Added transparency to window builder (#3105)

Applogies, had to recreate this pr because of branching issue.
Old PR: https://github.com/bevyengine/bevy/pull/3033

# Objective

Fixes #3032

Allowing a user to create a transparent window 

## Solution

I've allowed the transparent bool to be passed to the winit window builder
This commit is contained in:
loui 2021-12-08 20:53:35 +00:00
parent 01e2141ce3
commit 3ca8844c90
5 changed files with 47 additions and 1 deletions

View file

@ -523,6 +523,10 @@ path = "examples/window/multiple_windows.rs"
name = "scale_factor_override"
path = "examples/window/scale_factor_override.rs"
[[example]]
name = "transparent_window"
path = "examples/window/transparent_window.rs"
[[example]]
name = "window_settings"
path = "examples/window/window_settings.rs"

View file

@ -547,6 +547,13 @@ pub struct WindowDescriptor {
pub cursor_visible: bool,
pub cursor_locked: bool,
pub mode: WindowMode,
/// Sets whether the background of the window should be transparent.
/// # Platform-specific
/// - iOS / Android / Web: Unsupported.
/// - OSX / Linux : Not working as expected.
/// OSX transparent works with winit out of the box, so this issue might be related to: https://github.com/gfx-rs/wgpu/issues/687
/// Linux now works with this pr merged in, which should work with the next release of winit : https://github.com/rust-windowing/winit/pull/2006
pub transparent: bool,
#[cfg(target_arch = "wasm32")]
pub canvas: Option<String>,
}
@ -566,6 +573,7 @@ impl Default for WindowDescriptor {
cursor_locked: false,
cursor_visible: true,
mode: WindowMode::Windowed,
transparent: false,
#[cfg(target_arch = "wasm32")]
canvas: None,
}

View file

@ -79,7 +79,8 @@ impl WinitWindows {
}
}
.with_resizable(window_descriptor.resizable)
.with_decorations(window_descriptor.decorations),
.with_decorations(window_descriptor.decorations)
.with_transparent(window_descriptor.transparent),
};
let constraints = window_descriptor.resize_constraints.check_constraints();

View file

@ -262,6 +262,7 @@ Example | File | Description
`clear_color_pipelined` | [`window/clear_color_pipelined.rs`](./window/clear_color_pipelined.rs) | Creates a solid color window with the pipelined renderer
`multiple_windows` | [`window/multiple_windows.rs`](./window/multiple_windows.rs) | Creates two windows and cameras viewing the same mesh
`scale_factor_override` | [`window/scale_factor_override.rs`](./window/scale_factor_override.rs) | Illustrates how to customize the default window settings
`transparent_window` | [`window/transparent_window.rs`](./window/transparent_window.rs) | Illustrates making the window transparent and hiding the window decoration
`window_settings` | [`window/window_settings.rs`](./window/window_settings.rs) | Demonstrates customizing default window settings
# Platform-Specific Examples

View file

@ -0,0 +1,32 @@
/// An example of how to display a window in transparent mode
/// [Documentation & Platform support.](https://docs.rs/bevy/latest/bevy/prelude/struct.WindowDescriptor.html#structfield.transparent)
use bevy::{prelude::*, render::pass::ClearColor, window::WindowDescriptor};
fn main() {
App::new()
// ClearColor must have 0 alpha, otherwise some color will bleed through
.insert_resource(ClearColor(Color::NONE))
.insert_resource(WindowDescriptor {
// Setting `transparent` allows the `ClearColor`'s alpha value to take effect
transparent: true,
// Disabling window decorations to make it feel more like a widget than a window
decorations: false,
..Default::default()
})
.add_startup_system(setup)
.add_plugins(DefaultPlugins)
.run();
}
fn setup(
mut commands: Commands,
asset_server: Res<AssetServer>,
mut materials: ResMut<Assets<ColorMaterial>>,
) {
let texture_handle = asset_server.load("branding/icon.png");
commands.spawn_bundle(OrthographicCameraBundle::new_2d());
commands.spawn_bundle(SpriteBundle {
material: materials.add(texture_handle.into()),
..Default::default()
});
}