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https://github.com/bevyengine/bevy
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25bfa80e60
# Objective Yet another PR for migrating stuff to required components. This time, cameras! ## Solution As per the [selected proposal](https://hackmd.io/tsYID4CGRiWxzsgawzxG_g#Combined-Proposal-1-Selected), deprecate `Camera2dBundle` and `Camera3dBundle` in favor of `Camera2d` and `Camera3d`. Adding a `Camera` without `Camera2d` or `Camera3d` now logs a warning, as suggested by Cart [on Discord](https://discord.com/channels/691052431525675048/1264881140007702558/1291506402832945273). I would personally like cameras to work a bit differently and be split into a few more components, to avoid some footguns and confusing semantics, but that is more controversial, and shouldn't block this core migration. ## Testing I ran a few 2D and 3D examples, and tried cameras with and without render graphs. --- ## Migration Guide `Camera2dBundle` and `Camera3dBundle` have been deprecated in favor of `Camera2d` and `Camera3d`. Inserting them will now also insert the other components required by them automatically.
37 lines
1.3 KiB
Rust
37 lines
1.3 KiB
Rust
//! Shows how to display a window in transparent mode.
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//!
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//! This feature works as expected depending on the platform. Please check the
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//! [documentation](https://docs.rs/bevy/latest/bevy/prelude/struct.Window.html#structfield.transparent)
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//! for more details.
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use bevy::prelude::*;
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#[cfg(target_os = "macos")]
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use bevy::window::CompositeAlphaMode;
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fn main() {
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App::new()
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.add_plugins(DefaultPlugins.set(WindowPlugin {
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primary_window: Some(Window {
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// Setting `transparent` allows the `ClearColor`'s alpha value to take effect
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transparent: true,
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// Disabling window decorations to make it feel more like a widget than a window
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decorations: false,
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#[cfg(target_os = "macos")]
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composite_alpha_mode: CompositeAlphaMode::PostMultiplied,
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..default()
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}),
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..default()
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}))
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// ClearColor must have 0 alpha, otherwise some color will bleed through
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.insert_resource(ClearColor(Color::NONE))
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.add_systems(Startup, setup)
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.run();
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}
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fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
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commands.spawn(Camera2d);
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commands.spawn(SpriteBundle {
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texture: asset_server.load("branding/icon.png"),
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..default()
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});
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}
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