bevy/tests/window/resizing.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

153 lines
4.3 KiB
Rust

//! A test to confirm that `bevy` allows setting the window to arbitrary small sizes
//! This is run in CI to ensure that this doesn't regress again.
use bevy::prelude::*;
// The smallest size reached is 1x1, as X11 doesn't support windows with a 0 dimension
// TODO: Add a check for platforms other than X11 for 0xk and kx0, despite those currently unsupported on CI.
const MAX_WIDTH: u16 = 401;
const MAX_HEIGHT: u16 = 401;
const MIN_WIDTH: u16 = 1;
const MIN_HEIGHT: u16 = 1;
const RESIZE_STEP: u16 = 4;
struct Dimensions {
width: u16,
height: u16,
}
fn main() {
App::new()
.insert_resource(WindowDescriptor {
width: MAX_WIDTH.try_into().unwrap(),
height: MAX_HEIGHT.try_into().unwrap(),
scale_factor_override: Some(1.),
title: "Resizing".into(),
..Default::default()
})
.insert_resource(Dimensions {
width: MAX_WIDTH,
height: MAX_HEIGHT,
})
.add_plugins(DefaultPlugins)
.insert_resource(Phase::ContractingY)
.add_system(change_window_size)
.add_system(sync_dimensions)
.add_system(bevy::window::close_on_esc)
.add_startup_system(setup_3d)
.add_startup_system(setup_2d)
.run();
}
enum Phase {
ContractingY,
ContractingX,
ExpandingY,
ExpandingX,
}
use Phase::*;
fn change_window_size(
mut windows: ResMut<Dimensions>,
mut phase: ResMut<Phase>,
mut first_complete: Local<bool>,
) {
// Put off rendering for one frame, as currently for a frame where
// resizing happens, nothing is presented.
// TODO: Debug and fix this if feasible
if !*first_complete {
*first_complete = true;
return;
}
let height = windows.height;
let width = windows.width;
match *phase {
Phase::ContractingY => {
if height <= MIN_HEIGHT {
*phase = ContractingX;
} else {
windows.height -= RESIZE_STEP;
}
}
Phase::ContractingX => {
if width <= MIN_WIDTH {
*phase = ExpandingY;
} else {
windows.width -= RESIZE_STEP;
}
}
Phase::ExpandingY => {
if height >= MAX_HEIGHT {
*phase = ExpandingX;
} else {
windows.height += RESIZE_STEP;
}
}
Phase::ExpandingX => {
if width >= MAX_WIDTH {
*phase = ContractingY;
} else {
windows.width += RESIZE_STEP;
}
}
}
}
fn sync_dimensions(dim: Res<Dimensions>, mut windows: ResMut<Windows>) {
if dim.is_changed() {
windows.get_primary_mut().unwrap().set_resolution(
dim.width.try_into().unwrap(),
dim.height.try_into().unwrap(),
);
}
}
/// A simple 3d scene, taken from the `3d_scene` example
fn setup_3d(
mut commands: Commands,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<StandardMaterial>>,
) {
// plane
commands.spawn_bundle(PbrBundle {
mesh: meshes.add(Mesh::from(shape::Plane { size: 5.0 })),
material: materials.add(Color::rgb(0.3, 0.5, 0.3).into()),
..default()
});
// cube
commands.spawn_bundle(PbrBundle {
mesh: meshes.add(Mesh::from(shape::Cube { size: 1.0 })),
material: materials.add(Color::rgb(0.8, 0.7, 0.6).into()),
transform: Transform::from_xyz(0.0, 0.5, 0.0),
..default()
});
// light
commands.spawn_bundle(PointLightBundle {
point_light: PointLight {
intensity: 1500.0,
shadows_enabled: true,
..default()
},
transform: Transform::from_xyz(4.0, 8.0, 4.0),
..default()
});
// camera
commands.spawn_bundle(PerspectiveCameraBundle {
transform: Transform::from_xyz(-2.0, 2.5, 5.0).looking_at(Vec3::ZERO, Vec3::Y),
..default()
});
}
/// A simple 2d scene, taken from the `rect` example
fn setup_2d(mut commands: Commands) {
commands.spawn_bundle(OrthographicCameraBundle::new_2d());
commands.spawn_bundle(SpriteBundle {
sprite: Sprite {
color: Color::rgb(0.25, 0.25, 0.75),
custom_size: Some(Vec2::new(50.0, 50.0)),
..default()
},
..default()
});
}