# Objective - Update winit to 0.28 ## Solution - Small API change - A security advisory has been added for a unmaintained crate used by a dependency of winit build script for wayland I didn't do anything for Android support in this PR though it should be fixable, it should be done in a separate one, maybe https://github.com/bevyengine/bevy/pull/6830 --- ## Changelog - `window.always_on_top` has been removed, you can now use `window.window_level` ## Migration Guide before: ```rust app.new() .add_plugins(DefaultPlugins.set(WindowPlugin { primary_window: Some(Window { always_on_top: true, ..default() }), ..default() })); ``` after: ```rust app.new() .add_plugins(DefaultPlugins.set(WindowPlugin { primary_window: Some(Window { window_level: bevy:🪟:WindowLevel::AlwaysOnTop, ..default() }), ..default() })); ```
		
			
				
	
	
		
			58 lines
		
	
	
		
			2.2 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			58 lines
		
	
	
		
			2.2 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
//! This example illustrates how have a mouse's clicks/wheel/movement etc fall through the spawned transparent window to a window below.
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//! If you build this, and hit 'P' it should toggle on/off the mouse's passthrough.
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use bevy::prelude::*;
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fn main() {
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    App::new()
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        .insert_resource(ClearColor(Color::NONE)) // Use a transparent window, to make effects obvious.
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        .add_plugins(DefaultPlugins.set(WindowPlugin {
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            primary_window: Some(Window {
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                // Set the window's parameters, note we're setting the window to always be on top.
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                transparent: true,
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                decorations: true,
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                window_level: bevy::window::WindowLevel::AlwaysOnTop,
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                ..default()
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            }),
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            ..default()
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        }))
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        .add_startup_system(setup)
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        .add_system(toggle_mouse_passthrough) // This allows us to hit 'P' to toggle on/off the mouse's passthrough
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        .run();
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}
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fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
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    // UI camera
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    commands.spawn(Camera2dBundle::default());
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    // Text with one section
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    commands.spawn((
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        // Create a TextBundle that has a Text with a single section.
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        TextBundle::from_section(
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            // Accepts a `String` or any type that converts into a `String`, such as `&str`
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            "Hit 'P' then scroll/click around!",
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            TextStyle {
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                font: asset_server.load("fonts/FiraSans-Bold.ttf"),
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                font_size: 100.0, // Nice and big so you can see it!
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                color: Color::WHITE,
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            },
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        )
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        // Set the style of the TextBundle itself.
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        .with_style(Style {
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            position_type: PositionType::Absolute,
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            position: UiRect {
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                bottom: Val::Px(5.),
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                right: Val::Px(10.),
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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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}
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// A simple system to handle some keyboard input and toggle on/off the hittest.
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fn toggle_mouse_passthrough(keyboard_input: Res<Input<KeyCode>>, mut windows: Query<&mut Window>) {
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    if keyboard_input.just_pressed(KeyCode::P) {
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        let mut window = windows.single_mut();
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        window.cursor.hit_test = !window.cursor.hit_test;
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    }
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}
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