bevy/examples/window/transparent_window.rs
Emerson Coskey 7d40e3ec87
Migrate bevy_sprite to required components (#15489)
# Objective

Continue migration of bevy APIs to required components, following
guidance of https://hackmd.io/@bevy/required_components/

## Solution

- Make `Sprite` require `Transform` and `Visibility` and
`SyncToRenderWorld`
- move image and texture atlas handles into `Sprite`
- deprecate `SpriteBundle`
- remove engine uses of `SpriteBundle`

## Testing

ran cargo tests on bevy_sprite and tested several sprite examples.

---

## Migration Guide

Replace all uses of `SpriteBundle` with `Sprite`. There are several new
convenience constructors: `Sprite::from_image`,
`Sprite::from_atlas_image`, `Sprite::from_color`.

WARNING: use of `Handle<Image>` and `TextureAtlas` as components on
sprite entities will NO LONGER WORK. Use the fields on `Sprite` instead.
I would have removed the `Component` impls from `TextureAtlas` and
`Handle<Image>` except it is still used within ui. We should fix this
moving forward with the migration.
2024-10-09 16:17:26 +00:00

36 lines
1.4 KiB
Rust

//! Shows how to display a window in transparent mode.
//!
//! This feature works as expected depending on the platform. Please check the
//! [documentation](https://docs.rs/bevy/latest/bevy/prelude/struct.Window.html#structfield.transparent)
//! for more details.
use bevy::prelude::*;
#[cfg(any(target_os = "macos", target_os = "linux"))]
use bevy::window::CompositeAlphaMode;
fn main() {
App::new()
.add_plugins(DefaultPlugins.set(WindowPlugin {
primary_window: Some(Window {
// Setting `transparent` allows the `ClearColor`'s alpha value to take effect
transparent: true,
// Disabling window decorations to make it feel more like a widget than a window
decorations: false,
#[cfg(target_os = "macos")]
composite_alpha_mode: CompositeAlphaMode::PostMultiplied,
#[cfg(target_os = "linux")]
composite_alpha_mode: CompositeAlphaMode::PreMultiplied,
..default()
}),
..default()
}))
// ClearColor must have 0 alpha, otherwise some color will bleed through
.insert_resource(ClearColor(Color::NONE))
.add_systems(Startup, setup)
.run();
}
fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
commands.spawn(Camera2d);
commands.spawn(Sprite::from_image(asset_server.load("branding/icon.png")));
}