bevy/examples/window/transparent_window.rs
Mark Schmale 1ba7429371 Doc/module style doc blocks for examples (#4438)
# Objective

Provide a starting point for #3951, or a partial solution. 
Providing a few comment blocks to discuss, and hopefully find better one in the process. 

## Solution

Since I am pretty new to pretty much anything in this context, I figured I'd just start with a draft for some file level doc blocks. For some of them I found more relevant details (or at least things I considered interessting), for some others there is less. 

## Changelog

- Moved some existing comments from main() functions in the 2d examples to the file header level
- Wrote some more comment blocks for most other 2d examples

TODO: 
- [x] 2d/sprite_sheet, wasnt able to come up with something good yet 
- [x] all other example groups...


Also: Please let me know if the commit style is okay, or to verbose. I could certainly squash these things, or add more details if needed. 
I also hope its okay to raise this PR this early, with just a few files changed. Took me long enough and I dont wanted to let it go to waste because I lost motivation to do the whole thing. Additionally I am somewhat uncertain over the style and contents of the commets. So let me know what you thing please.
2022-05-16 13:53:20 +00:00

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1.1 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.WindowDescriptor.html#structfield.transparent)
//! for more details.
use bevy::{prelude::*, window::WindowDescriptor};
fn main() {
App::new()
// ClearColor must have 0 alpha, otherwise some color will bleed through
.insert_resource(ClearColor(Color::NONE))
.insert_resource(WindowDescriptor {
// 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,
..default()
})
.add_startup_system(setup)
.add_plugins(DefaultPlugins)
.run();
}
fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
commands.spawn_bundle(OrthographicCameraBundle::new_2d());
commands.spawn_bundle(SpriteBundle {
texture: asset_server.load("branding/icon.png"),
..default()
});
}