 25bfa80e60
			
		
	
	
		25bfa80e60
		
			
		
	
	
	
	
		
			
			# Objective Yet another PR for migrating stuff to required components. This time, cameras! ## Solution As per the [selected proposal](https://hackmd.io/tsYID4CGRiWxzsgawzxG_g#Combined-Proposal-1-Selected), deprecate `Camera2dBundle` and `Camera3dBundle` in favor of `Camera2d` and `Camera3d`. Adding a `Camera` without `Camera2d` or `Camera3d` now logs a warning, as suggested by Cart [on Discord](https://discord.com/channels/691052431525675048/1264881140007702558/1291506402832945273). I would personally like cameras to work a bit differently and be split into a few more components, to avoid some footguns and confusing semantics, but that is more controversial, and shouldn't block this core migration. ## Testing I ran a few 2D and 3D examples, and tried cameras with and without render graphs. --- ## Migration Guide `Camera2dBundle` and `Camera3dBundle` have been deprecated in favor of `Camera2d` and `Camera3d`. Inserting them will now also insert the other components required by them automatically.
		
			
				
	
	
		
			94 lines
		
	
	
		
			2.7 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			94 lines
		
	
	
		
			2.7 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
| //! This example illustrates how to resize windows, and how to respond to a window being resized.
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| use bevy::{prelude::*, window::WindowResized};
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| 
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| fn main() {
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|     App::new()
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|         .insert_resource(ResolutionSettings {
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|             large: Vec2::new(1920.0, 1080.0),
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|             medium: Vec2::new(800.0, 600.0),
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|             small: Vec2::new(640.0, 360.0),
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|         })
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|         .add_plugins(DefaultPlugins)
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|         .add_systems(Startup, (setup_camera, setup_ui))
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|         .add_systems(Update, (on_resize_system, toggle_resolution))
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|         .run();
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| }
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| 
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| /// Marker component for the text that displays the current resolution.
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| #[derive(Component)]
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| struct ResolutionText;
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| 
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| /// Stores the various window-resolutions we can select between.
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| #[derive(Resource)]
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| struct ResolutionSettings {
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|     large: Vec2,
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|     medium: Vec2,
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|     small: Vec2,
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| }
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| 
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| // Spawns the camera that draws UI
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| fn setup_camera(mut commands: Commands) {
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|     commands.spawn(Camera2d);
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| }
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| 
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| // Spawns the UI
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| fn setup_ui(mut commands: Commands) {
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|     // Node that fills entire background
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|     commands
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|         .spawn(NodeBundle {
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|             style: Style {
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|                 width: Val::Percent(100.),
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|                 ..default()
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|             },
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|             ..default()
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|         })
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|         .with_children(|root| {
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|             // Text where we display current resolution
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|             root.spawn((
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|                 TextBundle::from_section(
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|                     "Resolution",
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|                     TextStyle {
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|                         font_size: 42.0,
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|                         ..default()
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|                     },
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|                 ),
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|                 ResolutionText,
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|             ));
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|         });
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| }
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| 
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| /// This system shows how to request the window to a new resolution
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| fn toggle_resolution(
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|     keys: Res<ButtonInput<KeyCode>>,
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|     mut windows: Query<&mut Window>,
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|     resolution: Res<ResolutionSettings>,
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| ) {
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|     let mut window = windows.single_mut();
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| 
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|     if keys.just_pressed(KeyCode::Digit1) {
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|         let res = resolution.small;
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|         window.resolution.set(res.x, res.y);
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|     }
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|     if keys.just_pressed(KeyCode::Digit2) {
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|         let res = resolution.medium;
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|         window.resolution.set(res.x, res.y);
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|     }
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|     if keys.just_pressed(KeyCode::Digit3) {
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|         let res = resolution.large;
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|         window.resolution.set(res.x, res.y);
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|     }
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| }
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| 
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| /// This system shows how to respond to a window being resized.
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| /// Whenever the window is resized, the text will update with the new resolution.
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| fn on_resize_system(
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|     mut q: Query<&mut Text, With<ResolutionText>>,
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|     mut resize_reader: EventReader<WindowResized>,
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| ) {
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|     let mut text = q.single_mut();
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|     for e in resize_reader.read() {
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|         // When resolution is being changed
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|         text.sections[0].value = format!("{:.1} x {:.1}", e.width, e.height);
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|     }
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| }
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