# Objective Yet another PR for migrating stuff to required components. This time, cameras! ## Solution As per the [selected proposal](https://hackmd.io/tsYID4CGRiWxzsgawzxG_g#Combined-Proposal-1-Selected), deprecate `Camera2dBundle` and `Camera3dBundle` in favor of `Camera2d` and `Camera3d`. Adding a `Camera` without `Camera2d` or `Camera3d` now logs a warning, as suggested by Cart [on Discord](https://discord.com/channels/691052431525675048/1264881140007702558/1291506402832945273). I would personally like cameras to work a bit differently and be split into a few more components, to avoid some footguns and confusing semantics, but that is more controversial, and shouldn't block this core migration. ## Testing I ran a few 2D and 3D examples, and tried cameras with and without render graphs. --- ## Migration Guide `Camera2dBundle` and `Camera3dBundle` have been deprecated in favor of `Camera2d` and `Camera3d`. Inserting them will now also insert the other components required by them automatically.
		
			
				
	
	
		
			59 lines
		
	
	
		
			2.3 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			59 lines
		
	
	
		
			2.3 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
//! This example illustrates how have a mouse's clicks/wheel/movement etc fall through the spawned transparent window to a window below.
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//! If you build this, and hit 'P' it should toggle on/off the mouse's passthrough.
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//! Note: this example will not work on following platforms: iOS / Android / Web / X11. Window fall through is not supported there.
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use bevy::prelude::*;
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fn main() {
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    App::new()
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        .insert_resource(ClearColor(Color::NONE)) // Use a transparent window, to make effects obvious.
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        .add_plugins(DefaultPlugins.set(WindowPlugin {
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            primary_window: Some(Window {
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                // Set the window's parameters, note we're setting the window to always be on top.
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                transparent: true,
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                decorations: true,
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                window_level: bevy::window::WindowLevel::AlwaysOnTop,
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                ..default()
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            }),
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            ..default()
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        }))
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        .add_systems(Startup, setup)
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        .add_systems(Update, toggle_mouse_passthrough) // This allows us to hit 'P' to toggle on/off the mouse's passthrough
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        .run();
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}
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fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
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    // UI camera
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    commands.spawn(Camera2d);
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    // Text with one section
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    commands.spawn((
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        // Create a TextBundle that has a Text with a single section.
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        TextBundle::from_section(
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            // Accepts a `String` or any type that converts into a `String`, such as `&str`
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            "Hit 'P' then scroll/click around!",
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            TextStyle {
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                font: asset_server.load("fonts/FiraSans-Bold.ttf"),
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                font_size: 83.0, // Nice and big so you can see it!
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                ..default()
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            },
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        )
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        // Set the style of the TextBundle itself.
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        .with_style(Style {
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            position_type: PositionType::Absolute,
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            bottom: Val::Px(5.),
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            right: Val::Px(10.),
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            ..default()
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        }),
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    ));
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}
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// A simple system to handle some keyboard input and toggle on/off the hittest.
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fn toggle_mouse_passthrough(
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    keyboard_input: Res<ButtonInput<KeyCode>>,
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    mut windows: Query<&mut Window>,
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) {
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    if keyboard_input.just_pressed(KeyCode::KeyP) {
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        let mut window = windows.single_mut();
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        window.cursor_options.hit_test = !window.cursor_options.hit_test;
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    }
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}
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