mirror of
https://github.com/bevyengine/bevy
synced 2024-11-27 07:00:18 +00:00
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.
153 lines
4.3 KiB
Rust
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()
|
|
});
|
|
}
|