Allow minimising in 2d (#4527)

# Objective

- We can't minimise if there's a 2d camera because ??? there legally must be a 2d target.
- Fixes https://github.com/bevyengine/bevy/issues/4526
- Fixes https://github.com/bevyengine/bevy/issues/4856

## Solution

- Make it not crash in those cases, just do nothing
- Seems to work ¯\\_(ツ)_/¯
- See also the companion commit in https://github.com/bevyengine/bevy/pull/3597 - 503c24717321bb2bb2681b358020ad1bcbef510e

Co-authored-by: Asteria <asteria131@outlook.com>
This commit is contained in:
Daniel McNab 2022-05-30 15:32:48 +00:00
parent 60584139de
commit 09a3d8abe0
2 changed files with 11 additions and 9 deletions

View File

@ -39,10 +39,11 @@ impl Node for MainPass2dNode {
world: &World,
) -> Result<(), NodeRunError> {
let view_entity = graph.get_input_entity(Self::IN_VIEW)?;
let (transparent_phase, target) = self
.query
.get_manual(world, view_entity)
.expect("view entity should exist");
// If there is no view entity, do not try to process the render phase for the view
let (transparent_phase, target) = match self.query.get_manual(world, view_entity) {
Ok(it) => it,
_ => return Ok(()),
};
if transparent_phase.items.is_empty() {
return Ok(());

View File

@ -66,15 +66,16 @@ impl Node for UiPassNode {
world: &World,
) -> Result<(), NodeRunError> {
let view_entity = graph.get_input_entity(Self::IN_VIEW)?;
let (transparent_phase, target) = self
.query
.get_manual(world, view_entity)
.expect("view entity should exist");
// If there is no view entity, do not try to process the render phase for the view
let (transparent_phase, target) = match self.query.get_manual(world, view_entity) {
Ok(it) => it,
_ => return Ok(()),
};
if transparent_phase.items.is_empty() {
return Ok(());
}
let pass_descriptor = RenderPassDescriptor {
label: Some("ui_pass"),
color_attachments: &[RenderPassColorAttachment {