//! A test to confirm that `bevy` allows setting the window to arbitrary small sizes //! This is run in CI to ensure that this doesn't regress again. use bevy::{prelude::*, window::WindowResolution}; // The smallest size reached is 1x1, as X11 doesn't support windows with a 0 dimension // TODO: Add a check for platforms other than X11 for 0xk and kx0, despite those currently unsupported on CI. const MAX_WIDTH: u16 = 401; const MAX_HEIGHT: u16 = 401; const MIN_WIDTH: u16 = 1; const MIN_HEIGHT: u16 = 1; const RESIZE_STEP: u16 = 4; #[derive(Resource)] struct Dimensions { width: u16, height: u16, } fn main() { App::new() .add_plugins( DefaultPlugins.set(WindowPlugin { primary_window: Some(Window { resolution: WindowResolution::new(MAX_WIDTH as f32, MAX_HEIGHT as f32) .with_scale_factor_override(1.0), title: "Resizing".into(), ..default() }), ..default() }), ) .insert_resource(Dimensions { width: MAX_WIDTH, height: MAX_HEIGHT, }) .insert_resource(ContractingY) .add_systems(Startup, (setup_3d, setup_2d)) .add_systems(Update, (change_window_size, sync_dimensions)) .run(); } #[derive(Resource)] enum Phase { ContractingY, ContractingX, ExpandingY, ExpandingX, } use Phase::*; fn change_window_size( mut windows: ResMut, mut phase: ResMut, mut first_complete: Local, ) { // Put off rendering for one frame, as currently for a frame where // resizing happens, nothing is presented. // TODO: Debug and fix this if feasible if !*first_complete { *first_complete = true; return; } let height = windows.height; let width = windows.width; match *phase { ContractingY => { if height <= MIN_HEIGHT { *phase = ContractingX; } else { windows.height -= RESIZE_STEP; } } ContractingX => { if width <= MIN_WIDTH { *phase = ExpandingY; } else { windows.width -= RESIZE_STEP; } } ExpandingY => { if height >= MAX_HEIGHT { *phase = ExpandingX; } else { windows.height += RESIZE_STEP; } } ExpandingX => { if width >= MAX_WIDTH { *phase = ContractingY; } else { windows.width += RESIZE_STEP; } } } } fn sync_dimensions(dim: Res, mut windows: Query<&mut Window>) { if dim.is_changed() { let mut window = windows.single_mut(); window.resolution.set(dim.width as f32, dim.height as f32); } } /// A simple 3d scene, taken from the `3d_scene` example fn setup_3d( mut commands: Commands, mut meshes: ResMut>, mut materials: ResMut>, ) { // plane commands.spawn(PbrBundle { mesh: meshes.add(Plane3d::default().mesh().size(5.0, 5.0)), material: materials.add(Color::srgb(0.3, 0.5, 0.3)), ..default() }); // cube commands.spawn(PbrBundle { mesh: meshes.add(Cuboid::default()), material: materials.add(Color::srgb(0.8, 0.7, 0.6)), transform: Transform::from_xyz(0.0, 0.5, 0.0), ..default() }); // light commands.spawn(PointLightBundle { point_light: PointLight { shadows_enabled: true, ..default() }, transform: Transform::from_xyz(4.0, 8.0, 4.0), ..default() }); // camera commands.spawn(Camera3dBundle { transform: Transform::from_xyz(-2.0, 2.5, 5.0).looking_at(Vec3::ZERO, Vec3::Y), ..default() }); } /// A simple 2d scene, taken from the `rect` example fn setup_2d(mut commands: Commands) { commands.spawn(Camera2dBundle { camera: Camera { // render the 2d camera after the 3d camera order: 1, // do not use a clear color clear_color: ClearColorConfig::None, ..default() }, ..default() }); commands.spawn(SpriteBundle { sprite: Sprite { color: Color::srgb(0.25, 0.25, 0.75), custom_size: Some(Vec2::new(50.0, 50.0)), ..default() }, ..default() }); }