app.world_mut().write_message(StateChangedEvent);
app.update();
assert!(app.world().resource::<AutoCompleteState>().active);
@@ -186,7 +186,7 @@ mod tests {
fn drive_fires_move_request_when_active() {
let mut app = headless_app();
app.world_mut().resource_mut::<GameStateResource>().0 = nearly_won_state();
app.world_mut().send_event(StateChangedEvent);
app.world_mut().write_message(StateChangedEvent);
app.update(); // detect runs, sets active
app.update(); // drive fires the move
@@ -206,7 +206,7 @@ mod tests {
let mut gs = nearly_won_state();
gs.is_won = true;
app.world_mut().resource_mut::<GameStateResource>().0 = gs;
app.world_mut().send_event(StateChangedEvent);
app.world_mut().write_message(StateChangedEvent);
app.update();
assert!(!app.world().resource::<AutoCompleteState>().active);