# Objective
Fix https://github.com/bevyengine/bevy/issues/4530
- Make it easier to open/close/modify windows by setting them up as `Entity`s with a `Window` component.
- Make multiple windows very simple to set up. (just add a `Window` component to an entity and it should open)
## Solution
- Move all properties of window descriptor to ~components~ a component.
- Replace `WindowId` with `Entity`.
- ~Use change detection for components to update backend rather than events/commands. (The `CursorMoved`/`WindowResized`/... events are kept for user convenience.~
Check each field individually to see what we need to update, events are still kept for user convenience.
---
## Changelog
- `WindowDescriptor` renamed to `Window`.
- Width/height consolidated into a `WindowResolution` component.
- Requesting maximization/minimization is done on the [`Window::state`] field.
- `WindowId` is now `Entity`.
## Migration Guide
- Replace `WindowDescriptor` with `Window`.
- Change `width` and `height` fields in a `WindowResolution`, either by doing
```rust
WindowResolution::new(width, height) // Explicitly
// or using From<_> for tuples for convenience
(1920., 1080.).into()
```
- Replace any `WindowCommand` code to just modify the `Window`'s fields directly and creating/closing windows is now by spawning/despawning an entity with a `Window` component like so:
```rust
let window = commands.spawn(Window { ... }).id(); // open window
commands.entity(window).despawn(); // close window
```
## Unresolved
- ~How do we tell when a window is minimized by a user?~
~Currently using the `Resize(0, 0)` as an indicator of minimization.~
No longer attempting to tell given how finnicky this was across platforms, now the user can only request that a window be maximized/minimized.
## Future work
- Move `exit_on_close` functionality out from windowing and into app(?)
- https://github.com/bevyengine/bevy/issues/5621
- https://github.com/bevyengine/bevy/issues/7099
- https://github.com/bevyengine/bevy/issues/7098
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
# Objective
- Update `wgpu` to 0.14.0, `naga` to `0.10.0`, `winit` to 0.27.4, `raw-window-handle` to 0.5.0, `ndk` to 0.7.
## Solution
---
## Changelog
### Changed
- Changed `RawWindowHandleWrapper` to `RawHandleWrapper` which wraps both `RawWindowHandle` and `RawDisplayHandle`, which satisfies the `impl HasRawWindowHandle and HasRawDisplayHandle` that `wgpu` 0.14.0 requires.
- Changed `bevy_window::WindowDescriptor`'s `cursor_locked` to `cursor_grab_mode`, change its type from `bool` to `bevy_window::CursorGrabMode`.
## Migration Guide
- Adjust usage of `bevy_window::WindowDescriptor`'s `cursor_locked` to `cursor_grab_mode`, and adjust its type from `bool` to `bevy_window::CursorGrabMode`.
# Objective
Provide a starting point for #3951, or a partial solution.
Providing a few comment blocks to discuss, and hopefully find better one in the process.
## Solution
Since I am pretty new to pretty much anything in this context, I figured I'd just start with a draft for some file level doc blocks. For some of them I found more relevant details (or at least things I considered interessting), for some others there is less.
## Changelog
- Moved some existing comments from main() functions in the 2d examples to the file header level
- Wrote some more comment blocks for most other 2d examples
TODO:
- [x] 2d/sprite_sheet, wasnt able to come up with something good yet
- [x] all other example groups...
Also: Please let me know if the commit style is okay, or to verbose. I could certainly squash these things, or add more details if needed.
I also hope its okay to raise this PR this early, with just a few files changed. Took me long enough and I dont wanted to let it go to waste because I lost motivation to do the whole thing. Additionally I am somewhat uncertain over the style and contents of the commets. So let me know what you thing please.