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			# Objective The migration process for `bevy_color` (#12013) will be fairly involved: there will be hundreds of affected files, and a large number of APIs. ## Solution To allow us to proceed granularly, we're going to keep both `bevy_color::Color` (new) and `bevy_render::Color` (old) around until the migration is complete. However, simply doing this directly is confusing! They're both called `Color`, making it very hard to tell when a portion of the code has been ported. As discussed in #12056, by renaming the old `Color` type, we can make it easier to gradually migrate over, one API at a time. ## Migration Guide THIS MIGRATION GUIDE INTENTIONALLY LEFT BLANK. This change should not be shipped to end users: delete this section in the final migration guide! --------- Co-authored-by: Alice Cecile <alice.i.cecil@gmail.com>
		
			
				
	
	
		
			41 lines
		
	
	
		
			1.4 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			41 lines
		
	
	
		
			1.4 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
| //! Shows how to display a window in transparent mode.
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| //!
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| //! This feature works as expected depending on the platform. Please check the
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| //! [documentation](https://docs.rs/bevy/latest/bevy/prelude/struct.Window.html#structfield.transparent)
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| //! for more details.
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| 
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| #[cfg(target_os = "macos")]
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| use bevy::window::CompositeAlphaMode;
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| use bevy::{
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|     prelude::*,
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|     window::{Window, WindowPlugin},
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| };
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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: Some(Window {
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|                 // Setting `transparent` allows the `ClearColor`'s alpha value to take effect
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|                 transparent: true,
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|                 // Disabling window decorations to make it feel more like a widget than a window
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|                 decorations: false,
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|                 #[cfg(target_os = "macos")]
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|                 composite_alpha_mode: CompositeAlphaMode::PostMultiplied,
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|                 ..default()
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|             }),
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|             ..default()
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|         }))
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|         // ClearColor must have 0 alpha, otherwise some color will bleed through
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|         .insert_resource(ClearColor(LegacyColor::NONE))
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|         .add_systems(Startup, setup)
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|         .run();
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| }
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| 
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| fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
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|     commands.spawn(Camera2dBundle::default());
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|     commands.spawn(SpriteBundle {
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|         texture: asset_server.load("branding/icon.png"),
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|         ..default()
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|     });
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| }
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