# Objective Fix https://github.com/bevyengine/bevy/issues/4530 - Make it easier to open/close/modify windows by setting them up as `Entity`s with a `Window` component. - Make multiple windows very simple to set up. (just add a `Window` component to an entity and it should open) ## Solution - Move all properties of window descriptor to ~components~ a component. - Replace `WindowId` with `Entity`. - ~Use change detection for components to update backend rather than events/commands. (The `CursorMoved`/`WindowResized`/... events are kept for user convenience.~ Check each field individually to see what we need to update, events are still kept for user convenience. --- ## Changelog - `WindowDescriptor` renamed to `Window`. - Width/height consolidated into a `WindowResolution` component. - Requesting maximization/minimization is done on the [`Window::state`] field. - `WindowId` is now `Entity`. ## Migration Guide - Replace `WindowDescriptor` with `Window`. - Change `width` and `height` fields in a `WindowResolution`, either by doing ```rust WindowResolution::new(width, height) // Explicitly // or using From<_> for tuples for convenience (1920., 1080.).into() ``` - Replace any `WindowCommand` code to just modify the `Window`'s fields directly and creating/closing windows is now by spawning/despawning an entity with a `Window` component like so: ```rust let window = commands.spawn(Window { ... }).id(); // open window commands.entity(window).despawn(); // close window ``` ## Unresolved - ~How do we tell when a window is minimized by a user?~ ~Currently using the `Resize(0, 0)` as an indicator of minimization.~ No longer attempting to tell given how finnicky this was across platforms, now the user can only request that a window be maximized/minimized. ## Future work - Move `exit_on_close` functionality out from windowing and into app(?) - https://github.com/bevyengine/bevy/issues/5621 - https://github.com/bevyengine/bevy/issues/7099 - https://github.com/bevyengine/bevy/issues/7098 Co-authored-by: Carter Anderson <mcanders1@gmail.com>
		
			
				
	
	
		
			119 lines
		
	
	
		
			3.5 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			119 lines
		
	
	
		
			3.5 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
use bevy::{
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    diagnostic::{FrameTimeDiagnosticsPlugin, LogDiagnosticsPlugin},
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    prelude::*,
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    window::{PresentMode, WindowPlugin},
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};
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// For a total of 110 * 110 = 12100 buttons with text
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const ROW_COLUMN_COUNT: usize = 110;
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const FONT_SIZE: f32 = 7.0;
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/// This example shows what happens when there is a lot of buttons on screen.
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fn main() {
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    App::new()
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        .add_plugins(DefaultPlugins.set(WindowPlugin {
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            primary_window: Some(Window {
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                present_mode: PresentMode::Immediate,
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                ..default()
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            }),
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            ..default()
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        }))
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        .add_plugin(FrameTimeDiagnosticsPlugin::default())
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        .add_plugin(LogDiagnosticsPlugin::default())
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        .init_resource::<UiFont>()
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        .add_startup_system(setup)
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        .add_system(button_system)
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        .run();
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}
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#[derive(Component)]
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struct IdleColor(BackgroundColor);
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fn button_system(
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    mut interaction_query: Query<
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        (&Interaction, &mut BackgroundColor, &IdleColor),
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        Changed<Interaction>,
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    >,
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) {
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    for (interaction, mut material, IdleColor(idle_color)) in interaction_query.iter_mut() {
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        if matches!(interaction, Interaction::Hovered) {
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            *material = Color::ORANGE_RED.into();
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        } else {
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            *material = *idle_color;
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        }
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    }
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}
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#[derive(Resource)]
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struct UiFont(Handle<Font>);
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impl FromWorld for UiFont {
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    fn from_world(world: &mut World) -> Self {
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        let asset_server = world.resource::<AssetServer>();
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        UiFont(asset_server.load("fonts/FiraSans-Bold.ttf"))
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    }
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}
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fn setup(mut commands: Commands, font: Res<UiFont>) {
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    let count = ROW_COLUMN_COUNT;
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    let count_f = count as f32;
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    let as_rainbow = |i: usize| Color::hsl((i as f32 / count_f) * 360.0, 0.9, 0.8);
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    commands.spawn(Camera2dBundle::default());
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    commands
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        .spawn(NodeBundle {
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            style: Style {
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                size: Size::new(Val::Percent(100.0), Val::Percent(100.0)),
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                ..default()
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            },
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            ..default()
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        })
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        .with_children(|commands| {
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            for i in 0..count {
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                for j in 0..count {
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                    let color = as_rainbow(j % i.max(1)).into();
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                    spawn_button(commands, font.0.clone_weak(), color, count_f, i, j);
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                }
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            }
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        });
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}
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fn spawn_button(
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    commands: &mut ChildBuilder,
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    font: Handle<Font>,
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    color: BackgroundColor,
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    total: f32,
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    i: usize,
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    j: usize,
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) {
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    let width = 90.0 / total;
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    commands
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        .spawn((
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            ButtonBundle {
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                style: Style {
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                    size: Size::new(Val::Percent(width), Val::Percent(width)),
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                    position: UiRect {
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                        bottom: Val::Percent(100.0 / total * i as f32),
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                        left: Val::Percent(100.0 / total * j as f32),
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                        ..default()
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                    },
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                    align_items: AlignItems::Center,
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                    position_type: PositionType::Absolute,
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                    ..default()
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                },
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                background_color: color,
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                ..default()
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            },
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            IdleColor(color),
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        ))
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        .with_children(|commands| {
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            commands.spawn(TextBundle::from_section(
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                format!("{i}, {j}"),
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                TextStyle {
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                    font,
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                    font_size: FONT_SIZE,
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                    color: Color::rgb(0.2, 0.2, 0.2),
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                },
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            ));
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        });
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}
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