# Objective Fixes #3180, builds from https://github.com/bevyengine/bevy/pull/2898 ## Solution Support requesting a window to be closed and closing a window in `bevy_window`, and handle this in `bevy_winit`. This is a stopgap until we move to windows as entites, which I'm sure I'll get around to eventually. ## Changelog ### Added - `Window::close` to allow closing windows. - `WindowClosed` to allow reacting to windows being closed. ### Changed Replaced `bevy::system::exit_on_esc_system` with `bevy:🪟:close_on_esc`. ## Fixed The app no longer exits when any window is closed. This difference is only observable when there are multiple windows. ## Migration Guide `bevy::input::system::exit_on_esc_system` has been removed. Use `bevy:🪟:close_on_esc` instead. `CloseWindow` has been removed. Use `Window::close` instead. The `Close` variant has been added to `WindowCommand`. Handle this by closing the relevant window.
		
			
				
	
	
		
			154 lines
		
	
	
		
			4.3 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			154 lines
		
	
	
		
			4.3 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
//! A test to confirm that `bevy` allows setting the window to arbitrary small sizes
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//! This is run in CI to ensure that this doesn't regress again.
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use bevy::prelude::*;
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// The smallest size reached is 1x1, as X11 doesn't support windows with a 0 dimension
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// TODO: Add a check for platforms other than X11 for 0xk and kx0, despite those currently unsupported on CI.
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const MAX_WIDTH: u16 = 401;
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const MAX_HEIGHT: u16 = 401;
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const MIN_WIDTH: u16 = 1;
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const MIN_HEIGHT: u16 = 1;
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const RESIZE_STEP: u16 = 4;
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struct Dimensions {
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    width: u16,
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    height: u16,
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}
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fn main() {
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    App::new()
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        .insert_resource(WindowDescriptor {
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            width: MAX_WIDTH.try_into().unwrap(),
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            height: MAX_HEIGHT.try_into().unwrap(),
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            scale_factor_override: Some(1.),
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            title: "Resizing".into(),
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            ..Default::default()
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        })
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        .insert_resource(Dimensions {
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            width: MAX_WIDTH,
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            height: MAX_HEIGHT,
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        })
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        .add_plugins(DefaultPlugins)
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        .insert_resource(Phase::ContractingY)
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        .add_system(change_window_size)
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        .add_system(sync_dimensions)
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        .add_system(bevy::window::close_on_esc)
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        .add_startup_system(setup_3d)
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        .add_startup_system(setup_2d)
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        .run();
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}
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enum Phase {
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    ContractingY,
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    ContractingX,
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    ExpandingY,
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    ExpandingX,
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}
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use Phase::*;
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fn change_window_size(
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    mut windows: ResMut<Dimensions>,
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    mut phase: ResMut<Phase>,
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    mut first_complete: Local<bool>,
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) {
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    // Put off rendering for one frame, as currently for a frame where
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    // resizing happens, nothing is presented.
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    // TODO: Debug and fix this if feasible
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    if !*first_complete {
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        *first_complete = true;
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        return;
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    }
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    let height = windows.height;
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    let width = windows.width;
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    match *phase {
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        Phase::ContractingY => {
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            if height <= MIN_HEIGHT {
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                *phase = ContractingX;
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            } else {
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                windows.height -= RESIZE_STEP;
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            }
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        }
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        Phase::ContractingX => {
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            if width <= MIN_WIDTH {
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                *phase = ExpandingY;
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            } else {
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                windows.width -= RESIZE_STEP;
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            }
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        }
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        Phase::ExpandingY => {
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            if height >= MAX_HEIGHT {
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                *phase = ExpandingX;
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            } else {
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                windows.height += RESIZE_STEP;
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            }
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        }
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        Phase::ExpandingX => {
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            if width >= MAX_WIDTH {
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                *phase = ContractingY;
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            } else {
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                windows.width += RESIZE_STEP;
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            }
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        }
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    }
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}
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fn sync_dimensions(dim: Res<Dimensions>, mut windows: ResMut<Windows>) {
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    if dim.is_changed() {
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        windows.get_primary_mut().unwrap().set_resolution(
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            dim.width.try_into().unwrap(),
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            dim.height.try_into().unwrap(),
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        );
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    }
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}
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/// A simple 3d scene, taken from the `3d_scene` example
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fn setup_3d(
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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_bundle(PbrBundle {
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        mesh: meshes.add(Mesh::from(shape::Plane { size: 5.0 })),
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        material: materials.add(Color::rgb(0.3, 0.5, 0.3).into()),
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        ..default()
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    });
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    // cube
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    commands.spawn_bundle(PbrBundle {
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        mesh: meshes.add(Mesh::from(shape::Cube { size: 1.0 })),
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        material: materials.add(Color::rgb(0.8, 0.7, 0.6).into()),
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        transform: Transform::from_xyz(0.0, 0.5, 0.0),
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        ..default()
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    });
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    // light
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    commands.spawn_bundle(PointLightBundle {
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        point_light: PointLight {
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            intensity: 1500.0,
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            shadows_enabled: true,
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            ..default()
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        },
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        transform: Transform::from_xyz(4.0, 8.0, 4.0),
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        ..default()
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    });
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    // camera
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    commands.spawn_bundle(PerspectiveCameraBundle {
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        transform: Transform::from_xyz(-2.0, 2.5, 5.0).looking_at(Vec3::ZERO, Vec3::Y),
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        ..default()
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    });
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}
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/// A simple 2d scene, taken from the `rect` example
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fn setup_2d(mut commands: Commands) {
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    commands.spawn_bundle(OrthographicCameraBundle::new_2d());
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    commands.spawn_bundle(SpriteBundle {
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        sprite: Sprite {
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            color: Color::rgb(0.25, 0.25, 0.75),
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            custom_size: Some(Vec2::new(50.0, 50.0)),
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            ..default()
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        },
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        ..default()
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    });
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}
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