Follow up to #11057
Implemented suggestions from reviewers from: a simpler
fit_canvas_to_parent leads to an explicit CSS setting to the canvas.
From my understanding, it has do be set after wgpu creation due to wgpu
overriding the canvas width/height:
4400a58470/examples/src/utils.rs (L68-L74)
# Changelog
- Re-enable a `fit_canvas_to_parent`, it's removal from
https://github.com/bevyengine/bevy/pull/11057 was problematic. Still,
its inner working is more simple than before: bevy doesn't handle its
resizing, winit does.
## Migration Guide
- Cancels the migration from
https://github.com/bevyengine/bevy/pull/11057
		
	
			
		
			
				
	
	
		
			190 lines
		
	
	
		
			6.9 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			190 lines
		
	
	
		
			6.9 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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use bevy::{
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    core::FrameCount,
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    diagnostic::{FrameTimeDiagnosticsPlugin, LogDiagnosticsPlugin},
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    prelude::*,
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    window::{CursorGrabMode, PresentMode, WindowLevel, WindowTheme},
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};
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fn main() {
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    App::new()
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        .add_plugins((
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            DefaultPlugins.set(WindowPlugin {
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                primary_window: Some(Window {
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                    title: "I am a window!".into(),
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                    name: Some("bevy.app".into()),
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                    resolution: (500., 300.).into(),
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                    present_mode: PresentMode::AutoVsync,
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                    // Tells wasm to resize the window according to the available canvas
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                    fit_canvas_to_parent: true,
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                    // Tells wasm not to override default event handling, like F5, Ctrl+R etc.
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                    prevent_default_event_handling: false,
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                    window_theme: Some(WindowTheme::Dark),
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                    enabled_buttons: bevy::window::EnabledButtons {
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                        maximize: false,
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                        ..Default::default()
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                    },
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                    // This will spawn an invisible window
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                    // The window will be made visible in the make_visible() system after 3 frames.
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                    // This is useful when you want to avoid the white window that shows up before the GPU is ready to render the app.
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                    visible: false,
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                    ..default()
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                }),
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                ..default()
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            }),
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            LogDiagnosticsPlugin::default(),
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            FrameTimeDiagnosticsPlugin,
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        ))
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        .add_systems(
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            Update,
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            (
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                change_title,
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                toggle_theme,
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                toggle_cursor,
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                toggle_vsync,
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                toggle_window_controls,
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                cycle_cursor_icon,
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                switch_level,
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                make_visible,
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            ),
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        )
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        .run();
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}
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fn make_visible(mut window: Query<&mut Window>, frames: Res<FrameCount>) {
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    // The delay may be different for your app or system.
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    if frames.0 == 3 {
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        // At this point the gpu is ready to show the app so we can make the window visible.
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        // Alternatively, you could toggle the visibility in Startup.
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        // It will work, but it will have one white frame before it starts rendering
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        window.single_mut().visible = true;
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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<ButtonInput<KeyCode>>, mut windows: Query<&mut Window>) {
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    if input.just_pressed(KeyCode::KeyV) {
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        let mut window = windows.single_mut();
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        window.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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/// This system switches the window level when pressing the T button
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/// You'll notice it won't be covered by other windows, or will be covered by all the other
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/// windows depending on the level.
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///
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/// This feature only works on some platforms. Please check the
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/// [documentation](https://docs.rs/bevy/latest/bevy/prelude/struct.Window.html#structfield.window_level)
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/// for more details.
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fn switch_level(input: Res<ButtonInput<KeyCode>>, mut windows: Query<&mut Window>) {
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    if input.just_pressed(KeyCode::KeyT) {
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        let mut window = windows.single_mut();
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        window.window_level = match window.window_level {
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            WindowLevel::AlwaysOnBottom => WindowLevel::Normal,
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            WindowLevel::Normal => WindowLevel::AlwaysOnTop,
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            WindowLevel::AlwaysOnTop => WindowLevel::AlwaysOnBottom,
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        };
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        info!("WINDOW_LEVEL: {:?}", window.window_level);
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    }
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}
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/// This system toggles the window controls when pressing buttons 1, 2 and 3
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///
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/// This feature only works on some platforms. Please check the
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/// [documentation](https://docs.rs/bevy/latest/bevy/prelude/struct.Window.html#structfield.enabled_buttons)
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/// for more details.
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fn toggle_window_controls(input: Res<ButtonInput<KeyCode>>, mut windows: Query<&mut Window>) {
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    let toggle_minimize = input.just_pressed(KeyCode::Digit1);
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    let toggle_maximize = input.just_pressed(KeyCode::Digit2);
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    let toggle_close = input.just_pressed(KeyCode::Digit3);
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    if toggle_minimize || toggle_maximize || toggle_close {
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        let mut window = windows.single_mut();
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        if toggle_minimize {
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            window.enabled_buttons.minimize = !window.enabled_buttons.minimize;
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        }
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        if toggle_maximize {
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            window.enabled_buttons.maximize = !window.enabled_buttons.maximize;
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        }
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        if toggle_close {
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            window.enabled_buttons.close = !window.enabled_buttons.close;
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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(mut windows: Query<&mut Window>, time: Res<Time>) {
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    let mut window = windows.single_mut();
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    window.title = format!(
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        "Seconds since startup: {}",
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        time.elapsed().as_secs_f32().round()
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    );
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}
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fn toggle_cursor(mut windows: Query<&mut Window>, input: Res<ButtonInput<KeyCode>>) {
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    if input.just_pressed(KeyCode::Space) {
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        let mut window = windows.single_mut();
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        window.cursor.visible = !window.cursor.visible;
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        window.cursor.grab_mode = match window.cursor.grab_mode {
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            CursorGrabMode::None => CursorGrabMode::Locked,
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            CursorGrabMode::Locked | CursorGrabMode::Confined => CursorGrabMode::None,
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        };
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    }
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}
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// This system will toggle the color theme used by the window
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fn toggle_theme(mut windows: Query<&mut Window>, input: Res<ButtonInput<KeyCode>>) {
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    if input.just_pressed(KeyCode::KeyF) {
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        let mut window = windows.single_mut();
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        if let Some(current_theme) = window.window_theme {
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            window.window_theme = match current_theme {
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                WindowTheme::Light => Some(WindowTheme::Dark),
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                WindowTheme::Dark => Some(WindowTheme::Light),
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            };
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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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    mut windows: Query<&mut Window>,
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    input: Res<ButtonInput<MouseButton>>,
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    mut index: Local<usize>,
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) {
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    let mut window = windows.single_mut();
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    const ICONS: &[CursorIcon] = &[
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        CursorIcon::Default,
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        CursorIcon::Pointer,
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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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    if input.just_pressed(MouseButton::Left) {
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        *index = (*index + 1) % ICONS.len();
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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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    }
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    window.cursor.icon = ICONS[*index];
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}
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