 3360b45153
			
		
	
	
		3360b45153
		
			
		
	
	
	
	
		
			
			# 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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| 
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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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| 
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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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| 
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| #[derive(Component)]
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| struct MonitorRef(Entity);
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| 
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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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| 
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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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| 
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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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| 
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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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| 
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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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| 
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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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| 
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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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