bevy/examples/window/multiple_windows.rs
Daniel McNab b731ebad1b Allow closing windows at runtime (#3575)
# Objective

Fixes #3180, builds from https://github.com/bevyengine/bevy/pull/2898

## Solution

Support requesting a window to be closed and closing a window in `bevy_window`, and handle this in `bevy_winit`.

This is a stopgap until we move to windows as entites, which I'm sure I'll get around to eventually.

## Changelog

### Added

- `Window::close` to allow closing windows.
- `WindowClosed` to allow reacting to windows being closed.

### Changed

Replaced `bevy::system::exit_on_esc_system` with `bevy:🪟:close_on_esc`.

## Fixed

The app no longer exits when any window is closed. This difference is only observable when there are multiple windows. 

## Migration Guide

`bevy::input::system::exit_on_esc_system` has been removed. Use `bevy:🪟:close_on_esc` instead.
`CloseWindow` has been removed. Use `Window::close` instead.
The `Close` variant has been added to `WindowCommand`. Handle this by closing the relevant window.
2022-05-05 13:35:43 +00:00

126 lines
4.2 KiB
Rust

use bevy::{
core_pipeline::{self, AlphaMask3d, Opaque3d, Transparent3d},
prelude::*,
render::{
camera::{ActiveCamera, CameraTypePlugin, RenderTarget},
render_graph::{self, NodeRunError, RenderGraph, RenderGraphContext, SlotValue},
render_phase::RenderPhase,
renderer::RenderContext,
RenderApp, RenderStage,
},
window::{CreateWindow, PresentMode, WindowId},
};
/// This example creates a second window and draws a mesh from two different cameras, one in each window
fn main() {
App::new()
.add_plugins(DefaultPlugins)
.add_plugin(SecondWindowCameraPlugin)
.add_startup_system(setup)
.add_startup_system(create_new_window)
.add_system(bevy::window::close_on_esc)
.run();
}
struct SecondWindowCameraPlugin;
impl Plugin for SecondWindowCameraPlugin {
fn build(&self, app: &mut App) {
// adds the `ActiveCamera<SecondWindowCamera3d>` resource and extracts the camera into the render world
app.add_plugin(CameraTypePlugin::<SecondWindowCamera3d>::default());
let render_app = app.sub_app_mut(RenderApp);
// add `RenderPhase<Opaque3d>`, `RenderPhase<AlphaMask3d>` and `RenderPhase<Transparent3d>` camera phases
render_app.add_system_to_stage(RenderStage::Extract, extract_second_camera_phases);
// add a render graph node that executes the 3d subgraph
let mut render_graph = render_app.world.resource_mut::<RenderGraph>();
let second_window_node = render_graph.add_node("second_window_cam", SecondWindowDriverNode);
render_graph
.add_node_edge(
core_pipeline::node::MAIN_PASS_DEPENDENCIES,
second_window_node,
)
.unwrap();
render_graph
.add_node_edge(core_pipeline::node::CLEAR_PASS_DRIVER, second_window_node)
.unwrap();
}
}
struct SecondWindowDriverNode;
impl render_graph::Node for SecondWindowDriverNode {
fn run(
&self,
graph: &mut RenderGraphContext,
_: &mut RenderContext,
world: &World,
) -> Result<(), NodeRunError> {
if let Some(camera) = world.resource::<ActiveCamera<SecondWindowCamera3d>>().get() {
graph.run_sub_graph(
core_pipeline::draw_3d_graph::NAME,
vec![SlotValue::Entity(camera)],
)?;
}
Ok(())
}
}
fn extract_second_camera_phases(
mut commands: Commands,
active: Res<ActiveCamera<SecondWindowCamera3d>>,
) {
if let Some(entity) = active.get() {
commands.get_or_spawn(entity).insert_bundle((
RenderPhase::<Opaque3d>::default(),
RenderPhase::<AlphaMask3d>::default(),
RenderPhase::<Transparent3d>::default(),
));
}
}
#[derive(Component, Default)]
struct SecondWindowCamera3d;
fn create_new_window(mut create_window_events: EventWriter<CreateWindow>, mut commands: Commands) {
let window_id = WindowId::new();
// sends out a "CreateWindow" event, which will be received by the windowing backend
create_window_events.send(CreateWindow {
id: window_id,
descriptor: WindowDescriptor {
width: 800.,
height: 600.,
present_mode: PresentMode::Immediate,
title: "Second window".to_string(),
..default()
},
});
// second window camera
commands.spawn_bundle(PerspectiveCameraBundle {
camera: Camera {
target: RenderTarget::Window(window_id),
..default()
},
transform: Transform::from_xyz(6.0, 0.0, 0.0).looking_at(Vec3::ZERO, Vec3::Y),
marker: SecondWindowCamera3d,
..PerspectiveCameraBundle::new()
});
}
fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
// add entities to the world
commands.spawn_scene(asset_server.load("models/monkey/Monkey.gltf#Scene0"));
// light
commands.spawn_bundle(PointLightBundle {
transform: Transform::from_xyz(4.0, 5.0, 4.0),
..default()
});
// main camera
commands.spawn_bundle(PerspectiveCameraBundle {
transform: Transform::from_xyz(0.0, 0.0, 6.0).looking_at(Vec3::ZERO, Vec3::Y),
..default()
});
}