bevy/examples/window/window_settings.rs
laundmo 635320f172 Expose winit always_on_top (#6527)
# Objective

I needed a window which is always on top, to create a overlay app.

## Solution

expose the `always_on_top` property of winit in bevy's `WindowDescriptor` as a boolean flag

---

## Changelog

### Added
- add `WindowDescriptor.always_on_top` which configures a window to stay on top.
2022-11-14 22:34:29 +00:00

116 lines
3.8 KiB
Rust

//! Illustrates how to change window settings and shows how to affect
//! the mouse pointer in various ways.
use bevy::{
diagnostic::{FrameTimeDiagnosticsPlugin, LogDiagnosticsPlugin},
prelude::*,
window::{CursorGrabMode, PresentMode},
};
fn main() {
App::new()
.add_plugins(DefaultPlugins.set(WindowPlugin {
window: WindowDescriptor {
title: "I am a window!".to_string(),
width: 500.,
height: 300.,
present_mode: PresentMode::AutoVsync,
always_on_top: true,
..default()
},
..default()
}))
.add_plugin(LogDiagnosticsPlugin::default())
.add_plugin(FrameTimeDiagnosticsPlugin)
.add_system(change_title)
.add_system(toggle_cursor)
.add_system(toggle_vsync)
.add_system(cycle_cursor_icon)
.add_system(toggle_always_on_top)
.run();
}
/// 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: ResMut<Windows>) {
if input.just_pressed(KeyCode::V) {
let window = windows.primary_mut();
window.set_present_mode(if matches!(window.present_mode(), PresentMode::AutoVsync) {
PresentMode::AutoNoVsync
} else {
PresentMode::AutoVsync
});
info!("PRESENT_MODE: {:?}", window.present_mode());
}
}
/// This system toggles whether the window is always on top when pressing the T button
/// You'll notice it won't be covered by other windows.
///
/// This feature only works on some platforms. Please check the
/// [documentation](https://docs.rs/bevy/latest/bevy/prelude/struct.WindowDescriptor.html#structfield.always_on_top)
/// for more details.
fn toggle_always_on_top(input: Res<Input<KeyCode>>, mut windows: ResMut<Windows>) {
if input.just_pressed(KeyCode::T) {
let window = windows.primary_mut();
let on_top: bool = window.always_on_top();
if on_top {
info!("UNLOCKING WINDOW");
} else {
info!("LOCKING WINDOW ON TOP");
}
window.set_always_on_top(!on_top);
}
}
/// This system will then change the title during execution
fn change_title(time: Res<Time>, mut windows: ResMut<Windows>) {
let window = windows.primary_mut();
window.set_title(format!(
"Seconds since startup: {}",
time.elapsed_seconds().round()
));
}
/// This system toggles the cursor's visibility when the space bar is pressed
fn toggle_cursor(input: Res<Input<KeyCode>>, mut windows: ResMut<Windows>) {
let window = windows.primary_mut();
if input.just_pressed(KeyCode::Space) {
window.set_cursor_grab_mode(match window.cursor_grab_mode() {
CursorGrabMode::None => CursorGrabMode::Locked,
CursorGrabMode::Locked | CursorGrabMode::Confined => CursorGrabMode::None,
});
window.set_cursor_visibility(!window.cursor_visible());
}
}
/// This system cycles the cursor's icon through a small set of icons when clicking
fn cycle_cursor_icon(
input: Res<Input<MouseButton>>,
mut windows: ResMut<Windows>,
mut index: Local<usize>,
) {
const ICONS: &[CursorIcon] = &[
CursorIcon::Default,
CursorIcon::Hand,
CursorIcon::Wait,
CursorIcon::Text,
CursorIcon::Copy,
];
let window = windows.primary_mut();
if input.just_pressed(MouseButton::Left) {
*index = (*index + 1) % ICONS.len();
window.set_cursor_icon(ICONS[*index]);
} else if input.just_pressed(MouseButton::Right) {
*index = if *index == 0 {
ICONS.len() - 1
} else {
*index - 1
};
window.set_cursor_icon(ICONS[*index]);
}
}