Applogies, had to recreate this pr because of branching issue. Old PR: https://github.com/bevyengine/bevy/pull/3033 # Objective Fixes #3032 Allowing a user to create a transparent window ## Solution I've allowed the transparent bool to be passed to the winit window builder
33 lines
1.2 KiB
Rust
33 lines
1.2 KiB
Rust
/// An example of how to display a window in transparent mode
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/// [Documentation & Platform support.](https://docs.rs/bevy/latest/bevy/prelude/struct.WindowDescriptor.html#structfield.transparent)
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use bevy::{prelude::*, render::pass::ClearColor, window::WindowDescriptor};
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fn main() {
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App::new()
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// ClearColor must have 0 alpha, otherwise some color will bleed through
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.insert_resource(ClearColor(Color::NONE))
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.insert_resource(WindowDescriptor {
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// Setting `transparent` allows the `ClearColor`'s alpha value to take effect
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transparent: true,
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// Disabling window decorations to make it feel more like a widget than a window
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decorations: false,
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..Default::default()
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})
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.add_startup_system(setup)
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.add_plugins(DefaultPlugins)
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.run();
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}
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fn setup(
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mut commands: Commands,
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asset_server: Res<AssetServer>,
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mut materials: ResMut<Assets<ColorMaterial>>,
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) {
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let texture_handle = asset_server.load("branding/icon.png");
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commands.spawn_bundle(OrthographicCameraBundle::new_2d());
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commands.spawn_bundle(SpriteBundle {
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material: materials.add(texture_handle.into()),
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..Default::default()
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});
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}
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