bevy/examples/window/window_resizing.rs
lelo 42e6dc8987
Refactor EventReader::iter to read (#9631)
# Objective

- The current `EventReader::iter` has been determined to cause confusion
among new Bevy users. It was suggested by @JoJoJet to rename the method
to better clarify its usage.
- Solves #9624 

## Solution

- Rename `EventReader::iter` to `EventReader::read`.
- Rename `EventReader::iter_with_id` to `EventReader::read_with_id`.
- Rename `ManualEventReader::iter` to `ManualEventReader::read`.
- Rename `ManualEventReader::iter_with_id` to
`ManualEventReader::read_with_id`.

---

## Changelog

- `EventReader::iter` has been renamed to `EventReader::read`.
- `EventReader::iter_with_id` has been renamed to
`EventReader::read_with_id`.
- `ManualEventReader::iter` has been renamed to
`ManualEventReader::read`.
- `ManualEventReader::iter_with_id` has been renamed to
`ManualEventReader::read_with_id`.
- Deprecated `EventReader::iter`
- Deprecated `EventReader::iter_with_id`
- Deprecated `ManualEventReader::iter`
- Deprecated `ManualEventReader::iter_with_id`

## Migration Guide

- Existing usages of `EventReader::iter` and `EventReader::iter_with_id`
will have to be changed to `EventReader::read` and
`EventReader::read_with_id` respectively.
- Existing usages of `ManualEventReader::iter` and
`ManualEventReader::iter_with_id` will have to be changed to
`ManualEventReader::read` and `ManualEventReader::read_with_id`
respectively.
2023-08-30 14:20:03 +00:00

93 lines
2.6 KiB
Rust

//! This example illustrates how to resize windows, and how to respond to a window being resized.
use bevy::{prelude::*, window::WindowResized};
fn main() {
App::new()
.insert_resource(ResolutionSettings {
large: Vec2::new(1920.0, 1080.0),
medium: Vec2::new(800.0, 600.0),
small: Vec2::new(640.0, 360.0),
})
.add_plugins(DefaultPlugins)
.add_systems(Startup, (setup_camera, setup_ui))
.add_systems(Update, (on_resize_system, toggle_resolution))
.run();
}
/// Marker component for the text that displays the current resolution.
#[derive(Component)]
struct ResolutionText;
/// Stores the various window-resolutions we can select between.
#[derive(Resource)]
struct ResolutionSettings {
large: Vec2,
medium: Vec2,
small: Vec2,
}
// Spawns the camera that draws UI
fn setup_camera(mut cmd: Commands) {
cmd.spawn(Camera2dBundle::default());
}
// Spawns the UI
fn setup_ui(mut cmd: Commands) {
// Node that fills entire background
cmd.spawn(NodeBundle {
style: Style {
width: Val::Percent(100.),
..default()
},
..default()
})
.with_children(|root| {
// Text where we display current resolution
root.spawn((
TextBundle::from_section(
"Resolution",
TextStyle {
font_size: 50.0,
color: Color::BLACK,
..default()
},
),
ResolutionText,
));
});
}
/// This system shows how to request the window to a new resolution
fn toggle_resolution(
keys: Res<Input<KeyCode>>,
mut windows: Query<&mut Window>,
resolution: Res<ResolutionSettings>,
) {
let mut window = windows.single_mut();
if keys.just_pressed(KeyCode::Key1) {
let res = resolution.small;
window.resolution.set(res.x, res.y);
}
if keys.just_pressed(KeyCode::Key2) {
let res = resolution.medium;
window.resolution.set(res.x, res.y);
}
if keys.just_pressed(KeyCode::Key3) {
let res = resolution.large;
window.resolution.set(res.x, res.y);
}
}
/// This system shows how to respond to a window being resized.
/// Whenever the window is resized, the text will update with the new resolution.
fn on_resize_system(
mut q: Query<&mut Text, With<ResolutionText>>,
mut resize_reader: EventReader<WindowResized>,
) {
let mut text = q.single_mut();
for e in resize_reader.read() {
// When resolution is being changed
text.sections[0].value = format!("{:.1} x {:.1}", e.width, e.height);
}
}