 3900b48c88
			
		
	
	
		3900b48c88
		
	
	
	
	
		
			
			# Objective - Update winit to 0.28 ## Solution - Small API change - A security advisory has been added for a unmaintained crate used by a dependency of winit build script for wayland I didn't do anything for Android support in this PR though it should be fixable, it should be done in a separate one, maybe https://github.com/bevyengine/bevy/pull/6830 --- ## Changelog - `window.always_on_top` has been removed, you can now use `window.window_level` ## Migration Guide before: ```rust app.new() .add_plugins(DefaultPlugins.set(WindowPlugin { primary_window: Some(Window { always_on_top: true, ..default() }), ..default() })); ``` after: ```rust app.new() .add_plugins(DefaultPlugins.set(WindowPlugin { primary_window: Some(Window { window_level: bevy:🪟:WindowLevel::AlwaysOnTop, ..default() }), ..default() })); ```
		
			
				
	
	
		
			119 lines
		
	
	
		
			4.0 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			119 lines
		
	
	
		
			4.0 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::{
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|     diagnostic::{FrameTimeDiagnosticsPlugin, LogDiagnosticsPlugin},
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|     prelude::*,
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|     window::{CursorGrabMode, PresentMode, WindowLevel},
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| };
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| 
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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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|                 title: "I am a window!".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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|                 ..default()
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|             }),
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|             ..default()
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|         }))
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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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|         .add_system(switch_level)
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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: Query<&mut Window>) {
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|     if input.just_pressed(KeyCode::V) {
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|         let mut window = windows.single_mut();
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| 
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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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| 
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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<Input<KeyCode>>, mut windows: Query<&mut Window>) {
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|     if input.just_pressed(KeyCode::T) {
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|         let mut window = windows.single_mut();
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| 
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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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| 
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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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| 
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| fn toggle_cursor(mut windows: Query<&mut Window>, input: Res<Input<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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| 
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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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| 
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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<Input<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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| 
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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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| 
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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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| 
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|     window.cursor.icon = ICONS[*index];
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| }
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