# 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(); ```
		
			
				
	
	
		
			162 lines
		
	
	
		
			4.5 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			162 lines
		
	
	
		
			4.5 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::{prelude::*, window::WindowResolution};
 | 
						|
 | 
						|
// 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()
 | 
						|
        .add_plugins(
 | 
						|
            DefaultPlugins.set(WindowPlugin {
 | 
						|
                primary_window: Some(Window {
 | 
						|
                    resolution: WindowResolution::new(MAX_WIDTH as f32, MAX_HEIGHT as f32)
 | 
						|
                        .with_scale_factor_override(1.0),
 | 
						|
                    title: "Resizing".into(),
 | 
						|
                    ..default()
 | 
						|
                }),
 | 
						|
                ..default()
 | 
						|
            }),
 | 
						|
        )
 | 
						|
        .insert_resource(Dimensions {
 | 
						|
            width: MAX_WIDTH,
 | 
						|
            height: MAX_HEIGHT,
 | 
						|
        })
 | 
						|
        .insert_resource(ContractingY)
 | 
						|
        .add_systems(Startup, (setup_3d, setup_2d))
 | 
						|
        .add_systems(Update, (change_window_size, sync_dimensions))
 | 
						|
        .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 {
 | 
						|
        ContractingY => {
 | 
						|
            if height <= MIN_HEIGHT {
 | 
						|
                *phase = ContractingX;
 | 
						|
            } else {
 | 
						|
                windows.height -= RESIZE_STEP;
 | 
						|
            }
 | 
						|
        }
 | 
						|
        ContractingX => {
 | 
						|
            if width <= MIN_WIDTH {
 | 
						|
                *phase = ExpandingY;
 | 
						|
            } else {
 | 
						|
                windows.width -= RESIZE_STEP;
 | 
						|
            }
 | 
						|
        }
 | 
						|
        ExpandingY => {
 | 
						|
            if height >= MAX_HEIGHT {
 | 
						|
                *phase = ExpandingX;
 | 
						|
            } else {
 | 
						|
                windows.height += RESIZE_STEP;
 | 
						|
            }
 | 
						|
        }
 | 
						|
        ExpandingX => {
 | 
						|
            if width >= MAX_WIDTH {
 | 
						|
                *phase = ContractingY;
 | 
						|
            } else {
 | 
						|
                windows.width += RESIZE_STEP;
 | 
						|
            }
 | 
						|
        }
 | 
						|
    }
 | 
						|
}
 | 
						|
 | 
						|
fn sync_dimensions(dim: Res<Dimensions>, mut windows: Query<&mut Window>) {
 | 
						|
    if dim.is_changed() {
 | 
						|
        let mut window = windows.single_mut();
 | 
						|
        window.resolution.set(dim.width as f32, dim.height as f32);
 | 
						|
    }
 | 
						|
}
 | 
						|
 | 
						|
/// 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(PbrBundle {
 | 
						|
        mesh: meshes.add(Plane3d::default().mesh().size(5.0, 5.0)),
 | 
						|
        material: materials.add(Color::srgb(0.3, 0.5, 0.3)),
 | 
						|
        ..default()
 | 
						|
    });
 | 
						|
    // cube
 | 
						|
    commands.spawn(PbrBundle {
 | 
						|
        mesh: meshes.add(Cuboid::default()),
 | 
						|
        material: materials.add(Color::srgb(0.8, 0.7, 0.6)),
 | 
						|
        transform: Transform::from_xyz(0.0, 0.5, 0.0),
 | 
						|
        ..default()
 | 
						|
    });
 | 
						|
    // light
 | 
						|
    commands.spawn(PointLightBundle {
 | 
						|
        point_light: PointLight {
 | 
						|
            shadows_enabled: true,
 | 
						|
            ..default()
 | 
						|
        },
 | 
						|
        transform: Transform::from_xyz(4.0, 8.0, 4.0),
 | 
						|
        ..default()
 | 
						|
    });
 | 
						|
    // camera
 | 
						|
    commands.spawn(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(Camera2dBundle {
 | 
						|
        camera: Camera {
 | 
						|
            // render the 2d camera after the 3d camera
 | 
						|
            order: 1,
 | 
						|
            // do not use a clear color
 | 
						|
            clear_color: ClearColorConfig::None,
 | 
						|
            ..default()
 | 
						|
        },
 | 
						|
        ..default()
 | 
						|
    });
 | 
						|
    commands.spawn(SpriteBundle {
 | 
						|
        sprite: Sprite {
 | 
						|
            color: Color::srgb(0.25, 0.25, 0.75),
 | 
						|
            custom_size: Some(Vec2::new(50.0, 50.0)),
 | 
						|
            ..default()
 | 
						|
        },
 | 
						|
        ..default()
 | 
						|
    });
 | 
						|
}
 |