 ee63cf45c6
			
		
	
	
		ee63cf45c6
		
			
		
	
	
	
	
		
			
			# Objective - #14017 changed how `UiImage` and `BackgroundColor` work - one change was missed in example `color_grading`, another in the mobile example ## Solution - Change it in the examples
		
			
				
	
	
		
			190 lines
		
	
	
		
			5.9 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			190 lines
		
	
	
		
			5.9 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
| //! A 3d Scene with a button and playing sound.
 | |
| 
 | |
| use bevy::{
 | |
|     color::palettes::basic::*,
 | |
|     input::{gestures::RotationGesture, touch::TouchPhase},
 | |
|     prelude::*,
 | |
|     window::{AppLifecycle, WindowMode},
 | |
| };
 | |
| 
 | |
| // the `bevy_main` proc_macro generates the required boilerplate for iOS and Android
 | |
| #[bevy_main]
 | |
| fn main() {
 | |
|     let mut app = App::new();
 | |
|     app.add_plugins(DefaultPlugins.set(WindowPlugin {
 | |
|         primary_window: Some(Window {
 | |
|             resizable: false,
 | |
|             mode: WindowMode::BorderlessFullscreen,
 | |
|             // on iOS, gestures must be enabled.
 | |
|             // This doesn't work on Android
 | |
|             recognize_rotation_gesture: true,
 | |
|             ..default()
 | |
|         }),
 | |
|         ..default()
 | |
|     }))
 | |
|     .add_systems(Startup, (setup_scene, setup_music))
 | |
|     .add_systems(Update, (touch_camera, button_handler, handle_lifetime));
 | |
| 
 | |
|     // MSAA makes some Android devices panic, this is under investigation
 | |
|     // https://github.com/bevyengine/bevy/issues/8229
 | |
|     #[cfg(target_os = "android")]
 | |
|     app.insert_resource(Msaa::Off);
 | |
| 
 | |
|     app.run();
 | |
| }
 | |
| 
 | |
| fn touch_camera(
 | |
|     windows: Query<&Window>,
 | |
|     mut touches: EventReader<TouchInput>,
 | |
|     mut camera: Query<&mut Transform, With<Camera3d>>,
 | |
|     mut last_position: Local<Option<Vec2>>,
 | |
|     mut rotations: EventReader<RotationGesture>,
 | |
| ) {
 | |
|     let window = windows.single();
 | |
| 
 | |
|     for touch in touches.read() {
 | |
|         if touch.phase == TouchPhase::Started {
 | |
|             *last_position = None;
 | |
|         }
 | |
|         if let Some(last_position) = *last_position {
 | |
|             let mut transform = camera.single_mut();
 | |
|             *transform = Transform::from_xyz(
 | |
|                 transform.translation.x
 | |
|                     + (touch.position.x - last_position.x) / window.width() * 5.0,
 | |
|                 transform.translation.y,
 | |
|                 transform.translation.z
 | |
|                     + (touch.position.y - last_position.y) / window.height() * 5.0,
 | |
|             )
 | |
|             .looking_at(Vec3::ZERO, Vec3::Y);
 | |
|         }
 | |
|         *last_position = Some(touch.position);
 | |
|     }
 | |
|     // Rotation gestures only work on iOS
 | |
|     for rotation in rotations.read() {
 | |
|         let mut transform = camera.single_mut();
 | |
|         let forward = transform.forward();
 | |
|         transform.rotate_axis(forward, rotation.0 / 10.0);
 | |
|     }
 | |
| }
 | |
| 
 | |
| /// set up a simple 3D scene
 | |
| fn setup_scene(
 | |
|     mut commands: Commands,
 | |
|     mut meshes: ResMut<Assets<Mesh>>,
 | |
|     mut materials: ResMut<Assets<StandardMaterial>>,
 | |
| ) {
 | |
|     // plane
 | |
|     commands.spawn(PbrBundle {
 | |
|         mesh: meshes.add(Plane3d::default().mesh().size(5.0, 5.0)),
 | |
|         material: materials.add(Color::srgb(0.1, 0.2, 0.1)),
 | |
|         ..default()
 | |
|     });
 | |
|     // cube
 | |
|     commands.spawn(PbrBundle {
 | |
|         mesh: meshes.add(Cuboid::default()),
 | |
|         material: materials.add(Color::srgb(0.5, 0.4, 0.3)),
 | |
|         transform: Transform::from_xyz(0.0, 0.5, 0.0),
 | |
|         ..default()
 | |
|     });
 | |
|     // sphere
 | |
|     commands.spawn(PbrBundle {
 | |
|         mesh: meshes.add(Sphere::new(0.5).mesh().ico(4).unwrap()),
 | |
|         material: materials.add(Color::srgb(0.1, 0.4, 0.8)),
 | |
|         transform: Transform::from_xyz(1.5, 1.5, 1.5),
 | |
|         ..default()
 | |
|     });
 | |
|     // light
 | |
|     commands.spawn(PointLightBundle {
 | |
|         transform: Transform::from_xyz(4.0, 8.0, 4.0),
 | |
|         point_light: PointLight {
 | |
|             intensity: 1_000_000.0,
 | |
|             // Shadows makes some Android devices segfault, this is under investigation
 | |
|             // https://github.com/bevyengine/bevy/issues/8214
 | |
|             #[cfg(not(target_os = "android"))]
 | |
|             shadows_enabled: true,
 | |
|             ..default()
 | |
|         },
 | |
|         ..default()
 | |
|     });
 | |
|     // camera
 | |
|     commands.spawn(Camera3dBundle {
 | |
|         transform: Transform::from_xyz(-2.0, 2.5, 5.0).looking_at(Vec3::ZERO, Vec3::Y),
 | |
|         ..default()
 | |
|     });
 | |
| 
 | |
|     // Test ui
 | |
|     commands
 | |
|         .spawn(ButtonBundle {
 | |
|             style: Style {
 | |
|                 justify_content: JustifyContent::Center,
 | |
|                 align_items: AlignItems::Center,
 | |
|                 position_type: PositionType::Absolute,
 | |
|                 left: Val::Px(50.0),
 | |
|                 right: Val::Px(50.0),
 | |
|                 bottom: Val::Px(50.0),
 | |
|                 ..default()
 | |
|             },
 | |
|             ..default()
 | |
|         })
 | |
|         .with_children(|b| {
 | |
|             b.spawn(
 | |
|                 TextBundle::from_section(
 | |
|                     "Test Button",
 | |
|                     TextStyle {
 | |
|                         font_size: 30.0,
 | |
|                         color: Color::BLACK,
 | |
|                         ..default()
 | |
|                     },
 | |
|                 )
 | |
|                 .with_text_justify(JustifyText::Center),
 | |
|             );
 | |
|         });
 | |
| }
 | |
| 
 | |
| fn button_handler(
 | |
|     mut interaction_query: Query<
 | |
|         (&Interaction, &mut BackgroundColor),
 | |
|         (Changed<Interaction>, With<Button>),
 | |
|     >,
 | |
| ) {
 | |
|     for (interaction, mut color) in &mut interaction_query {
 | |
|         match *interaction {
 | |
|             Interaction::Pressed => {
 | |
|                 *color = BLUE.into();
 | |
|             }
 | |
|             Interaction::Hovered => {
 | |
|                 *color = GRAY.into();
 | |
|             }
 | |
|             Interaction::None => {
 | |
|                 *color = WHITE.into();
 | |
|             }
 | |
|         }
 | |
|     }
 | |
| }
 | |
| 
 | |
| fn setup_music(asset_server: Res<AssetServer>, mut commands: Commands) {
 | |
|     commands.spawn(AudioBundle {
 | |
|         source: asset_server.load("sounds/Windless Slopes.ogg"),
 | |
|         settings: PlaybackSettings::LOOP,
 | |
|     });
 | |
| }
 | |
| 
 | |
| // Pause audio when app goes into background and resume when it returns.
 | |
| // This is handled by the OS on iOS, but not on Android.
 | |
| fn handle_lifetime(
 | |
|     mut lifecycle_events: EventReader<AppLifecycle>,
 | |
|     music_controller: Query<&AudioSink>,
 | |
| ) {
 | |
|     let Ok(music_controller) = music_controller.get_single() else {
 | |
|         return;
 | |
|     };
 | |
| 
 | |
|     for event in lifecycle_events.read() {
 | |
|         match event {
 | |
|             AppLifecycle::Idle | AppLifecycle::WillSuspend | AppLifecycle::WillResume => {}
 | |
|             AppLifecycle::Suspended => music_controller.pause(),
 | |
|             AppLifecycle::Running => music_controller.play(),
 | |
|         }
 | |
|     }
 | |
| }
 |