//! A test to confirm that `bevy` allows setting the window to arbitrary small sizes //! This is run in CI to ensure that this doesn't regress again. use bevy::{core_pipeline::clear_color::ClearColorConfig, prelude::*}; // The smallest size reached is 1x1, as X11 doesn't support windows with a 0 dimension // TODO: Add a check for platforms other than X11 for 0xk and kx0, despite those currently unsupported on CI. const MAX_WIDTH: u16 = 401; const MAX_HEIGHT: u16 = 401; const MIN_WIDTH: u16 = 1; const MIN_HEIGHT: u16 = 1; const RESIZE_STEP: u16 = 4; #[derive(Resource)] struct Dimensions { width: u16, height: u16, } fn main() { App::new() .insert_resource(WindowDescriptor { width: MAX_WIDTH.try_into().unwrap(), height: MAX_HEIGHT.try_into().unwrap(), scale_factor_override: Some(1.), title: "Resizing".into(), ..Default::default() }) .insert_resource(Dimensions { width: MAX_WIDTH, height: MAX_HEIGHT, }) .add_plugins(DefaultPlugins) .insert_resource(Phase::ContractingY) .add_system(change_window_size) .add_system(sync_dimensions) .add_system(bevy::window::close_on_esc) .add_startup_system(setup_3d) .add_startup_system(setup_2d) .run(); } #[derive(Resource)] enum Phase { ContractingY, ContractingX, ExpandingY, ExpandingX, } use Phase::*; fn change_window_size( mut windows: ResMut, mut phase: ResMut, mut first_complete: Local, ) { // Put off rendering for one frame, as currently for a frame where // resizing happens, nothing is presented. // TODO: Debug and fix this if feasible if !*first_complete { *first_complete = true; return; } let height = windows.height; let width = windows.width; match *phase { Phase::ContractingY => { if height <= MIN_HEIGHT { *phase = ContractingX; } else { windows.height -= RESIZE_STEP; } } Phase::ContractingX => { if width <= MIN_WIDTH { *phase = ExpandingY; } else { windows.width -= RESIZE_STEP; } } Phase::ExpandingY => { if height >= MAX_HEIGHT { *phase = ExpandingX; } else { windows.height += RESIZE_STEP; } } Phase::ExpandingX => { if width >= MAX_WIDTH { *phase = ContractingY; } else { windows.width += RESIZE_STEP; } } } } fn sync_dimensions(dim: Res, mut windows: ResMut) { if dim.is_changed() { windows.get_primary_mut().unwrap().set_resolution( dim.width.try_into().unwrap(), dim.height.try_into().unwrap(), ); } } /// A simple 3d scene, taken from the `3d_scene` example fn setup_3d( mut commands: Commands, mut meshes: ResMut>, mut materials: ResMut>, ) { // plane commands.spawn_bundle(PbrBundle { mesh: meshes.add(Mesh::from(shape::Plane { size: 5.0 })), material: materials.add(Color::rgb(0.3, 0.5, 0.3).into()), ..default() }); // cube commands.spawn_bundle(PbrBundle { mesh: meshes.add(Mesh::from(shape::Cube { size: 1.0 })), material: materials.add(Color::rgb(0.8, 0.7, 0.6).into()), transform: Transform::from_xyz(0.0, 0.5, 0.0), ..default() }); // light commands.spawn_bundle(PointLightBundle { point_light: PointLight { intensity: 1500.0, shadows_enabled: true, ..default() }, transform: Transform::from_xyz(4.0, 8.0, 4.0), ..default() }); // camera commands.spawn_bundle(Camera3dBundle { transform: Transform::from_xyz(-2.0, 2.5, 5.0).looking_at(Vec3::ZERO, Vec3::Y), ..default() }); } /// A simple 2d scene, taken from the `rect` example fn setup_2d(mut commands: Commands) { commands.spawn_bundle(Camera2dBundle { camera: Camera { // render the 2d camera after the 3d camera priority: 1, ..default() }, camera_2d: Camera2d { // do not use a clear color clear_color: ClearColorConfig::None, }, ..default() }); commands.spawn_bundle(SpriteBundle { sprite: Sprite { color: Color::rgb(0.25, 0.25, 0.75), custom_size: Some(Vec2::new(50.0, 50.0)), ..default() }, ..default() }); }