 b3aff9a7b1
			
		
	
	
		b3aff9a7b1
		
	
	
	
	
		
			
			# Objective
- Improve documentation.
- Provide helper functions for common uses of `Windows` relating to getting the primary `Window`.
- Reduce repeated `Window` code.
# Solution
- Adds infallible `primary()` and `primary_mut()` functions with standard error text. This replaces the commonly used `get_primary().unwrap()` seen throughout bevy which has inconsistent or nonexistent error messages.
- Adds `scale_factor(WindowId)` to replace repeated code blocks throughout.
# Considerations
- The added functions can panic if the primary window does not exist.
    - It is very uncommon for the primary window to not exist, as seen by the regular use of `get_primary().unwrap()`. Most users will have a single window and will need to reference the primary window in their code multiple times.
    - The panic provides a consistent error message to make this class of error easy to spot from the panic text.
    - This follows the established standard of short names for infallible-but-unlikely-to-panic functions in bevy.
- Removes line noise for common usage of `Windows`.
		
	
			
		
			
				
	
	
		
			96 lines
		
	
	
		
			3.0 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			96 lines
		
	
	
		
			3.0 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
| use bevy::{input::touch::TouchPhase, prelude::*, window::WindowMode};
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| 
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| // the `bevy_main` proc_macro generates the required ios boilerplate
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| #[bevy_main]
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| fn main() {
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|     App::new()
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|         .insert_resource(WindowDescriptor {
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|             resizable: false,
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|             mode: WindowMode::BorderlessFullscreen,
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|             ..default()
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|         })
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|         .insert_resource(Msaa { samples: 4 })
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|         .add_plugins(DefaultPlugins)
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|         .add_startup_system(setup_scene)
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|         .add_startup_system(setup_music)
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|         .add_system(touch_camera)
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|         .run();
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| }
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| 
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| fn touch_camera(
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|     windows: ResMut<Windows>,
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|     mut touches: EventReader<TouchInput>,
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|     mut camera: Query<&mut Transform, With<Camera>>,
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|     mut last_position: Local<Option<Vec2>>,
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| ) {
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|     for touch in touches.iter() {
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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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|             let window = windows.primary();
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|             let mut transform = camera.single_mut();
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|             *transform = Transform::from_xyz(
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|                 transform.translation.x
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|                     + (touch.position.x - last_position.x) / window.width() * 5.0,
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|                 transform.translation.y,
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|                 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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| }
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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_bundle(PbrBundle {
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|         mesh: meshes.add(Mesh::from(shape::Plane { size: 5.0 })),
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|         material: materials.add(Color::rgb(0.1, 0.2, 0.1).into()),
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|         ..default()
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|     });
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|     // cube
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|     commands.spawn_bundle(PbrBundle {
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|         mesh: meshes.add(Mesh::from(shape::Cube { size: 1.0 })),
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|         material: materials.add(Color::rgb(0.5, 0.4, 0.3).into()),
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|         transform: Transform::from_xyz(0.0, 0.5, 0.0),
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|         ..default()
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|     });
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|     // sphere
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|     commands.spawn_bundle(PbrBundle {
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|         mesh: meshes.add(Mesh::from(shape::Icosphere {
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|             subdivisions: 4,
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|             radius: 0.5,
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|         })),
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|         material: materials.add(Color::rgb(0.1, 0.4, 0.8).into()),
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|         transform: Transform::from_xyz(1.5, 1.5, 1.5),
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|         ..default()
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|     });
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|     // light
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|     commands.spawn_bundle(PointLightBundle {
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|         transform: Transform::from_xyz(4.0, 8.0, 4.0),
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|         point_light: PointLight {
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|             intensity: 5000.0,
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|             shadows_enabled: true,
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|             ..default()
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|         },
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|         ..default()
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|     });
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|     // camera
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|     commands.spawn_bundle(PerspectiveCameraBundle {
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|         transform: Transform::from_xyz(-2.0, 2.5, 5.0).looking_at(Vec3::ZERO, Vec3::Y),
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|         ..default()
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|     });
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| }
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| 
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| fn setup_music(asset_server: Res<AssetServer>, audio: Res<Audio>) {
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|     let music = asset_server.load("sounds/Windless Slopes.ogg");
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|     audio.play(music);
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| }
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