mirror of
https://github.com/bevyengine/bevy
synced 2024-12-21 10:33:08 +00:00
d96a9d15f6
# Objective - closes #15866 ## Solution - Simply migrate where possible. ## Testing - Expect that CI will do most of the work. Examples is another way of testing this, as most of the work is in that area. --- ## Notes For now, this PR doesn't migrate `QueryState::single` and friends as for now, this look like another issue. So for example, QueryBuilders that used single or `World::query` that used single wasn't migrated. If there is a easy way to migrate those, please let me know. Most of the uses of `Query::single` were removed, the only other uses that I found was related to tests of said methods, so will probably be removed when we remove `Query::single`.
153 lines
4.2 KiB
Rust
153 lines
4.2 KiB
Rust
//! 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<Dimensions>,
|
|
mut phase: ResMut<Phase>,
|
|
mut first_complete: Local<bool>,
|
|
) {
|
|
// 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<Dimensions>, mut window: Single<&mut Window>) {
|
|
if dim.is_changed() {
|
|
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<Assets<Mesh>>,
|
|
mut materials: ResMut<Assets<StandardMaterial>>,
|
|
) {
|
|
// plane
|
|
commands.spawn((
|
|
Mesh3d(meshes.add(Plane3d::default().mesh().size(5.0, 5.0))),
|
|
MeshMaterial3d(materials.add(Color::srgb(0.3, 0.5, 0.3))),
|
|
));
|
|
// cube
|
|
commands.spawn((
|
|
Mesh3d(meshes.add(Cuboid::default())),
|
|
MeshMaterial3d(materials.add(Color::srgb(0.8, 0.7, 0.6))),
|
|
Transform::from_xyz(0.0, 0.5, 0.0),
|
|
));
|
|
// light
|
|
commands.spawn((
|
|
PointLight {
|
|
shadows_enabled: true,
|
|
..default()
|
|
},
|
|
Transform::from_xyz(4.0, 8.0, 4.0),
|
|
));
|
|
// camera
|
|
commands.spawn((
|
|
Camera3d::default(),
|
|
Transform::from_xyz(-2.0, 2.5, 5.0).looking_at(Vec3::ZERO, Vec3::Y),
|
|
));
|
|
}
|
|
|
|
/// A simple 2d scene, taken from the `rect` example
|
|
fn setup_2d(mut commands: Commands) {
|
|
commands.spawn((
|
|
Camera2d,
|
|
Camera {
|
|
// render the 2d camera after the 3d camera
|
|
order: 1,
|
|
// do not use a clear color
|
|
clear_color: ClearColorConfig::None,
|
|
..default()
|
|
},
|
|
));
|
|
commands.spawn(Sprite::from_color(
|
|
Color::srgb(0.25, 0.25, 0.75),
|
|
Vec2::new(50.0, 50.0),
|
|
));
|
|
}
|