 94b9fe384f
			
		
	
	
		94b9fe384f
		
			
		
	
	
	
	
		
			
			# Objective - I want to hide the clock and the battery indicator on iOS ## Solution - Add the platform specific property `prefers_status_bar_hidden` on Window creation, and map it to `with_prefers_status_bar_hidden` in winit. ## Testing - Tested on iOS
		
			
				
	
	
		
			190 lines
		
	
	
		
			6.2 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			190 lines
		
	
	
		
			6.2 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
| //! A 3d Scene with a button and playing sound.
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| 
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| use bevy::{
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|     color::palettes::basic::*,
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|     input::{gestures::RotationGesture, touch::TouchPhase},
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|     log::{Level, LogPlugin},
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|     prelude::*,
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|     window::{AppLifecycle, WindowMode},
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|     winit::WinitSettings,
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| };
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| 
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| // the `bevy_main` proc_macro generates the required boilerplate for iOS and Android
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| #[bevy_main]
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| fn main() {
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|     let mut app = App::new();
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|     app.add_plugins(
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|         DefaultPlugins
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|             .set(LogPlugin {
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|                 // This will show some log events from Bevy to the native logger.
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|                 level: Level::DEBUG,
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|                 filter: "wgpu=error,bevy_render=info,bevy_ecs=trace".to_string(),
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|                 ..Default::default()
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|             })
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|             .set(WindowPlugin {
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|                 primary_window: Some(Window {
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|                     resizable: false,
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|                     mode: WindowMode::BorderlessFullscreen(MonitorSelection::Primary),
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|                     // on iOS, gestures must be enabled.
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|                     // This doesn't work on Android
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|                     recognize_rotation_gesture: true,
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|                     // Only has an effect on iOS
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|                     prefers_home_indicator_hidden: true,
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|                     // Only has an effect on iOS
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|                     prefers_status_bar_hidden: true,
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|                     ..default()
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|                 }),
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|                 ..default()
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|             }),
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|     )
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|     // Make the winit loop wait more aggressively when no user input is received
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|     // This can help reduce cpu usage on mobile devices
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|     .insert_resource(WinitSettings::mobile())
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|     .add_systems(Startup, (setup_scene, setup_music))
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|     .add_systems(Update, (touch_camera, button_handler, handle_lifetime))
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|     .run();
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| }
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| 
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| fn touch_camera(
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|     window: Single<&Window>,
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|     mut touches: EventReader<TouchInput>,
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|     mut camera_transform: Single<&mut Transform, With<Camera3d>>,
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|     mut last_position: Local<Option<Vec2>>,
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|     mut rotations: EventReader<RotationGesture>,
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| ) {
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|     for touch in touches.read() {
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|         if touch.phase == TouchPhase::Started {
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|             *last_position = None;
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|         }
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|         if let Some(last_position) = *last_position {
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|             **camera_transform = Transform::from_xyz(
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|                 camera_transform.translation.x
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|                     + (touch.position.x - last_position.x) / window.width() * 5.0,
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|                 camera_transform.translation.y,
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|                 camera_transform.translation.z
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|                     + (touch.position.y - last_position.y) / window.height() * 5.0,
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|             )
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|             .looking_at(Vec3::ZERO, Vec3::Y);
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|         }
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|         *last_position = Some(touch.position);
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|     }
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|     // Rotation gestures only work on iOS
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|     for rotation in rotations.read() {
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|         let forward = camera_transform.forward();
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|         camera_transform.rotate_axis(forward, rotation.0 / 10.0);
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|     }
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| }
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| 
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| /// set up a simple 3D scene
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| fn setup_scene(
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|     mut commands: Commands,
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|     mut meshes: ResMut<Assets<Mesh>>,
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|     mut materials: ResMut<Assets<StandardMaterial>>,
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| ) {
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|     // plane
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|     commands.spawn((
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|         Mesh3d(meshes.add(Plane3d::default().mesh().size(5.0, 5.0))),
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|         MeshMaterial3d(materials.add(Color::srgb(0.1, 0.2, 0.1))),
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|     ));
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|     // cube
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|     commands.spawn((
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|         Mesh3d(meshes.add(Cuboid::default())),
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|         MeshMaterial3d(materials.add(Color::srgb(0.5, 0.4, 0.3))),
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|         Transform::from_xyz(0.0, 0.5, 0.0),
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|     ));
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|     // sphere
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|     commands.spawn((
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|         Mesh3d(meshes.add(Sphere::new(0.5).mesh().ico(4).unwrap())),
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|         MeshMaterial3d(materials.add(Color::srgb(0.1, 0.4, 0.8))),
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|         Transform::from_xyz(1.5, 1.5, 1.5),
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|     ));
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|     // light
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|     commands.spawn((
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|         PointLight {
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|             intensity: 1_000_000.0,
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|             // Shadows makes some Android devices segfault, this is under investigation
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|             // https://github.com/bevyengine/bevy/issues/8214
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|             #[cfg(not(target_os = "android"))]
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|             shadows_enabled: true,
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|             ..default()
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|         },
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|         Transform::from_xyz(4.0, 8.0, 4.0),
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|     ));
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|     // camera
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|     commands.spawn((
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|         Camera3d::default(),
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|         Transform::from_xyz(-2.0, 2.5, 5.0).looking_at(Vec3::ZERO, Vec3::Y),
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|         // MSAA makes some Android devices panic, this is under investigation
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|         // https://github.com/bevyengine/bevy/issues/8229
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|         #[cfg(target_os = "android")]
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|         Msaa::Off,
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|     ));
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| 
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|     // Test ui
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|     commands
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|         .spawn((
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|             Button,
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|             Node {
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|                 justify_content: JustifyContent::Center,
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|                 align_items: AlignItems::Center,
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|                 position_type: PositionType::Absolute,
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|                 left: Val::Px(50.0),
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|                 right: Val::Px(50.0),
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|                 bottom: Val::Px(50.0),
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|                 ..default()
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|             },
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|         ))
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|         .with_child((
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|             Text::new("Test Button"),
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|             TextFont {
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|                 font_size: 30.0,
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|                 ..default()
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|             },
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|             TextColor::BLACK,
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|             TextLayout::new_with_justify(JustifyText::Center),
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|         ));
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| }
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| 
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| fn button_handler(
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|     mut interaction_query: Query<
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|         (&Interaction, &mut BackgroundColor),
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|         (Changed<Interaction>, With<Button>),
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|     >,
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| ) {
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|     for (interaction, mut color) in &mut interaction_query {
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|         match *interaction {
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|             Interaction::Pressed => {
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|                 *color = BLUE.into();
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|             }
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|             Interaction::Hovered => {
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|                 *color = GRAY.into();
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|             }
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|             Interaction::None => {
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|                 *color = WHITE.into();
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|             }
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|         }
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|     }
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| }
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| 
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| fn setup_music(asset_server: Res<AssetServer>, mut commands: Commands) {
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|     commands.spawn((
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|         AudioPlayer::new(asset_server.load("sounds/Windless Slopes.ogg")),
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|         PlaybackSettings::LOOP,
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|     ));
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| }
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| 
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| // Pause audio when app goes into background and resume when it returns.
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| // This is handled by the OS on iOS, but not on Android.
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| fn handle_lifetime(
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|     mut lifecycle_events: EventReader<AppLifecycle>,
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|     music_controller: Single<&AudioSink>,
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| ) {
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|     for event in lifecycle_events.read() {
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|         match event {
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|             AppLifecycle::Idle | AppLifecycle::WillSuspend | AppLifecycle::WillResume => {}
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|             AppLifecycle::Suspended => music_controller.pause(),
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|             AppLifecycle::Running => music_controller.play(),
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|         }
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|     }
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| }
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