 69d08c5ef4
			
		
	
	
		69d08c5ef4
		
	
	
	
	
		
			
			# Objective - Reconfigure surface after present mode changes. It seems that this is not done currently at runtime. It's pretty common for games to change such graphical settings at runtime. - Fixes present mode issue in #5111 ## Solution - Exactly like resolution change gets tracked when extracting window, do the same for present mode. Additionally, I added present mode (vsync) toggling to window settings example.
		
			
				
	
	
		
			85 lines
		
	
	
		
			2.7 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			85 lines
		
	
	
		
			2.7 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
| //! Illustrates how to change window settings and shows how to affect
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| //! the mouse pointer in various ways.
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| 
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| use bevy::{prelude::*, window::PresentMode};
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| use bevy_internal::diagnostic::{FrameTimeDiagnosticsPlugin, LogDiagnosticsPlugin};
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| 
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| fn main() {
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|     App::new()
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|         .insert_resource(WindowDescriptor {
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|             title: "I am a window!".to_string(),
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|             width: 500.,
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|             height: 300.,
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|             present_mode: PresentMode::AutoVsync,
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|             ..default()
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|         })
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|         .add_plugins(DefaultPlugins)
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|         .add_plugin(LogDiagnosticsPlugin::default())
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|         .add_plugin(FrameTimeDiagnosticsPlugin)
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|         .add_system(change_title)
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|         .add_system(toggle_cursor)
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|         .add_system(toggle_vsync)
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|         .add_system(cycle_cursor_icon)
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|         .run();
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| }
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| 
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| /// This system toggles the vsync mode when pressing the button V.
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| /// You'll see fps increase displayed in the console.
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| fn toggle_vsync(input: Res<Input<KeyCode>>, mut windows: ResMut<Windows>) {
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|     if input.just_pressed(KeyCode::V) {
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|         let window = windows.primary_mut();
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| 
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|         window.set_present_mode(if matches!(window.present_mode(), PresentMode::AutoVsync) {
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|             PresentMode::AutoNoVsync
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|         } else {
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|             PresentMode::AutoVsync
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|         });
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|         info!("PRESENT_MODE: {:?}", window.present_mode());
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|     }
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| }
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| 
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| /// This system will then change the title during execution
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| fn change_title(time: Res<Time>, mut windows: ResMut<Windows>) {
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|     let window = windows.primary_mut();
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|     window.set_title(format!(
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|         "Seconds since startup: {}",
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|         time.seconds_since_startup().round()
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|     ));
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| }
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| 
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| /// This system toggles the cursor's visibility when the space bar is pressed
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| fn toggle_cursor(input: Res<Input<KeyCode>>, mut windows: ResMut<Windows>) {
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|     let window = windows.primary_mut();
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|     if input.just_pressed(KeyCode::Space) {
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|         window.set_cursor_lock_mode(!window.cursor_locked());
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|         window.set_cursor_visibility(!window.cursor_visible());
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|     }
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| }
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| 
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| /// This system cycles the cursor's icon through a small set of icons when clicking
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| fn cycle_cursor_icon(
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|     input: Res<Input<MouseButton>>,
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|     mut windows: ResMut<Windows>,
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|     mut index: Local<usize>,
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| ) {
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|     const ICONS: &[CursorIcon] = &[
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|         CursorIcon::Default,
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|         CursorIcon::Hand,
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|         CursorIcon::Wait,
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|         CursorIcon::Text,
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|         CursorIcon::Copy,
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|     ];
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|     let window = windows.primary_mut();
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|     if input.just_pressed(MouseButton::Left) {
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|         *index = (*index + 1) % ICONS.len();
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|         window.set_cursor_icon(ICONS[*index]);
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|     } else if input.just_pressed(MouseButton::Right) {
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|         *index = if *index == 0 {
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|             ICONS.len() - 1
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|         } else {
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|             *index - 1
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|         };
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|         window.set_cursor_icon(ICONS[*index]);
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|     }
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| }
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