
# Objective - With the recent winit update, touchpad specific events can also be triggered on mobile ## Solution - Rename them to gestures and add support for the new ones ## Testing - Tested on the mobile example on iOS https://github.com/bevyengine/bevy/assets/8672791/da4ed23f-ff0a-41b2-9dcd-726e8546bef2 ## Migration Guide - `TouchpadMagnify` has been renamed to `PinchGesture` - `TouchpadRotate` has been renamed to `RotationGesture ` --------- Co-authored-by: mike <ramirezmike2@gmail.com>
194 lines
6.1 KiB
Rust
194 lines
6.1 KiB
Rust
//! A 3d Scene with a button and playing sound.
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use bevy::{
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color::palettes::basic::*,
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input::{gestures::RotationGesture, touch::TouchPhase},
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prelude::*,
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window::{AppLifecycle, 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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// on iOS, gestures must be enabled.
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// This doesn't work on Android
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recognize_rotation_gesture: true,
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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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mut rotations: EventReader<RotationGesture>,
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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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// Rotation gestures only work on iOS
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for rotation in rotations.read() {
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let mut transform = camera.single_mut();
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let forward = transform.forward();
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transform.rotate_axis(forward, rotation.0 / 10.0);
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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(Color::srgb(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(Color::srgb(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(Color::srgb(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((
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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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image: UiImage::default().with_color(Color::NONE),
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..default()
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},
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BackgroundColor(Color::WHITE),
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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: Color::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 = BLUE.into();
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}
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Interaction::Hovered => {
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*color = GRAY.into();
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}
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Interaction::None => {
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*color = 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 lifecycle_events: EventReader<AppLifecycle>,
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music_controller: Query<&AudioSink>,
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) {
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let Ok(music_controller) = music_controller.get_single() else {
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return;
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};
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for event in lifecycle_events.read() {
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match event {
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AppLifecycle::Idle | AppLifecycle::WillSuspend | AppLifecycle::WillResume => {}
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AppLifecycle::Suspended => music_controller.pause(),
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AppLifecycle::Running => music_controller.play(),
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}
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}
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}
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