
# Objective The migration process for `bevy_color` (#12013) will be fairly involved: there will be hundreds of affected files, and a large number of APIs. ## Solution To allow us to proceed granularly, we're going to keep both `bevy_color::Color` (new) and `bevy_render::Color` (old) around until the migration is complete. However, simply doing this directly is confusing! They're both called `Color`, making it very hard to tell when a portion of the code has been ported. As discussed in #12056, by renaming the old `Color` type, we can make it easier to gradually migrate over, one API at a time. ## Migration Guide THIS MIGRATION GUIDE INTENTIONALLY LEFT BLANK. This change should not be shipped to end users: delete this section in the final migration guide! --------- Co-authored-by: Alice Cecile <alice.i.cecil@gmail.com>
175 lines
5.4 KiB
Rust
175 lines
5.4 KiB
Rust
//! A 3d Scene with a button and playing sound.
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use bevy::{
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input::touch::TouchPhase,
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prelude::*,
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window::{ApplicationLifetime, WindowMode},
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};
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// the `bevy_main` proc_macro generates the required boilerplate for iOS and Android
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#[bevy_main]
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fn main() {
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let mut app = App::new();
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app.add_plugins(DefaultPlugins.set(WindowPlugin {
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primary_window: Some(Window {
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resizable: false,
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mode: WindowMode::BorderlessFullscreen,
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..default()
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}),
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..default()
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}))
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.add_systems(Startup, (setup_scene, setup_music))
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.add_systems(Update, (touch_camera, button_handler, handle_lifetime));
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// MSAA makes some Android devices panic, this is under investigation
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// https://github.com/bevyengine/bevy/issues/8229
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#[cfg(target_os = "android")]
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app.insert_resource(Msaa::Off);
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app.run();
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}
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fn touch_camera(
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windows: Query<&Window>,
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mut touches: EventReader<TouchInput>,
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mut camera: Query<&mut Transform, With<Camera3d>>,
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mut last_position: Local<Option<Vec2>>,
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) {
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let window = windows.single();
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for touch in touches.read() {
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if touch.phase == TouchPhase::Started {
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*last_position = None;
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}
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if let Some(last_position) = *last_position {
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let mut transform = camera.single_mut();
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*transform = Transform::from_xyz(
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transform.translation.x
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+ (touch.position.x - last_position.x) / window.width() * 5.0,
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transform.translation.y,
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transform.translation.z
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+ (touch.position.y - last_position.y) / window.height() * 5.0,
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)
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.looking_at(Vec3::ZERO, Vec3::Y);
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}
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*last_position = Some(touch.position);
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}
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}
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/// set up a simple 3D scene
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fn setup_scene(
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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(LegacyColor::rgb(0.1, 0.2, 0.1)),
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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(LegacyColor::rgb(0.5, 0.4, 0.3)),
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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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// sphere
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commands.spawn(PbrBundle {
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mesh: meshes.add(Sphere::new(0.5).mesh().ico(4).unwrap()),
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material: materials.add(LegacyColor::rgb(0.1, 0.4, 0.8)),
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transform: Transform::from_xyz(1.5, 1.5, 1.5),
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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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transform: Transform::from_xyz(4.0, 8.0, 4.0),
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point_light: PointLight {
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intensity: 1_000_000.0,
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// Shadows makes some Android devices segfault, this is under investigation
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// https://github.com/bevyengine/bevy/issues/8214
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#[cfg(not(target_os = "android"))]
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shadows_enabled: true,
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..default()
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},
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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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// Test ui
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commands
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.spawn(ButtonBundle {
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style: Style {
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justify_content: JustifyContent::Center,
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align_items: AlignItems::Center,
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position_type: PositionType::Absolute,
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left: Val::Px(50.0),
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right: Val::Px(50.0),
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bottom: Val::Px(50.0),
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..default()
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},
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..default()
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})
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.with_children(|b| {
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b.spawn(
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TextBundle::from_section(
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"Test Button",
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TextStyle {
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font_size: 30.0,
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color: LegacyColor::BLACK,
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..default()
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},
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)
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.with_text_justify(JustifyText::Center),
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);
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});
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}
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fn button_handler(
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mut interaction_query: Query<
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(&Interaction, &mut BackgroundColor),
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(Changed<Interaction>, With<Button>),
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>,
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) {
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for (interaction, mut color) in &mut interaction_query {
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match *interaction {
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Interaction::Pressed => {
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*color = LegacyColor::BLUE.into();
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}
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Interaction::Hovered => {
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*color = LegacyColor::GRAY.into();
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}
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Interaction::None => {
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*color = LegacyColor::WHITE.into();
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}
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}
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}
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}
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fn setup_music(asset_server: Res<AssetServer>, mut commands: Commands) {
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commands.spawn(AudioBundle {
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source: asset_server.load("sounds/Windless Slopes.ogg"),
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settings: PlaybackSettings::LOOP,
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});
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}
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// Pause audio when app goes into background and resume when it returns.
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// This is handled by the OS on iOS, but not on Android.
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fn handle_lifetime(
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mut lifetime_events: EventReader<ApplicationLifetime>,
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music_controller: Query<&AudioSink>,
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) {
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for event in lifetime_events.read() {
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match event {
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ApplicationLifetime::Suspended => music_controller.single().pause(),
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ApplicationLifetime::Resumed => music_controller.single().play(),
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ApplicationLifetime::Started => (),
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}
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}
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}
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