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https://github.com/bevyengine/bevy
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de004da8d5
# Objective The migration process for `bevy_color` (#12013) will be fairly involved: there will be hundreds of affected files, and a large number of APIs. ## Solution To allow us to proceed granularly, we're going to keep both `bevy_color::Color` (new) and `bevy_render::Color` (old) around until the migration is complete. However, simply doing this directly is confusing! They're both called `Color`, making it very hard to tell when a portion of the code has been ported. As discussed in #12056, by renaming the old `Color` type, we can make it easier to gradually migrate over, one API at a time. ## Migration Guide THIS MIGRATION GUIDE INTENTIONALLY LEFT BLANK. This change should not be shipped to end users: delete this section in the final migration guide! --------- Co-authored-by: Alice Cecile <alice.i.cecil@gmail.com>
58 lines
2.3 KiB
Rust
58 lines
2.3 KiB
Rust
//! This example illustrates how have a mouse's clicks/wheel/movement etc fall through the spawned transparent window to a window below.
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//! If you build this, and hit 'P' it should toggle on/off the mouse's passthrough.
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//! Note: this example will not work on following platforms: iOS / Android / Web / X11. Window fall through is not supported there.
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use bevy::prelude::*;
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fn main() {
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App::new()
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.insert_resource(ClearColor(LegacyColor::NONE)) // Use a transparent window, to make effects obvious.
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.add_plugins(DefaultPlugins.set(WindowPlugin {
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primary_window: Some(Window {
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// Set the window's parameters, note we're setting the window to always be on top.
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transparent: true,
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decorations: true,
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window_level: bevy::window::WindowLevel::AlwaysOnTop,
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..default()
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}),
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..default()
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}))
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.add_systems(Startup, setup)
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.add_systems(Update, toggle_mouse_passthrough) // This allows us to hit 'P' to toggle on/off the mouse's passthrough
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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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// UI camera
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commands.spawn(Camera2dBundle::default());
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// Text with one section
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commands.spawn((
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// Create a TextBundle that has a Text with a single section.
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TextBundle::from_section(
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// Accepts a `String` or any type that converts into a `String`, such as `&str`
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"Hit 'P' then scroll/click around!",
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TextStyle {
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font: asset_server.load("fonts/FiraSans-Bold.ttf"),
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font_size: 100.0, // Nice and big so you can see it!
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..default()
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},
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)
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// Set the style of the TextBundle itself.
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.with_style(Style {
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position_type: PositionType::Absolute,
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bottom: Val::Px(5.),
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right: Val::Px(10.),
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..default()
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}),
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));
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}
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// A simple system to handle some keyboard input and toggle on/off the hittest.
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fn toggle_mouse_passthrough(
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keyboard_input: Res<ButtonInput<KeyCode>>,
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mut windows: Query<&mut Window>,
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) {
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if keyboard_input.just_pressed(KeyCode::KeyP) {
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let mut window = windows.single_mut();
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window.cursor.hit_test = !window.cursor.hit_test;
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}
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}
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