bevy/tests/window/change_window_mode.rs
Joona Aalto 25bfa80e60
Migrate cameras to required components (#15641)
# Objective

Yet another PR for migrating stuff to required components. This time,
cameras!

## Solution

As per the [selected
proposal](https://hackmd.io/tsYID4CGRiWxzsgawzxG_g#Combined-Proposal-1-Selected),
deprecate `Camera2dBundle` and `Camera3dBundle` in favor of `Camera2d`
and `Camera3d`.

Adding a `Camera` without `Camera2d` or `Camera3d` now logs a warning,
as suggested by Cart [on
Discord](https://discord.com/channels/691052431525675048/1264881140007702558/1291506402832945273).
I would personally like cameras to work a bit differently and be split
into a few more components, to avoid some footguns and confusing
semantics, but that is more controversial, and shouldn't block this core
migration.

## Testing

I ran a few 2D and 3D examples, and tried cameras with and without
render graphs.

---

## Migration Guide

`Camera2dBundle` and `Camera3dBundle` have been deprecated in favor of
`Camera2d` and `Camera3d`. Inserting them will now also insert the other
components required by them automatically.
2024-10-05 01:59:52 +00:00

59 lines
1.7 KiB
Rust

//! a test that confirms that 'bevy' does not panic while changing from Windowed to SizedFullscreen when viewport is set
use bevy::{prelude::*, render::camera::Viewport, window::WindowMode};
//Having a viewport set to the same size as a window used to cause panic on some occasions when switching to SizedFullscreen
const WINDOW_WIDTH: f32 = 1366.0;
const WINDOW_HEIGHT: f32 = 768.0;
fn main() {
//Specify Window Size.
let window = Window {
resolution: (WINDOW_WIDTH, WINDOW_HEIGHT).into(),
..default()
};
let primary_window = Some(window);
App::new()
.add_plugins(DefaultPlugins.set(WindowPlugin {
primary_window,
..default()
}))
.add_systems(Startup, startup)
.add_systems(Update, toggle_window_mode)
.run();
}
fn startup(mut cmds: Commands) {
//Match viewport to Window size.
let physical_position = UVec2::new(0, 0);
let physical_size = Vec2::new(WINDOW_WIDTH, WINDOW_HEIGHT).as_uvec2();
let viewport = Some(Viewport {
physical_position,
physical_size,
..default()
});
cmds.spawn(Camera2d).insert(Camera {
viewport,
..default()
});
}
fn toggle_window_mode(mut qry_window: Query<&mut Window>) {
let Ok(mut window) = qry_window.get_single_mut() else {
return;
};
window.mode = match window.mode {
WindowMode::Windowed => {
//it takes a while for the window to change from windowed to sizedfullscreen and back
std::thread::sleep(std::time::Duration::from_secs(4));
WindowMode::SizedFullscreen
}
_ => {
std::thread::sleep(std::time::Duration::from_secs(4));
WindowMode::Windowed
}
};
}