# Objective - `bevy_render` should not depend on `bevy_winit` - Fixes #15565 ## Solution - `bevy_render` no longer depends on `bevy_winit` - The following is behind the `custom_cursor` feature - Move custom cursor code from `bevy_render` to `bevy_winit` behind the `custom_cursor` feature - `bevy_winit` now depends on `bevy_render` (for `Image` and `TextureFormat`) - `bevy_winit` now depends on `bevy_asset` (for `Assets`, `Handle` and `AssetId`) - `bevy_winit` now depends on `bytemuck` (already in tree) - Custom cursor code in `bevy_winit` reworked to use `AssetId` (other than that it is taken over 1:1) - Rework `bevy_winit` custom cursor interface visibility now that the logic is all contained in `bevy_winit` ## Testing - I ran the screenshot and window_settings examples - Tested on linux wayland so far --- ## Migration Guide `CursorIcon` and `CustomCursor` previously provided by `bevy::render::view::cursor` is now available from `bevy::winit`. A new feature `custom_cursor` enables this functionality (default feature).
		
			
				
	
	
		
			97 lines
		
	
	
		
			2.5 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			97 lines
		
	
	
		
			2.5 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
//! An example showing how to save screenshots to disk
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use bevy::{
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    prelude::*,
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    render::view::screenshot::{save_to_disk, Capturing, Screenshot},
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    window::SystemCursorIcon,
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    winit::cursor::CursorIcon,
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};
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fn main() {
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    App::new()
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        .add_plugins(DefaultPlugins)
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        .add_systems(Startup, setup)
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        .add_systems(Update, (screenshot_on_spacebar, screenshot_saving))
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        .run();
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}
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fn screenshot_on_spacebar(
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    mut commands: Commands,
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    input: Res<ButtonInput<KeyCode>>,
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    mut counter: Local<u32>,
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) {
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    if input.just_pressed(KeyCode::Space) {
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        let path = format!("./screenshot-{}.png", *counter);
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        *counter += 1;
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        commands
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            .spawn(Screenshot::primary_window())
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            .observe(save_to_disk(path));
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    }
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}
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fn screenshot_saving(
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    mut commands: Commands,
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    screenshot_saving: Query<Entity, With<Capturing>>,
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    windows: Query<Entity, With<Window>>,
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) {
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    let Ok(window) = windows.get_single() else {
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        return;
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    };
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    match screenshot_saving.iter().count() {
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        0 => {
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            commands.entity(window).remove::<CursorIcon>();
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        }
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        x if x > 0 => {
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            commands
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                .entity(window)
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                .insert(CursorIcon::from(SystemCursorIcon::Progress));
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        }
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        _ => {}
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    }
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}
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/// set up a simple 3D scene
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fn setup(
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    mut commands: Commands,
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    mut meshes: ResMut<Assets<Mesh>>,
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    mut materials: ResMut<Assets<StandardMaterial>>,
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) {
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    // plane
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    commands.spawn((
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        Mesh3d(meshes.add(Plane3d::default().mesh().size(5.0, 5.0))),
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        MeshMaterial3d(materials.add(Color::srgb(0.3, 0.5, 0.3))),
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    ));
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    // cube
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    commands.spawn((
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        Mesh3d(meshes.add(Cuboid::default())),
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        MeshMaterial3d(materials.add(Color::srgb(0.8, 0.7, 0.6))),
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        Transform::from_xyz(0.0, 0.5, 0.0),
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    ));
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    // light
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    commands.spawn((
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        PointLight {
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            shadows_enabled: true,
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            ..default()
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        },
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        Transform::from_xyz(4.0, 8.0, 4.0),
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    ));
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    // camera
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    commands.spawn((
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        Camera3d::default(),
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        Transform::from_xyz(-2.0, 2.5, 5.0).looking_at(Vec3::ZERO, Vec3::Y),
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    ));
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    commands.spawn(
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        TextBundle::from_section(
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            "Press <spacebar> to save a screenshot to disk",
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            TextStyle::default(),
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        )
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        .with_style(Style {
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            position_type: PositionType::Absolute,
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            top: Val::Px(12.0),
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            left: Val::Px(12.0),
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            ..default()
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        }),
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    );
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}
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