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https://github.com/bevyengine/bevy
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b731ebad1b
# 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.
126 lines
4.2 KiB
Rust
126 lines
4.2 KiB
Rust
use bevy::{
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core_pipeline::{self, AlphaMask3d, Opaque3d, Transparent3d},
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prelude::*,
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render::{
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camera::{ActiveCamera, CameraTypePlugin, RenderTarget},
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render_graph::{self, NodeRunError, RenderGraph, RenderGraphContext, SlotValue},
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render_phase::RenderPhase,
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renderer::RenderContext,
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RenderApp, RenderStage,
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},
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window::{CreateWindow, PresentMode, WindowId},
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};
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/// This example creates a second window and draws a mesh from two different cameras, one in each window
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fn main() {
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App::new()
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.add_plugins(DefaultPlugins)
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.add_plugin(SecondWindowCameraPlugin)
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.add_startup_system(setup)
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.add_startup_system(create_new_window)
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.add_system(bevy::window::close_on_esc)
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.run();
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}
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struct SecondWindowCameraPlugin;
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impl Plugin for SecondWindowCameraPlugin {
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fn build(&self, app: &mut App) {
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// adds the `ActiveCamera<SecondWindowCamera3d>` resource and extracts the camera into the render world
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app.add_plugin(CameraTypePlugin::<SecondWindowCamera3d>::default());
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let render_app = app.sub_app_mut(RenderApp);
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// add `RenderPhase<Opaque3d>`, `RenderPhase<AlphaMask3d>` and `RenderPhase<Transparent3d>` camera phases
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render_app.add_system_to_stage(RenderStage::Extract, extract_second_camera_phases);
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// add a render graph node that executes the 3d subgraph
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let mut render_graph = render_app.world.resource_mut::<RenderGraph>();
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let second_window_node = render_graph.add_node("second_window_cam", SecondWindowDriverNode);
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render_graph
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.add_node_edge(
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core_pipeline::node::MAIN_PASS_DEPENDENCIES,
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second_window_node,
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)
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.unwrap();
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render_graph
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.add_node_edge(core_pipeline::node::CLEAR_PASS_DRIVER, second_window_node)
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.unwrap();
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}
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}
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struct SecondWindowDriverNode;
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impl render_graph::Node for SecondWindowDriverNode {
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fn run(
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&self,
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graph: &mut RenderGraphContext,
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_: &mut RenderContext,
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world: &World,
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) -> Result<(), NodeRunError> {
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if let Some(camera) = world.resource::<ActiveCamera<SecondWindowCamera3d>>().get() {
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graph.run_sub_graph(
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core_pipeline::draw_3d_graph::NAME,
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vec![SlotValue::Entity(camera)],
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)?;
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}
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Ok(())
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}
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}
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fn extract_second_camera_phases(
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mut commands: Commands,
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active: Res<ActiveCamera<SecondWindowCamera3d>>,
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) {
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if let Some(entity) = active.get() {
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commands.get_or_spawn(entity).insert_bundle((
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RenderPhase::<Opaque3d>::default(),
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RenderPhase::<AlphaMask3d>::default(),
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RenderPhase::<Transparent3d>::default(),
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));
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}
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}
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#[derive(Component, Default)]
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struct SecondWindowCamera3d;
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fn create_new_window(mut create_window_events: EventWriter<CreateWindow>, mut commands: Commands) {
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let window_id = WindowId::new();
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// sends out a "CreateWindow" event, which will be received by the windowing backend
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create_window_events.send(CreateWindow {
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id: window_id,
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descriptor: WindowDescriptor {
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width: 800.,
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height: 600.,
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present_mode: PresentMode::Immediate,
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title: "Second window".to_string(),
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..default()
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},
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});
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// second window camera
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commands.spawn_bundle(PerspectiveCameraBundle {
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camera: Camera {
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target: RenderTarget::Window(window_id),
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..default()
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},
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transform: Transform::from_xyz(6.0, 0.0, 0.0).looking_at(Vec3::ZERO, Vec3::Y),
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marker: SecondWindowCamera3d,
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..PerspectiveCameraBundle::new()
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});
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}
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fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
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// add entities to the world
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commands.spawn_scene(asset_server.load("models/monkey/Monkey.gltf#Scene0"));
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// light
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commands.spawn_bundle(PointLightBundle {
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transform: Transform::from_xyz(4.0, 5.0, 4.0),
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..default()
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});
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// main camera
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commands.spawn_bundle(PerspectiveCameraBundle {
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transform: Transform::from_xyz(0.0, 0.0, 6.0).looking_at(Vec3::ZERO, Vec3::Y),
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..default()
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});
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}
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