mirror of
https://github.com/bevyengine/bevy
synced 2024-11-14 00:47:32 +00:00
8cf5fbbf94
Follow up to #11057
Implemented suggestions from reviewers from: a simpler
fit_canvas_to_parent leads to an explicit CSS setting to the canvas.
From my understanding, it has do be set after wgpu creation due to wgpu
overriding the canvas width/height:
4400a58470/examples/src/utils.rs (L68-L74)
# Changelog
- Re-enable a `fit_canvas_to_parent`, it's removal from
https://github.com/bevyengine/bevy/pull/11057 was problematic. Still,
its inner working is more simple than before: bevy doesn't handle its
resizing, winit does.
## Migration Guide
- Cancels the migration from
https://github.com/bevyengine/bevy/pull/11057
189 lines
6.9 KiB
Rust
189 lines
6.9 KiB
Rust
//! Illustrates how to change window settings and shows how to affect
|
|
//! the mouse pointer in various ways.
|
|
|
|
use bevy::{
|
|
core::FrameCount,
|
|
diagnostic::{FrameTimeDiagnosticsPlugin, LogDiagnosticsPlugin},
|
|
prelude::*,
|
|
window::{CursorGrabMode, PresentMode, WindowLevel, WindowTheme},
|
|
};
|
|
|
|
fn main() {
|
|
App::new()
|
|
.add_plugins((
|
|
DefaultPlugins.set(WindowPlugin {
|
|
primary_window: Some(Window {
|
|
title: "I am a window!".into(),
|
|
name: Some("bevy.app".into()),
|
|
resolution: (500., 300.).into(),
|
|
present_mode: PresentMode::AutoVsync,
|
|
// Tells wasm to resize the window according to the available canvas
|
|
fit_canvas_to_parent: true,
|
|
// Tells wasm not to override default event handling, like F5, Ctrl+R etc.
|
|
prevent_default_event_handling: false,
|
|
window_theme: Some(WindowTheme::Dark),
|
|
enabled_buttons: bevy::window::EnabledButtons {
|
|
maximize: false,
|
|
..Default::default()
|
|
},
|
|
// This will spawn an invisible window
|
|
// The window will be made visible in the make_visible() system after 3 frames.
|
|
// This is useful when you want to avoid the white window that shows up before the GPU is ready to render the app.
|
|
visible: false,
|
|
..default()
|
|
}),
|
|
..default()
|
|
}),
|
|
LogDiagnosticsPlugin::default(),
|
|
FrameTimeDiagnosticsPlugin,
|
|
))
|
|
.add_systems(
|
|
Update,
|
|
(
|
|
change_title,
|
|
toggle_theme,
|
|
toggle_cursor,
|
|
toggle_vsync,
|
|
toggle_window_controls,
|
|
cycle_cursor_icon,
|
|
switch_level,
|
|
make_visible,
|
|
),
|
|
)
|
|
.run();
|
|
}
|
|
|
|
fn make_visible(mut window: Query<&mut Window>, frames: Res<FrameCount>) {
|
|
// The delay may be different for your app or system.
|
|
if frames.0 == 3 {
|
|
// At this point the gpu is ready to show the app so we can make the window visible.
|
|
// Alternatively, you could toggle the visibility in Startup.
|
|
// It will work, but it will have one white frame before it starts rendering
|
|
window.single_mut().visible = true;
|
|
}
|
|
}
|
|
|
|
/// This system toggles the vsync mode when pressing the button V.
|
|
/// You'll see fps increase displayed in the console.
|
|
fn toggle_vsync(input: Res<ButtonInput<KeyCode>>, mut windows: Query<&mut Window>) {
|
|
if input.just_pressed(KeyCode::KeyV) {
|
|
let mut window = windows.single_mut();
|
|
|
|
window.present_mode = if matches!(window.present_mode, PresentMode::AutoVsync) {
|
|
PresentMode::AutoNoVsync
|
|
} else {
|
|
PresentMode::AutoVsync
|
|
};
|
|
info!("PRESENT_MODE: {:?}", window.present_mode);
|
|
}
|
|
}
|
|
|
|
/// This system switches the window level when pressing the T button
|
|
/// You'll notice it won't be covered by other windows, or will be covered by all the other
|
|
/// windows depending on the level.
|
|
///
|
|
/// This feature only works on some platforms. Please check the
|
|
/// [documentation](https://docs.rs/bevy/latest/bevy/prelude/struct.Window.html#structfield.window_level)
|
|
/// for more details.
|
|
|
|
fn switch_level(input: Res<ButtonInput<KeyCode>>, mut windows: Query<&mut Window>) {
|
|
if input.just_pressed(KeyCode::KeyT) {
|
|
let mut window = windows.single_mut();
|
|
|
|
window.window_level = match window.window_level {
|
|
WindowLevel::AlwaysOnBottom => WindowLevel::Normal,
|
|
WindowLevel::Normal => WindowLevel::AlwaysOnTop,
|
|
WindowLevel::AlwaysOnTop => WindowLevel::AlwaysOnBottom,
|
|
};
|
|
info!("WINDOW_LEVEL: {:?}", window.window_level);
|
|
}
|
|
}
|
|
|
|
/// This system toggles the window controls when pressing buttons 1, 2 and 3
|
|
///
|
|
/// This feature only works on some platforms. Please check the
|
|
/// [documentation](https://docs.rs/bevy/latest/bevy/prelude/struct.Window.html#structfield.enabled_buttons)
|
|
/// for more details.
|
|
fn toggle_window_controls(input: Res<ButtonInput<KeyCode>>, mut windows: Query<&mut Window>) {
|
|
let toggle_minimize = input.just_pressed(KeyCode::Digit1);
|
|
let toggle_maximize = input.just_pressed(KeyCode::Digit2);
|
|
let toggle_close = input.just_pressed(KeyCode::Digit3);
|
|
|
|
if toggle_minimize || toggle_maximize || toggle_close {
|
|
let mut window = windows.single_mut();
|
|
|
|
if toggle_minimize {
|
|
window.enabled_buttons.minimize = !window.enabled_buttons.minimize;
|
|
}
|
|
if toggle_maximize {
|
|
window.enabled_buttons.maximize = !window.enabled_buttons.maximize;
|
|
}
|
|
if toggle_close {
|
|
window.enabled_buttons.close = !window.enabled_buttons.close;
|
|
}
|
|
}
|
|
}
|
|
|
|
/// This system will then change the title during execution
|
|
fn change_title(mut windows: Query<&mut Window>, time: Res<Time>) {
|
|
let mut window = windows.single_mut();
|
|
window.title = format!(
|
|
"Seconds since startup: {}",
|
|
time.elapsed().as_secs_f32().round()
|
|
);
|
|
}
|
|
|
|
fn toggle_cursor(mut windows: Query<&mut Window>, input: Res<ButtonInput<KeyCode>>) {
|
|
if input.just_pressed(KeyCode::Space) {
|
|
let mut window = windows.single_mut();
|
|
|
|
window.cursor.visible = !window.cursor.visible;
|
|
window.cursor.grab_mode = match window.cursor.grab_mode {
|
|
CursorGrabMode::None => CursorGrabMode::Locked,
|
|
CursorGrabMode::Locked | CursorGrabMode::Confined => CursorGrabMode::None,
|
|
};
|
|
}
|
|
}
|
|
|
|
// This system will toggle the color theme used by the window
|
|
fn toggle_theme(mut windows: Query<&mut Window>, input: Res<ButtonInput<KeyCode>>) {
|
|
if input.just_pressed(KeyCode::KeyF) {
|
|
let mut window = windows.single_mut();
|
|
|
|
if let Some(current_theme) = window.window_theme {
|
|
window.window_theme = match current_theme {
|
|
WindowTheme::Light => Some(WindowTheme::Dark),
|
|
WindowTheme::Dark => Some(WindowTheme::Light),
|
|
};
|
|
}
|
|
}
|
|
}
|
|
|
|
/// This system cycles the cursor's icon through a small set of icons when clicking
|
|
fn cycle_cursor_icon(
|
|
mut windows: Query<&mut Window>,
|
|
input: Res<ButtonInput<MouseButton>>,
|
|
mut index: Local<usize>,
|
|
) {
|
|
let mut window = windows.single_mut();
|
|
|
|
const ICONS: &[CursorIcon] = &[
|
|
CursorIcon::Default,
|
|
CursorIcon::Pointer,
|
|
CursorIcon::Wait,
|
|
CursorIcon::Text,
|
|
CursorIcon::Copy,
|
|
];
|
|
|
|
if input.just_pressed(MouseButton::Left) {
|
|
*index = (*index + 1) % ICONS.len();
|
|
} else if input.just_pressed(MouseButton::Right) {
|
|
*index = if *index == 0 {
|
|
ICONS.len() - 1
|
|
} else {
|
|
*index - 1
|
|
};
|
|
}
|
|
|
|
window.cursor.icon = ICONS[*index];
|
|
}
|