mirror of
https://github.com/bevyengine/bevy
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17e504812b
# Objective clean up example get_single method, make code clean; ## Solution - replace `Query` with `Single` Query - remove `get_single` or `get_single_mut` condition block
90 lines
2.3 KiB
Rust
90 lines
2.3 KiB
Rust
//! An example showing how to save screenshots to disk
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use bevy::{
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prelude::*,
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render::view::screenshot::{save_to_disk, Capturing, Screenshot},
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window::SystemCursorIcon,
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winit::cursor::CursorIcon,
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};
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fn main() {
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App::new()
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.add_plugins(DefaultPlugins)
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.add_systems(Startup, setup)
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.add_systems(Update, (screenshot_on_spacebar, screenshot_saving))
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.run();
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}
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fn screenshot_on_spacebar(
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mut commands: Commands,
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input: Res<ButtonInput<KeyCode>>,
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mut counter: Local<u32>,
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) {
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if input.just_pressed(KeyCode::Space) {
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let path = format!("./screenshot-{}.png", *counter);
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*counter += 1;
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commands
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.spawn(Screenshot::primary_window())
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.observe(save_to_disk(path));
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}
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}
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fn screenshot_saving(
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mut commands: Commands,
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screenshot_saving: Query<Entity, With<Capturing>>,
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window: Single<Entity, With<Window>>,
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) {
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match screenshot_saving.iter().count() {
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0 => {
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commands.entity(*window).remove::<CursorIcon>();
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}
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x if x > 0 => {
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commands
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.entity(*window)
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.insert(CursorIcon::from(SystemCursorIcon::Progress));
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}
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_ => {}
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}
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}
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/// set up a simple 3D scene
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fn setup(
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mut commands: Commands,
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mut meshes: ResMut<Assets<Mesh>>,
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mut materials: ResMut<Assets<StandardMaterial>>,
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) {
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// plane
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commands.spawn((
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Mesh3d(meshes.add(Plane3d::default().mesh().size(5.0, 5.0))),
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MeshMaterial3d(materials.add(Color::srgb(0.3, 0.5, 0.3))),
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));
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// cube
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commands.spawn((
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Mesh3d(meshes.add(Cuboid::default())),
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MeshMaterial3d(materials.add(Color::srgb(0.8, 0.7, 0.6))),
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Transform::from_xyz(0.0, 0.5, 0.0),
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));
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// light
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commands.spawn((
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PointLight {
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shadows_enabled: true,
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..default()
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},
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Transform::from_xyz(4.0, 8.0, 4.0),
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));
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// camera
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commands.spawn((
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Camera3d::default(),
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Transform::from_xyz(-2.0, 2.5, 5.0).looking_at(Vec3::ZERO, Vec3::Y),
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));
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commands.spawn((
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Text::new("Press <spacebar> to save a screenshot to disk"),
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Node {
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position_type: PositionType::Absolute,
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top: Val::Px(12.0),
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left: Val::Px(12.0),
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..default()
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},
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));
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}
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