mirror of
https://github.com/bevyengine/bevy
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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`.
86 lines
2.5 KiB
Rust
86 lines
2.5 KiB
Rust
//! This example illustrates how to resize windows, and how to respond to a window being resized.
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use bevy::{prelude::*, window::WindowResized};
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fn main() {
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App::new()
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.insert_resource(ResolutionSettings {
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large: Vec2::new(1920.0, 1080.0),
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medium: Vec2::new(800.0, 600.0),
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small: Vec2::new(640.0, 360.0),
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})
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.add_plugins(DefaultPlugins)
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.add_systems(Startup, (setup_camera, setup_ui))
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.add_systems(Update, (on_resize_system, toggle_resolution))
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.run();
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}
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/// Marker component for the text that displays the current resolution.
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#[derive(Component)]
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struct ResolutionText;
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/// Stores the various window-resolutions we can select between.
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#[derive(Resource)]
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struct ResolutionSettings {
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large: Vec2,
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medium: Vec2,
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small: Vec2,
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}
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// Spawns the camera that draws UI
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fn setup_camera(mut commands: Commands) {
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commands.spawn(Camera2d);
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}
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// Spawns the UI
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fn setup_ui(mut commands: Commands) {
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// Node that fills entire background
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commands
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.spawn(NodeBundle {
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style: Style {
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width: Val::Percent(100.),
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..default()
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},
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..default()
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})
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// Text where we display current resolution
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.with_child((
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Text::new("Resolution"),
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TextFont {
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font_size: 42.0,
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..default()
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},
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ResolutionText,
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));
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}
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/// This system shows how to request the window to a new resolution
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fn toggle_resolution(
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keys: Res<ButtonInput<KeyCode>>,
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mut window: Single<&mut Window>,
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resolution: Res<ResolutionSettings>,
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) {
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if keys.just_pressed(KeyCode::Digit1) {
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let res = resolution.small;
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window.resolution.set(res.x, res.y);
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}
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if keys.just_pressed(KeyCode::Digit2) {
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let res = resolution.medium;
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window.resolution.set(res.x, res.y);
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}
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if keys.just_pressed(KeyCode::Digit3) {
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let res = resolution.large;
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window.resolution.set(res.x, res.y);
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}
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}
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/// This system shows how to respond to a window being resized.
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/// Whenever the window is resized, the text will update with the new resolution.
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fn on_resize_system(
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mut text: Single<&mut Text, With<ResolutionText>>,
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mut resize_reader: EventReader<WindowResized>,
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) {
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for e in resize_reader.read() {
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// When resolution is being changed
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text.0 = format!("{:.1} x {:.1}", e.width, e.height);
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}
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}
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