mirror of
https://github.com/bevyengine/bevy
synced 2024-11-22 20:53:53 +00:00
3900b48c88
# Objective - Update winit to 0.28 ## Solution - Small API change - A security advisory has been added for a unmaintained crate used by a dependency of winit build script for wayland I didn't do anything for Android support in this PR though it should be fixable, it should be done in a separate one, maybe https://github.com/bevyengine/bevy/pull/6830 --- ## Changelog - `window.always_on_top` has been removed, you can now use `window.window_level` ## Migration Guide before: ```rust app.new() .add_plugins(DefaultPlugins.set(WindowPlugin { primary_window: Some(Window { always_on_top: true, ..default() }), ..default() })); ``` after: ```rust app.new() .add_plugins(DefaultPlugins.set(WindowPlugin { primary_window: Some(Window { window_level: bevy:🪟:WindowLevel::AlwaysOnTop, ..default() }), ..default() })); ```
118 lines
4 KiB
Rust
118 lines
4 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, WindowLevel},
|
|
};
|
|
|
|
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,
|
|
..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(switch_level)
|
|
.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: 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 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 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];
|
|
}
|