# Objective Yet another PR for migrating stuff to required components. This time, cameras! ## Solution As per the [selected proposal](https://hackmd.io/tsYID4CGRiWxzsgawzxG_g#Combined-Proposal-1-Selected), deprecate `Camera2dBundle` and `Camera3dBundle` in favor of `Camera2d` and `Camera3d`. Adding a `Camera` without `Camera2d` or `Camera3d` now logs a warning, as suggested by Cart [on Discord](https://discord.com/channels/691052431525675048/1264881140007702558/1291506402832945273). I would personally like cameras to work a bit differently and be split into a few more components, to avoid some footguns and confusing semantics, but that is more controversial, and shouldn't block this core migration. ## Testing I ran a few 2D and 3D examples, and tried cameras with and without render graphs. --- ## Migration Guide `Camera2dBundle` and `Camera3dBundle` have been deprecated in favor of `Camera2d` and `Camera3d`. Inserting them will now also insert the other components required by them automatically.
		
			
				
	
	
		
			60 lines
		
	
	
		
			1.7 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			60 lines
		
	
	
		
			1.7 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
//! a test that confirms that 'bevy' does not panic while changing from Windowed to SizedFullscreen when viewport is set
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use bevy::{prelude::*, render::camera::Viewport, window::WindowMode};
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//Having a viewport set to the same size as a window used to cause panic on some occasions when switching to SizedFullscreen
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const WINDOW_WIDTH: f32 = 1366.0;
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const WINDOW_HEIGHT: f32 = 768.0;
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fn main() {
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    //Specify Window Size.
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    let window = Window {
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        resolution: (WINDOW_WIDTH, WINDOW_HEIGHT).into(),
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        ..default()
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    };
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    let primary_window = Some(window);
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    App::new()
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        .add_plugins(DefaultPlugins.set(WindowPlugin {
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            primary_window,
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            ..default()
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        }))
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        .add_systems(Startup, startup)
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        .add_systems(Update, toggle_window_mode)
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        .run();
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}
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fn startup(mut cmds: Commands) {
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    //Match viewport to Window size.
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    let physical_position = UVec2::new(0, 0);
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    let physical_size = Vec2::new(WINDOW_WIDTH, WINDOW_HEIGHT).as_uvec2();
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    let viewport = Some(Viewport {
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        physical_position,
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        physical_size,
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        ..default()
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    });
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    cmds.spawn(Camera2d).insert(Camera {
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        viewport,
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        ..default()
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    });
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}
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fn toggle_window_mode(mut qry_window: Query<&mut Window>) {
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    let Ok(mut window) = qry_window.get_single_mut() else {
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        return;
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    };
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    window.mode = match window.mode {
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        WindowMode::Windowed => {
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            //it takes a while for the window to change from windowed to sizedfullscreen and back
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            std::thread::sleep(std::time::Duration::from_secs(4));
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            WindowMode::SizedFullscreen
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        }
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        _ => {
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            std::thread::sleep(std::time::Duration::from_secs(4));
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            WindowMode::Windowed
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        }
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    };
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}
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