# Objective - As @james7132 said [on Discord](https://discord.com/channels/691052431525675048/692572690833473578/1224626740773523536), the `close_on_esc` system is forcing `bevy_window` to depend on `bevy_input`. - `close_on_esc` is not likely to be used in production, so it arguably does not have a place in `bevy_window`. ## Solution - As suggested by @afonsolage, move `close_on_esc` into `bevy_dev_tools`. - Add an example to the documentation too. - Remove `bevy_window`'s dependency on `bevy_input`. - Add `bevy_reflect`'s `smol_str` feature to `bevy_window` because it was implicitly depended upon with `bevy_input` before it was removed. - Remove any usage of `close_on_esc` from the examples. - `bevy_dev_tools` is not enabled by default. I personally find it frustrating to run examples with additional features, so I opted to remove it entirely. - This is up for discussion if you have an alternate solution. --- ## Changelog - Moved `bevy_window::close_on_esc` to `bevy_dev_tools::close_on_esc`. - Removed usage of `bevy_dev_tools::close_on_esc` from all examples. ## Migration Guide `bevy_window::close_on_esc` has been moved to `bevy_dev_tools::close_on_esc`. You will first need to enable `bevy_dev_tools` as a feature in your `Cargo.toml`: ```toml [dependencies] bevy = { version = "0.14", features = ["bevy_dev_tools"] } ``` Finally, modify any imports to use `bevy_dev_tools` instead: ```rust // Old: // use bevy:🪟:close_on_esc; // New: use bevy::dev_tools::close_on_esc; App::new() .add_systems(Update, close_on_esc) // ... .run(); ```
		
			
				
	
	
		
			69 lines
		
	
	
		
			2.1 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			69 lines
		
	
	
		
			2.1 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
| //! Uses two windows to visualize a 3D model from different angles.
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| 
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| use bevy::{prelude::*, render::camera::RenderTarget, window::WindowRef};
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| 
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| fn main() {
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|     App::new()
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|         // By default, a primary window gets spawned by `WindowPlugin`, contained in `DefaultPlugins`
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|         .add_plugins(DefaultPlugins)
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|         .add_systems(Startup, setup_scene)
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|         .run();
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| }
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| 
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| fn setup_scene(mut commands: Commands, asset_server: Res<AssetServer>) {
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|     // add entities to the world
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|     commands.spawn(SceneBundle {
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|         scene: asset_server.load("models/torus/torus.gltf#Scene0"),
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|         ..default()
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|     });
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|     // light
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|     commands.spawn(DirectionalLightBundle {
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|         transform: Transform::from_xyz(3.0, 3.0, 3.0).looking_at(Vec3::ZERO, Vec3::Y),
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|         ..default()
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|     });
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| 
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|     let first_window_camera = commands
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|         .spawn(Camera3dBundle {
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|             transform: Transform::from_xyz(0.0, 0.0, 6.0).looking_at(Vec3::ZERO, Vec3::Y),
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|             ..default()
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|         })
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|         .id();
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| 
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|     // Spawn a second window
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|     let second_window = commands
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|         .spawn(Window {
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|             title: "Second window".to_owned(),
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|             ..default()
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|         })
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|         .id();
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| 
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|     let second_window_camera = commands
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|         .spawn(Camera3dBundle {
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|             transform: Transform::from_xyz(6.0, 0.0, 0.0).looking_at(Vec3::ZERO, Vec3::Y),
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|             camera: Camera {
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|                 target: RenderTarget::Window(WindowRef::Entity(second_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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|     // Since we are using multiple cameras, we need to specify which camera UI should be rendered to
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|     commands
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|         .spawn((NodeBundle::default(), TargetCamera(first_window_camera)))
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|         .with_children(|parent| {
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|             parent.spawn(TextBundle::from_section(
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|                 "First window",
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|                 TextStyle::default(),
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|             ));
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|         });
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|     commands
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|         .spawn((NodeBundle::default(), TargetCamera(second_window_camera)))
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|         .with_children(|parent| {
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|             parent.spawn(TextBundle::from_section(
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|                 "Second window",
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|                 TextStyle::default(),
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|             ));
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|         });
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| }
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