 97131e1909
			
		
	
	
		97131e1909
		
			
		
	
	
	
	
		
			
			# 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
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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::{prelude::*, window::WindowResolution};
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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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|         .add_plugins(
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|             DefaultPlugins.set(WindowPlugin {
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|                 primary_window: Some(Window {
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|                     resolution: WindowResolution::new(MAX_WIDTH as f32, MAX_HEIGHT as f32)
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|                         .with_scale_factor_override(1.0),
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|                     title: "Resizing".into(),
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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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|         .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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|         .insert_resource(ContractingY)
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|         .add_systems(Startup, (setup_3d, setup_2d))
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|         .add_systems(Update, (change_window_size, sync_dimensions))
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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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|         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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|         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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|         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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|         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: Query<&mut Window>) {
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|     if dim.is_changed() {
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|         let mut window = windows.single_mut();
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|         window.resolution.set(dim.width as f32, dim.height as f32);
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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(Plane3d::default().mesh().size(5.0, 5.0)),
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|         material: materials.add(Color::srgb(0.3, 0.5, 0.3)),
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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(Cuboid::default()),
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|         material: materials.add(Color::srgb(0.8, 0.7, 0.6)),
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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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|             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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|             order: 1,
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|             // do not use a clear color
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|             clear_color: ClearColorConfig::None,
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|             ..default()
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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::srgb(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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