bevy/examples/window/window_settings.rs
IceSentry 027ff9f378
Wait before making window visible (#9692)
# Objective

- The current example still has one white frame before it starts
rendering.

## Solution

- Wait 3 frames before toggling visibility
2023-09-11 19:09:55 +00:00

187 lines
6.7 KiB
Rust

//! Illustrates how to change window settings and shows how to affect
//! the mouse pointer in various ways.
use bevy::{
core::FrameCount,
diagnostic::{FrameTimeDiagnosticsPlugin, LogDiagnosticsPlugin},
prelude::*,
window::{CursorGrabMode, PresentMode, WindowLevel, WindowTheme},
};
fn main() {
App::new()
.add_plugins((
DefaultPlugins.set(WindowPlugin {
primary_window: Some(Window {
title: "I am a window!".into(),
resolution: (500., 300.).into(),
present_mode: PresentMode::AutoVsync,
// Tells wasm to resize the window according to the available canvas
fit_canvas_to_parent: true,
// Tells wasm not to override default event handling, like F5, Ctrl+R etc.
prevent_default_event_handling: false,
window_theme: Some(WindowTheme::Dark),
enabled_buttons: bevy::window::EnabledButtons {
maximize: false,
..Default::default()
},
// This will spawn an invisible window
// The window will be made visible in the make_visible() system after 3 frames.
// This is useful when you want to avoid the white window that shows up before the GPU is ready to render the app.
visible: false,
..default()
}),
..default()
}),
LogDiagnosticsPlugin::default(),
FrameTimeDiagnosticsPlugin,
))
.add_systems(
Update,
(
change_title,
toggle_theme,
toggle_cursor,
toggle_vsync,
toggle_window_controls,
cycle_cursor_icon,
switch_level,
make_visible,
),
)
.run();
}
fn make_visible(mut window: Query<&mut Window>, frames: Res<FrameCount>) {
// The delay may be different for your app or system.
if frames.0 == 3 {
// At this point the gpu is ready to show the app so we can make the window visible.
// Alternatively, you could toggle the visibility in Startup.
// It will work, but it will have one white frame before it starts rendering
window.single_mut().visible = true;
}
}
/// This system toggles the vsync mode when pressing the button V.
/// You'll see fps increase displayed in the console.
fn toggle_vsync(input: Res<Input<KeyCode>>, mut windows: Query<&mut Window>) {
if input.just_pressed(KeyCode::V) {
let mut window = windows.single_mut();
window.present_mode = if matches!(window.present_mode, PresentMode::AutoVsync) {
PresentMode::AutoNoVsync
} else {
PresentMode::AutoVsync
};
info!("PRESENT_MODE: {:?}", window.present_mode);
}
}
/// This system switches the window level when pressing the T button
/// You'll notice it won't be covered by other windows, or will be covered by all the other
/// windows depending on the level.
///
/// This feature only works on some platforms. Please check the
/// [documentation](https://docs.rs/bevy/latest/bevy/prelude/struct.Window.html#structfield.window_level)
/// for more details.
fn switch_level(input: Res<Input<KeyCode>>, mut windows: Query<&mut Window>) {
if input.just_pressed(KeyCode::T) {
let mut window = windows.single_mut();
window.window_level = match window.window_level {
WindowLevel::AlwaysOnBottom => WindowLevel::Normal,
WindowLevel::Normal => WindowLevel::AlwaysOnTop,
WindowLevel::AlwaysOnTop => WindowLevel::AlwaysOnBottom,
};
info!("WINDOW_LEVEL: {:?}", window.window_level);
}
}
/// This system toggles the window controls when pressing buttons 1, 2 and 3
///
/// This feature only works on some platforms. Please check the
/// [documentation](https://docs.rs/bevy/latest/bevy/prelude/struct.Window.html#structfield.enabled_buttons)
/// for more details.
fn toggle_window_controls(input: Res<Input<KeyCode>>, mut windows: Query<&mut Window>) {
let toggle_minimize = input.just_pressed(KeyCode::Key1);
let toggle_maximize = input.just_pressed(KeyCode::Key2);
let toggle_close = input.just_pressed(KeyCode::Key3);
if toggle_minimize || toggle_maximize || toggle_close {
let mut window = windows.single_mut();
if toggle_minimize {
window.enabled_buttons.minimize = !window.enabled_buttons.minimize;
}
if toggle_maximize {
window.enabled_buttons.maximize = !window.enabled_buttons.maximize;
}
if toggle_close {
window.enabled_buttons.close = !window.enabled_buttons.close;
}
}
}
/// This system will then change the title during execution
fn change_title(mut windows: Query<&mut Window>, time: Res<Time>) {
let mut window = windows.single_mut();
window.title = format!(
"Seconds since startup: {}",
time.elapsed().as_secs_f32().round()
);
}
fn toggle_cursor(mut windows: Query<&mut Window>, input: Res<Input<KeyCode>>) {
if input.just_pressed(KeyCode::Space) {
let mut window = windows.single_mut();
window.cursor.visible = !window.cursor.visible;
window.cursor.grab_mode = match window.cursor.grab_mode {
CursorGrabMode::None => CursorGrabMode::Locked,
CursorGrabMode::Locked | CursorGrabMode::Confined => CursorGrabMode::None,
};
}
}
// This system will toggle the color theme used by the window
fn toggle_theme(mut windows: Query<&mut Window>, input: Res<Input<KeyCode>>) {
if input.just_pressed(KeyCode::F) {
let mut window = windows.single_mut();
if let Some(current_theme) = window.window_theme {
window.window_theme = match current_theme {
WindowTheme::Light => Some(WindowTheme::Dark),
WindowTheme::Dark => Some(WindowTheme::Light),
};
}
}
}
/// This system cycles the cursor's icon through a small set of icons when clicking
fn cycle_cursor_icon(
mut windows: Query<&mut Window>,
input: Res<Input<MouseButton>>,
mut index: Local<usize>,
) {
let mut window = windows.single_mut();
const ICONS: &[CursorIcon] = &[
CursorIcon::Default,
CursorIcon::Hand,
CursorIcon::Wait,
CursorIcon::Text,
CursorIcon::Copy,
];
if input.just_pressed(MouseButton::Left) {
*index = (*index + 1) % ICONS.len();
} else if input.just_pressed(MouseButton::Right) {
*index = if *index == 0 {
ICONS.len() - 1
} else {
*index - 1
};
}
window.cursor.icon = ICONS[*index];
}