bevy/examples/ui/window_fallthrough.rs
Alice Cecile de004da8d5
Rename bevy_render::Color to LegacyColor (#12069)
# Objective

The migration process for `bevy_color` (#12013) will be fairly involved:
there will be hundreds of affected files, and a large number of APIs.

## Solution

To allow us to proceed granularly, we're going to keep both
`bevy_color::Color` (new) and `bevy_render::Color` (old) around until
the migration is complete.

However, simply doing this directly is confusing! They're both called
`Color`, making it very hard to tell when a portion of the code has been
ported.

As discussed in #12056, by renaming the old `Color` type, we can make it
easier to gradually migrate over, one API at a time.

## Migration Guide

THIS MIGRATION GUIDE INTENTIONALLY LEFT BLANK.

This change should not be shipped to end users: delete this section in
the final migration guide!

---------

Co-authored-by: Alice Cecile <alice.i.cecil@gmail.com>
2024-02-24 21:35:32 +00:00

58 lines
2.3 KiB
Rust

//! This example illustrates how have a mouse's clicks/wheel/movement etc fall through the spawned transparent window to a window below.
//! If you build this, and hit 'P' it should toggle on/off the mouse's passthrough.
//! Note: this example will not work on following platforms: iOS / Android / Web / X11. Window fall through is not supported there.
use bevy::prelude::*;
fn main() {
App::new()
.insert_resource(ClearColor(LegacyColor::NONE)) // Use a transparent window, to make effects obvious.
.add_plugins(DefaultPlugins.set(WindowPlugin {
primary_window: Some(Window {
// Set the window's parameters, note we're setting the window to always be on top.
transparent: true,
decorations: true,
window_level: bevy::window::WindowLevel::AlwaysOnTop,
..default()
}),
..default()
}))
.add_systems(Startup, setup)
.add_systems(Update, toggle_mouse_passthrough) // This allows us to hit 'P' to toggle on/off the mouse's passthrough
.run();
}
fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
// UI camera
commands.spawn(Camera2dBundle::default());
// Text with one section
commands.spawn((
// Create a TextBundle that has a Text with a single section.
TextBundle::from_section(
// Accepts a `String` or any type that converts into a `String`, such as `&str`
"Hit 'P' then scroll/click around!",
TextStyle {
font: asset_server.load("fonts/FiraSans-Bold.ttf"),
font_size: 100.0, // Nice and big so you can see it!
..default()
},
)
// Set the style of the TextBundle itself.
.with_style(Style {
position_type: PositionType::Absolute,
bottom: Val::Px(5.),
right: Val::Px(10.),
..default()
}),
));
}
// A simple system to handle some keyboard input and toggle on/off the hittest.
fn toggle_mouse_passthrough(
keyboard_input: Res<ButtonInput<KeyCode>>,
mut windows: Query<&mut Window>,
) {
if keyboard_input.just_pressed(KeyCode::KeyP) {
let mut window = windows.single_mut();
window.cursor.hit_test = !window.cursor.hit_test;
}
}