bevy/tests/window/resizing.rs
ira 992681b59b Make Resource trait opt-in, requiring #[derive(Resource)] V2 (#5577)
*This PR description is an edited copy of #5007, written by @alice-i-cecile.*
# Objective
Follow-up to https://github.com/bevyengine/bevy/pull/2254. The `Resource` trait currently has a blanket implementation for all types that meet its bounds.

While ergonomic, this results in several drawbacks:

* it is possible to make confusing, silent mistakes such as inserting a function pointer (Foo) rather than a value (Foo::Bar) as a resource
* it is challenging to discover if a type is intended to be used as a resource
* we cannot later add customization options (see the [RFC](https://github.com/bevyengine/rfcs/blob/main/rfcs/27-derive-component.md) for the equivalent choice for Component).
* dependencies can use the same Rust type as a resource in invisibly conflicting ways
* raw Rust types used as resources cannot preserve privacy appropriately, as anyone able to access that type can read and write to internal values
* we cannot capture a definitive list of possible resources to display to users in an editor
## Notes to reviewers
 * Review this commit-by-commit; there's effectively no back-tracking and there's a lot of churn in some of these commits.
   *ira: My commits are not as well organized :')*
 * I've relaxed the bound on Local to Send + Sync + 'static: I don't think these concerns apply there, so this can keep things simple. Storing e.g. a u32 in a Local is fine, because there's a variable name attached explaining what it does.
 * I think this is a bad place for the Resource trait to live, but I've left it in place to make reviewing easier. IMO that's best tackled with https://github.com/bevyengine/bevy/issues/4981.

## Changelog
`Resource` is no longer automatically implemented for all matching types. Instead, use the new `#[derive(Resource)]` macro.

## Migration Guide
Add `#[derive(Resource)]` to all types you are using as a resource.

If you are using a third party type as a resource, wrap it in a tuple struct to bypass orphan rules. Consider deriving `Deref` and `DerefMut` to improve ergonomics.

`ClearColor` no longer implements `Component`. Using `ClearColor` as a component in 0.8 did nothing.
Use the `ClearColorConfig` in the `Camera3d` and `Camera2d` components instead.


Co-authored-by: Alice <alice.i.cecile@gmail.com>
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: devil-ira <justthecooldude@gmail.com>
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2022-08-08 21:36:35 +00:00

167 lines
4.7 KiB
Rust

//! A test to confirm that `bevy` allows setting the window to arbitrary small sizes
//! This is run in CI to ensure that this doesn't regress again.
use bevy::{core_pipeline::clear_color::ClearColorConfig, prelude::*};
// The smallest size reached is 1x1, as X11 doesn't support windows with a 0 dimension
// TODO: Add a check for platforms other than X11 for 0xk and kx0, despite those currently unsupported on CI.
const MAX_WIDTH: u16 = 401;
const MAX_HEIGHT: u16 = 401;
const MIN_WIDTH: u16 = 1;
const MIN_HEIGHT: u16 = 1;
const RESIZE_STEP: u16 = 4;
#[derive(Resource)]
struct Dimensions {
width: u16,
height: u16,
}
fn main() {
App::new()
.insert_resource(WindowDescriptor {
width: MAX_WIDTH.try_into().unwrap(),
height: MAX_HEIGHT.try_into().unwrap(),
scale_factor_override: Some(1.),
title: "Resizing".into(),
..Default::default()
})
.insert_resource(Dimensions {
width: MAX_WIDTH,
height: MAX_HEIGHT,
})
.add_plugins(DefaultPlugins)
.insert_resource(Phase::ContractingY)
.add_system(change_window_size)
.add_system(sync_dimensions)
.add_system(bevy::window::close_on_esc)
.add_startup_system(setup_3d)
.add_startup_system(setup_2d)
.run();
}
#[derive(Resource)]
enum Phase {
ContractingY,
ContractingX,
ExpandingY,
ExpandingX,
}
use Phase::*;
fn change_window_size(
mut windows: ResMut<Dimensions>,
mut phase: ResMut<Phase>,
mut first_complete: Local<bool>,
) {
// Put off rendering for one frame, as currently for a frame where
// resizing happens, nothing is presented.
// TODO: Debug and fix this if feasible
if !*first_complete {
*first_complete = true;
return;
}
let height = windows.height;
let width = windows.width;
match *phase {
Phase::ContractingY => {
if height <= MIN_HEIGHT {
*phase = ContractingX;
} else {
windows.height -= RESIZE_STEP;
}
}
Phase::ContractingX => {
if width <= MIN_WIDTH {
*phase = ExpandingY;
} else {
windows.width -= RESIZE_STEP;
}
}
Phase::ExpandingY => {
if height >= MAX_HEIGHT {
*phase = ExpandingX;
} else {
windows.height += RESIZE_STEP;
}
}
Phase::ExpandingX => {
if width >= MAX_WIDTH {
*phase = ContractingY;
} else {
windows.width += RESIZE_STEP;
}
}
}
}
fn sync_dimensions(dim: Res<Dimensions>, mut windows: ResMut<Windows>) {
if dim.is_changed() {
windows.get_primary_mut().unwrap().set_resolution(
dim.width.try_into().unwrap(),
dim.height.try_into().unwrap(),
);
}
}
/// A simple 3d scene, taken from the `3d_scene` example
fn setup_3d(
mut commands: Commands,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<StandardMaterial>>,
) {
// plane
commands.spawn_bundle(PbrBundle {
mesh: meshes.add(Mesh::from(shape::Plane { size: 5.0 })),
material: materials.add(Color::rgb(0.3, 0.5, 0.3).into()),
..default()
});
// cube
commands.spawn_bundle(PbrBundle {
mesh: meshes.add(Mesh::from(shape::Cube { size: 1.0 })),
material: materials.add(Color::rgb(0.8, 0.7, 0.6).into()),
transform: Transform::from_xyz(0.0, 0.5, 0.0),
..default()
});
// light
commands.spawn_bundle(PointLightBundle {
point_light: PointLight {
intensity: 1500.0,
shadows_enabled: true,
..default()
},
transform: Transform::from_xyz(4.0, 8.0, 4.0),
..default()
});
// camera
commands.spawn_bundle(Camera3dBundle {
transform: Transform::from_xyz(-2.0, 2.5, 5.0).looking_at(Vec3::ZERO, Vec3::Y),
..default()
});
}
/// A simple 2d scene, taken from the `rect` example
fn setup_2d(mut commands: Commands) {
commands.spawn_bundle(Camera2dBundle {
camera: Camera {
// render the 2d camera after the 3d camera
priority: 1,
..default()
},
camera_2d: Camera2d {
// do not use a clear color
clear_color: ClearColorConfig::None,
},
..default()
});
commands.spawn_bundle(SpriteBundle {
sprite: Sprite {
color: Color::rgb(0.25, 0.25, 0.75),
custom_size: Some(Vec2::new(50.0, 50.0)),
..default()
},
..default()
});
}