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Fix cargo doc warnings
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paul-hansen committed Jul 10, 2023
1 parent 7fb55b0 commit dfbe44b
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Showing 4 changed files with 6 additions and 6 deletions.
4 changes: 2 additions & 2 deletions src/input_mocking.rs
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Expand Up @@ -132,13 +132,13 @@ pub trait MockInput {

/// Presses all `bevy::ui` buttons with the matching `Marker` component
///
/// Changes their [`Interaction`] component to [`Interaction::Clicked`]
/// Changes their [`Interaction`] component to [`Interaction::Pressed`]
#[cfg(feature = "ui")]
fn click_button<Marker: Component>(&mut self);

/// Hovers over all `bevy::ui` buttons with the matching `Marker` component
///
/// Changes their [`Interaction`] component to [`Interaction::Clicked`]
/// Changes their [`Interaction`] component to [`Interaction::Pressed`]
#[cfg(feature = "ui")]
fn hover_button<Marker: Component>(&mut self);
}
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2 changes: 1 addition & 1 deletion src/plugin.rs
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Expand Up @@ -31,7 +31,7 @@ use bevy::ui::UiSystem;
/// All systems added by this plugin can be dynamically enabled and disabled by setting the value of the [`ToggleActions<A>`] resource is set.
/// This can be useful when working with states to pause the game, navigate menus or so on.
///
/// **WARNING:** These systems run during [`CoreSet::PreUpdate`].
/// **WARNING:** These systems run during [`PreUpdate`].
/// If you have systems that care about inputs and actions that also run during this stage,
/// you must define an ordering between your systems or behavior will be very erratic.
/// The stable system sets for these systems are available under [`InputManagerSystem`] enum.
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2 changes: 1 addition & 1 deletion src/press_scheduler.rs
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@@ -1,7 +1,7 @@
//! This module contains [`PressScheduler`] and its supporting methods and impls.
//!
//! The [`PressScheduler`] is an optional addition to an [`InputManagerBundle`](crate::InputManagerBundle),
//! which allows for a system that runs in [`CoreSet::Update`] later to correctly press an action.
//! which allows for a system that runs in [`Update`] later to correctly press an action.
//! Directly using [`ActionState::press`] would not work, as inputs submitted late would be wiped out by the input manager systems.
//! With this type, the action is pressed on the next time said systems run, making it so other systems can react to it correctly.
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4 changes: 2 additions & 2 deletions src/systems.rs
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Expand Up @@ -257,8 +257,8 @@ pub fn release_on_disable<A: Actionlike>(

/// Release all inputs when an [`InputMap<A>`] is removed to prevent them from being held forever.
///
/// By default, [`InputManagerPlugin<A>`](crate::plugin::InputManagerPlugin) will run this on [`CoreSet::PostUpdate`](bevy::prelude::CoreSet::PostUpdate).
/// For components you must remove the [`InputMap<A>`] before [`CoreSet::PostUpdate`](bevy::prelude::CoreSet::PostUpdate)
/// By default, [`InputManagerPlugin<A>`](crate::plugin::InputManagerPlugin) will run this on [`PostUpdate`](bevy::prelude::PostUpdate).
/// For components you must remove the [`InputMap<A>`] before [`PostUpdate`](bevy::prelude::PostUpdate)
/// or this will not run.
pub fn release_on_input_map_removed<A: Actionlike>(
mut removed_components: RemovedComponents<InputMap<A>>,
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