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