mirror of
https://github.com/bevyengine/bevy
synced 2024-11-10 07:04:33 +00:00
1918608b02
# Objective - Changes the default clear color to match the code block color on Bevy's website. ## Solution - Changed the clear color, updated text in examples to ensure adequate contrast. Inconsistent usage of white text color set to use the default color instead, which is already white. - Additionally, updated the `3d_scene` example to make it look a bit better, and use bevy's branding colors. ![image](https://github.com/bevyengine/bevy/assets/2632925/540a22c0-826c-4c33-89aa-34905e3e313a)
92 lines
2.6 KiB
Rust
92 lines
2.6 KiB
Rust
//! This example illustrates how to resize windows, and how to respond to a window being resized.
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use bevy::{prelude::*, window::WindowResized};
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fn main() {
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App::new()
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.insert_resource(ResolutionSettings {
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large: Vec2::new(1920.0, 1080.0),
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medium: Vec2::new(800.0, 600.0),
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small: Vec2::new(640.0, 360.0),
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})
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.add_plugins(DefaultPlugins)
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.add_systems(Startup, (setup_camera, setup_ui))
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.add_systems(Update, (on_resize_system, toggle_resolution))
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.run();
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}
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/// Marker component for the text that displays the current resolution.
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#[derive(Component)]
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struct ResolutionText;
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/// Stores the various window-resolutions we can select between.
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#[derive(Resource)]
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struct ResolutionSettings {
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large: Vec2,
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medium: Vec2,
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small: Vec2,
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}
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// Spawns the camera that draws UI
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fn setup_camera(mut cmd: Commands) {
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cmd.spawn(Camera2dBundle::default());
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}
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// Spawns the UI
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fn setup_ui(mut cmd: Commands) {
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// Node that fills entire background
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cmd.spawn(NodeBundle {
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style: Style {
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width: Val::Percent(100.),
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..default()
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},
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..default()
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})
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.with_children(|root| {
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// Text where we display current resolution
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root.spawn((
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TextBundle::from_section(
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"Resolution",
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TextStyle {
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font_size: 50.0,
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..default()
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},
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),
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ResolutionText,
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));
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});
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}
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/// This system shows how to request the window to a new resolution
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fn toggle_resolution(
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keys: Res<Input<KeyCode>>,
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mut windows: Query<&mut Window>,
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resolution: Res<ResolutionSettings>,
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) {
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let mut window = windows.single_mut();
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if keys.just_pressed(KeyCode::Key1) {
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let res = resolution.small;
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window.resolution.set(res.x, res.y);
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}
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if keys.just_pressed(KeyCode::Key2) {
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let res = resolution.medium;
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window.resolution.set(res.x, res.y);
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}
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if keys.just_pressed(KeyCode::Key3) {
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let res = resolution.large;
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window.resolution.set(res.x, res.y);
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}
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}
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/// This system shows how to respond to a window being resized.
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/// Whenever the window is resized, the text will update with the new resolution.
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fn on_resize_system(
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mut q: Query<&mut Text, With<ResolutionText>>,
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mut resize_reader: EventReader<WindowResized>,
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) {
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let mut text = q.single_mut();
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for e in resize_reader.read() {
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// When resolution is being changed
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text.sections[0].value = format!("{:.1} x {:.1}", e.width, e.height);
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}
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}
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