96 lines
		
	
	
		
			2.8 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			96 lines
		
	
	
		
			2.8 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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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_startup_system(setup_camera)
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        .add_startup_system(setup_ui)
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        .add_system(on_resize_system)
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        .add_system(toggle_resolution)
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        .run();
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}
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/// Marker component for the text that displays the current reslution.
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#[derive(Component)]
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struct ResolutionText;
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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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// Spawns the camera that draws UI
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fn setup_camera(mut cmd: Commands) {
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    cmd.spawn(Camera2dBundle::default());
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}
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// Spawns the UI
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fn setup_ui(mut cmd: Commands, asset_server: Res<AssetServer>) {
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    // Node that fills entire background
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    cmd.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(|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: asset_server.load("fonts/FiraMono-Medium.ttf"),
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                    font_size: 50.0,
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                    color: Color::BLACK,
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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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/// 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<Input<KeyCode>>,
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    mut windows: ResMut<Windows>,
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    resolution: Res<ResolutionSettings>,
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) {
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    let window = windows.primary_mut();
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    if keys.just_pressed(KeyCode::Key1) {
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        let res = resolution.small;
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        window.set_resolution(res.x, res.y);
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    }
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    if keys.just_pressed(KeyCode::Key2) {
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        let res = resolution.medium;
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        window.set_resolution(res.x, res.y);
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    }
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    if keys.just_pressed(KeyCode::Key3) {
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        let res = resolution.large;
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        window.set_resolution(res.x, res.y);
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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.iter() {
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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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