# Objective Fix https://github.com/bevyengine/bevy/issues/4530 - Make it easier to open/close/modify windows by setting them up as `Entity`s with a `Window` component. - Make multiple windows very simple to set up. (just add a `Window` component to an entity and it should open) ## Solution - Move all properties of window descriptor to ~components~ a component. - Replace `WindowId` with `Entity`. - ~Use change detection for components to update backend rather than events/commands. (The `CursorMoved`/`WindowResized`/... events are kept for user convenience.~ Check each field individually to see what we need to update, events are still kept for user convenience. --- ## Changelog - `WindowDescriptor` renamed to `Window`. - Width/height consolidated into a `WindowResolution` component. - Requesting maximization/minimization is done on the [`Window::state`] field. - `WindowId` is now `Entity`. ## Migration Guide - Replace `WindowDescriptor` with `Window`. - Change `width` and `height` fields in a `WindowResolution`, either by doing ```rust WindowResolution::new(width, height) // Explicitly // or using From<_> for tuples for convenience (1920., 1080.).into() ``` - Replace any `WindowCommand` code to just modify the `Window`'s fields directly and creating/closing windows is now by spawning/despawning an entity with a `Window` component like so: ```rust let window = commands.spawn(Window { ... }).id(); // open window commands.entity(window).despawn(); // close window ``` ## Unresolved - ~How do we tell when a window is minimized by a user?~ ~Currently using the `Resize(0, 0)` as an indicator of minimization.~ No longer attempting to tell given how finnicky this was across platforms, now the user can only request that a window be maximized/minimized. ## Future work - Move `exit_on_close` functionality out from windowing and into app(?) - https://github.com/bevyengine/bevy/issues/5621 - https://github.com/bevyengine/bevy/issues/7099 - https://github.com/bevyengine/bevy/issues/7098 Co-authored-by: Carter Anderson <mcanders1@gmail.com>
		
			
				
	
	
		
			96 lines
		
	
	
		
			2.8 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			96 lines
		
	
	
		
			2.8 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
///! This example illustrates how to resize windows, and how to respond to a window being resized.
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use bevy::{prelude::*, window::WindowResized};
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fn main() {
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    App::new()
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        .insert_resource(ResolutionSettings {
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            large: Vec2::new(1920.0, 1080.0),
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            medium: Vec2::new(800.0, 600.0),
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            small: Vec2::new(640.0, 360.0),
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        })
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        .add_plugins(DefaultPlugins)
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        .add_startup_system(setup_camera)
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        .add_startup_system(setup_ui)
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        .add_system(on_resize_system)
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        .add_system(toggle_resolution)
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        .run();
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}
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/// Marker component for the text that displays the current reslution.
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#[derive(Component)]
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struct ResolutionText;
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/// Stores the various window-resolutions we can select between.
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#[derive(Resource)]
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struct ResolutionSettings {
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    large: Vec2,
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    medium: Vec2,
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    small: Vec2,
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}
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// Spawns the camera that draws UI
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fn setup_camera(mut cmd: Commands) {
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    cmd.spawn(Camera2dBundle::default());
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}
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// Spawns the UI
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fn setup_ui(mut cmd: Commands, asset_server: Res<AssetServer>) {
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    // Node that fills entire background
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    cmd.spawn(NodeBundle {
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        style: Style {
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            size: Size::new(Val::Percent(100.0), Val::Percent(100.0)),
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            ..default()
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        },
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        ..default()
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    })
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    .with_children(|root| {
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        // Text where we display current resolution
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        root.spawn((
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            TextBundle::from_section(
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                "Resolution",
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                TextStyle {
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                    font: asset_server.load("fonts/FiraMono-Medium.ttf"),
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                    font_size: 50.0,
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                    color: Color::BLACK,
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                },
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            ),
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            ResolutionText,
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        ));
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    });
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}
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/// This system shows how to request the window to a new resolution
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fn toggle_resolution(
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    keys: Res<Input<KeyCode>>,
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    mut windows: Query<&mut Window>,
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    resolution: Res<ResolutionSettings>,
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) {
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    let mut window = windows.single_mut();
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    if keys.just_pressed(KeyCode::Key1) {
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        let res = resolution.small;
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        window.resolution.set(res.x, res.y);
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    }
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    if keys.just_pressed(KeyCode::Key2) {
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        let res = resolution.medium;
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        window.resolution.set(res.x, res.y);
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    }
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    if keys.just_pressed(KeyCode::Key3) {
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        let res = resolution.large;
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        window.resolution.set(res.x, res.y);
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    }
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}
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/// This system shows how to respond to a window being resized.
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/// Whenever the window is resized, the text will update with the new resolution.
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fn on_resize_system(
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    mut q: Query<&mut Text, With<ResolutionText>>,
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    mut resize_reader: EventReader<WindowResized>,
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) {
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    let mut text = q.single_mut();
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    for e in resize_reader.iter() {
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        // When resolution is being changed
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        text.sections[0].value = format!("{:.1} x {:.1}", e.width, e.height);
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    }
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}
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