mirror of
https://github.com/bevyengine/bevy
synced 2024-11-25 14:10:19 +00:00
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:
parent
01e2141ce3
commit
3ca8844c90
5 changed files with 47 additions and 1 deletions
|
@ -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"
|
||||
|
|
|
@ -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,
|
||||
}
|
||||
|
|
|
@ -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();
|
||||
|
|
|
@ -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
|
||||
|
|
32
examples/window/transparent_window.rs
Normal file
32
examples/window/transparent_window.rs
Normal 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()
|
||||
});
|
||||
}
|
Loading…
Reference in a new issue