# 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.
		
			
				
	
	
		
			94 lines
		
	
	
		
			2.7 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			94 lines
		
	
	
		
			2.7 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_systems(Startup, (setup_camera, setup_ui))
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        .add_systems(Update, (on_resize_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 resolution.
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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 commands: Commands) {
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    commands.spawn(Camera2d);
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}
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// Spawns the UI
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fn setup_ui(mut commands: Commands) {
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    // Node that fills entire background
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    commands
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        .spawn(NodeBundle {
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            style: Style {
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                width: Val::Percent(100.),
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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_size: 42.0,
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                        ..default()
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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<ButtonInput<KeyCode>>,
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    mut windows: Query<&mut Window>,
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    resolution: Res<ResolutionSettings>,
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) {
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    let mut window = windows.single_mut();
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    if keys.just_pressed(KeyCode::Digit1) {
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        let res = resolution.small;
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        window.resolution.set(res.x, res.y);
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    }
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    if keys.just_pressed(KeyCode::Digit2) {
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        let res = resolution.medium;
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        window.resolution.set(res.x, res.y);
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    }
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    if keys.just_pressed(KeyCode::Digit3) {
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        let res = resolution.large;
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        window.resolution.set(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.read() {
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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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