# Objective Adds a new `Monitor` component representing a winit `MonitorHandle` that can be used to spawn new windows and check for system monitor information. Closes #12955. ## Solution For every winit event, check available monitors and spawn them into the world as components. ## Testing TODO: - [x] Test plugging in and unplugging monitor during app runtime - [x] Test spawning a window on a second monitor by entity id - [ ] Since this touches winit, test all platforms --- ## Changelog - Adds a new `Monitor` component that can be queried for information about available system monitors. ## Migration Guide - `WindowMode` variants now take a `MonitorSelection`, which can be set to `MonitorSelection::Primary` to mirror the old behavior. --------- Co-authored-by: Pascal Hertleif <pascal@technocreatives.com> Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com> Co-authored-by: Pascal Hertleif <killercup@gmail.com>
		
			
				
	
	
		
			103 lines
		
	
	
		
			3.2 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			103 lines
		
	
	
		
			3.2 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
//! Displays information about available monitors (displays).
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use bevy::render::camera::RenderTarget;
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use bevy::window::{ExitCondition, WindowMode, WindowRef};
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use bevy::{prelude::*, window::Monitor};
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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: None,
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            exit_condition: ExitCondition::DontExit,
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            ..default()
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        }))
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        .add_systems(Update, (update, close_on_esc))
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        .run();
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}
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#[derive(Component)]
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struct MonitorRef(Entity);
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fn update(
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    mut commands: Commands,
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    monitors_added: Query<(Entity, &Monitor), Added<Monitor>>,
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    mut monitors_removed: RemovedComponents<Monitor>,
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    monitor_refs: Query<(Entity, &MonitorRef)>,
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) {
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    for (entity, monitor) in monitors_added.iter() {
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        // Spawn a new window on each monitor
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        let name = monitor.name.clone().unwrap_or_else(|| "<no name>".into());
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        let size = format!("{}x{}px", monitor.physical_height, monitor.physical_width);
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        let hz = monitor
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            .refresh_rate_millihertz
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            .map(|x| format!("{}Hz", x as f32 / 1000.0))
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            .unwrap_or_else(|| "<unknown>".into());
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        let position = format!(
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            "x={} y={}",
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            monitor.physical_position.x, monitor.physical_position.y
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        );
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        let scale = format!("{:.2}", monitor.scale_factor);
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        let window = commands
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            .spawn((
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                Window {
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                    title: name.clone(),
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                    mode: WindowMode::Fullscreen(MonitorSelection::Entity(entity)),
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                    position: WindowPosition::Centered(MonitorSelection::Entity(entity)),
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                    ..default()
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                },
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                MonitorRef(entity),
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            ))
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            .id();
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        let camera = commands
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            .spawn(Camera2dBundle {
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                camera: Camera {
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                    target: RenderTarget::Window(WindowRef::Entity(window)),
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                    ..default()
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                },
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                ..default()
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            })
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            .id();
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        let info_text = format!(
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            "Monitor: {name}\nSize: {size}\nRefresh rate: {hz}\nPosition: {position}\nScale: {scale}\n\n",
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        );
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        commands.spawn((
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            TextBundle::from_section(info_text, default()).with_style(Style {
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                position_type: PositionType::Relative,
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                height: Val::Percent(100.0),
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                width: Val::Percent(100.0),
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                ..default()
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            }),
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            TargetCamera(camera),
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            MonitorRef(entity),
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        ));
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    }
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    // Remove windows for removed monitors
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    for monitor_entity in monitors_removed.read() {
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        for (ref_entity, monitor_ref) in monitor_refs.iter() {
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            if monitor_ref.0 == monitor_entity {
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                commands.entity(ref_entity).despawn_recursive();
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            }
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        }
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    }
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}
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fn close_on_esc(
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    mut commands: Commands,
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    focused_windows: Query<(Entity, &Window)>,
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    input: Res<ButtonInput<KeyCode>>,
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) {
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    for (window, focus) in focused_windows.iter() {
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        if !focus.focused {
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            continue;
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        }
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        if input.just_pressed(KeyCode::Escape) {
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            commands.entity(window).despawn();
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        }
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    }
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}
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