bevy/examples/mobile/src/lib.rs
charlotte 3360b45153
Expose winit's MonitorHandle (#13669)
# Objective

Adds a new `Monitor` component representing a winit `MonitorHandle` that
can be used to spawn new windows and check for system monitor
information.

Closes #12955.

## Solution

For every winit event, check available monitors and spawn them into the
world as components.

## Testing

TODO:
- [x] Test plugging in and unplugging monitor during app runtime
- [x] Test spawning a window on a second monitor by entity id
- [ ] Since this touches winit, test all platforms

---

## Changelog

- Adds a new `Monitor` component that can be queried for information
about available system monitors.

## Migration Guide

- `WindowMode` variants now take a `MonitorSelection`, which can be set
to `MonitorSelection::Primary` to mirror the old behavior.

---------

Co-authored-by: Pascal Hertleif <pascal@technocreatives.com>
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: Pascal Hertleif <killercup@gmail.com>
2024-08-06 10:54:37 +00:00

188 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(MonitorSelection::Primary),
// 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))
.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),
// MSAA makes some Android devices panic, this is under investigation
// https://github.com/bevyengine/bevy/issues/8229
#[cfg(target_os = "android")]
msaa: Msaa::Off,
..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(),
}
}
}