mirror of
https://github.com/bevyengine/bevy
synced 2024-11-26 14:40:19 +00:00
b6a647cc01
Adds a `default()` shorthand for `Default::default()` ... because life is too short to constantly type `Default::default()`. ```rust use bevy::prelude::*; #[derive(Default)] struct Foo { bar: usize, baz: usize, } // Normally you would do this: let foo = Foo { bar: 10, ..Default::default() }; // But now you can do this: let foo = Foo { bar: 10, ..default() }; ``` The examples have been adapted to use `..default()`. I've left internal crates as-is for now because they don't pull in the bevy prelude, and the ergonomics of each case should be considered individually.
27 lines
1.1 KiB
Rust
27 lines
1.1 KiB
Rust
/// An example of how to display a window in transparent mode
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/// [Documentation & Platform support.](https://docs.rs/bevy/latest/bevy/prelude/struct.WindowDescriptor.html#structfield.transparent)
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use bevy::{prelude::*, window::WindowDescriptor};
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fn main() {
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App::new()
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// ClearColor must have 0 alpha, otherwise some color will bleed through
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.insert_resource(ClearColor(Color::NONE))
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.insert_resource(WindowDescriptor {
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// Setting `transparent` allows the `ClearColor`'s alpha value to take effect
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transparent: true,
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// Disabling window decorations to make it feel more like a widget than a window
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decorations: false,
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..default()
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})
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.add_startup_system(setup)
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.add_plugins(DefaultPlugins)
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.run();
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}
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fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
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commands.spawn_bundle(OrthographicCameraBundle::new_2d());
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commands.spawn_bundle(SpriteBundle {
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texture: asset_server.load("branding/icon.png"),
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..default()
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});
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}
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