 b3aff9a7b1
			
		
	
	
		b3aff9a7b1
		
	
	
	
	
		
			
			# Objective
- Improve documentation.
- Provide helper functions for common uses of `Windows` relating to getting the primary `Window`.
- Reduce repeated `Window` code.
# Solution
- Adds infallible `primary()` and `primary_mut()` functions with standard error text. This replaces the commonly used `get_primary().unwrap()` seen throughout bevy which has inconsistent or nonexistent error messages.
- Adds `scale_factor(WindowId)` to replace repeated code blocks throughout.
# Considerations
- The added functions can panic if the primary window does not exist.
    - It is very uncommon for the primary window to not exist, as seen by the regular use of `get_primary().unwrap()`. Most users will have a single window and will need to reference the primary window in their code multiple times.
    - The panic provides a consistent error message to make this class of error easy to spot from the panic text.
    - This follows the established standard of short names for infallible-but-unlikely-to-panic functions in bevy.
- Removes line noise for common usage of `Windows`.
		
	
			
		
			
				
	
	
		
			82 lines
		
	
	
		
			2.9 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			82 lines
		
	
	
		
			2.9 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
| use bevy::prelude::*;
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| 
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| /// This example illustrates how to customize the default window settings
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| fn main() {
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|     App::new()
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|         .insert_resource(WindowDescriptor {
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|             width: 500.,
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|             height: 300.,
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|             ..default()
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|         })
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|         .add_plugins(DefaultPlugins)
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|         .add_startup_system(setup)
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|         .add_system(toggle_override)
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|         .add_system(change_scale_factor)
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|         .run();
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| }
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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_bundle(UiCameraBundle::default());
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|     // root node
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|     commands
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|         .spawn_bundle(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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|                 justify_content: JustifyContent::SpaceBetween,
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|                 ..default()
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|             },
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|             color: Color::NONE.into(),
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|             ..default()
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|         })
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|         .with_children(|parent| {
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|             // left vertical fill (border)
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|             parent
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|                 .spawn_bundle(NodeBundle {
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|                     style: Style {
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|                         size: Size::new(Val::Px(200.0), Val::Percent(100.0)),
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|                         border: Rect::all(Val::Px(2.0)),
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|                         ..default()
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|                     },
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|                     color: Color::rgb(0.65, 0.65, 0.65).into(),
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|                     ..default()
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|                 })
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|                 .with_children(|parent| {
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|                     parent.spawn_bundle(TextBundle {
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|                         style: Style {
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|                             align_self: AlignSelf::FlexEnd,
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|                             ..default()
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|                         },
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|                         text: Text::with_section(
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|                             "Example text",
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|                             TextStyle {
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|                                 font: asset_server.load("fonts/FiraSans-Bold.ttf"),
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|                                 font_size: 30.0,
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|                                 color: Color::WHITE,
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|                             },
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|                             Default::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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| }
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| 
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| /// This system toggles scale factor overrides when enter is pressed
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| fn toggle_override(input: Res<Input<KeyCode>>, mut windows: ResMut<Windows>) {
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|     let window = windows.primary_mut();
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|     if input.just_pressed(KeyCode::Return) {
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|         window.set_scale_factor_override(window.scale_factor_override().xor(Some(1.)));
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|     }
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| }
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| 
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| /// This system changes the scale factor override when up or down is pressed
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| fn change_scale_factor(input: Res<Input<KeyCode>>, mut windows: ResMut<Windows>) {
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|     let window = windows.primary_mut();
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|     if input.just_pressed(KeyCode::Up) {
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|         window.set_scale_factor_override(window.scale_factor_override().map(|n| n + 1.));
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|     } else if input.just_pressed(KeyCode::Down) {
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|         window.set_scale_factor_override(window.scale_factor_override().map(|n| (n - 1.).max(1.)));
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|     }
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| }
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