 ddfafab971
			
		
	
	
		ddfafab971
		
	
	
	
	
		
			
			# 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>
		
			
				
	
	
		
			168 lines
		
	
	
		
			4.7 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			168 lines
		
	
	
		
			4.7 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
| //! A test to confirm that `bevy` allows setting the window to arbitrary small sizes
 | |
| //! This is run in CI to ensure that this doesn't regress again.
 | |
| 
 | |
| use bevy::{core_pipeline::clear_color::ClearColorConfig, prelude::*, window::WindowResolution};
 | |
| 
 | |
| // The smallest size reached is 1x1, as X11 doesn't support windows with a 0 dimension
 | |
| // TODO: Add a check for platforms other than X11 for 0xk and kx0, despite those currently unsupported on CI.
 | |
| const MAX_WIDTH: u16 = 401;
 | |
| const MAX_HEIGHT: u16 = 401;
 | |
| const MIN_WIDTH: u16 = 1;
 | |
| const MIN_HEIGHT: u16 = 1;
 | |
| const RESIZE_STEP: u16 = 4;
 | |
| 
 | |
| #[derive(Resource)]
 | |
| struct Dimensions {
 | |
|     width: u16,
 | |
|     height: u16,
 | |
| }
 | |
| 
 | |
| fn main() {
 | |
|     App::new()
 | |
|         .insert_resource(Dimensions {
 | |
|             width: MAX_WIDTH,
 | |
|             height: MAX_HEIGHT,
 | |
|         })
 | |
|         .add_plugins(
 | |
|             DefaultPlugins.set(WindowPlugin {
 | |
|                 primary_window: Some(Window {
 | |
|                     resolution: WindowResolution::new(MAX_WIDTH as f32, MAX_HEIGHT as f32)
 | |
|                         .with_scale_factor_override(1.0),
 | |
|                     title: "Resizing".into(),
 | |
|                     ..default()
 | |
|                 }),
 | |
|                 ..default()
 | |
|             }),
 | |
|         )
 | |
|         .insert_resource(Phase::ContractingY)
 | |
|         .add_system(change_window_size)
 | |
|         .add_system(sync_dimensions)
 | |
|         .add_system(bevy::window::close_on_esc)
 | |
|         .add_startup_system(setup_3d)
 | |
|         .add_startup_system(setup_2d)
 | |
|         .run();
 | |
| }
 | |
| 
 | |
| #[derive(Resource)]
 | |
| enum Phase {
 | |
|     ContractingY,
 | |
|     ContractingX,
 | |
|     ExpandingY,
 | |
|     ExpandingX,
 | |
| }
 | |
| 
 | |
| use Phase::*;
 | |
| 
 | |
| fn change_window_size(
 | |
|     mut windows: ResMut<Dimensions>,
 | |
|     mut phase: ResMut<Phase>,
 | |
|     mut first_complete: Local<bool>,
 | |
| ) {
 | |
|     // Put off rendering for one frame, as currently for a frame where
 | |
|     // resizing happens, nothing is presented.
 | |
|     // TODO: Debug and fix this if feasible
 | |
|     if !*first_complete {
 | |
|         *first_complete = true;
 | |
|         return;
 | |
|     }
 | |
|     let height = windows.height;
 | |
|     let width = windows.width;
 | |
|     match *phase {
 | |
|         Phase::ContractingY => {
 | |
|             if height <= MIN_HEIGHT {
 | |
|                 *phase = ContractingX;
 | |
|             } else {
 | |
|                 windows.height -= RESIZE_STEP;
 | |
|             }
 | |
|         }
 | |
|         Phase::ContractingX => {
 | |
|             if width <= MIN_WIDTH {
 | |
|                 *phase = ExpandingY;
 | |
|             } else {
 | |
|                 windows.width -= RESIZE_STEP;
 | |
|             }
 | |
|         }
 | |
|         Phase::ExpandingY => {
 | |
|             if height >= MAX_HEIGHT {
 | |
|                 *phase = ExpandingX;
 | |
|             } else {
 | |
|                 windows.height += RESIZE_STEP;
 | |
|             }
 | |
|         }
 | |
|         Phase::ExpandingX => {
 | |
|             if width >= MAX_WIDTH {
 | |
|                 *phase = ContractingY;
 | |
|             } else {
 | |
|                 windows.width += RESIZE_STEP;
 | |
|             }
 | |
|         }
 | |
|     }
 | |
| }
 | |
| 
 | |
| fn sync_dimensions(dim: Res<Dimensions>, mut windows: Query<&mut Window>) {
 | |
|     if dim.is_changed() {
 | |
|         let mut window = windows.single_mut();
 | |
|         window.resolution.set(dim.width as f32, dim.height as f32);
 | |
|     }
 | |
| }
 | |
| 
 | |
| /// A simple 3d scene, taken from the `3d_scene` example
 | |
| fn setup_3d(
 | |
|     mut commands: Commands,
 | |
|     mut meshes: ResMut<Assets<Mesh>>,
 | |
|     mut materials: ResMut<Assets<StandardMaterial>>,
 | |
| ) {
 | |
|     // plane
 | |
|     commands.spawn(PbrBundle {
 | |
|         mesh: meshes.add(Mesh::from(shape::Plane { size: 5.0 })),
 | |
|         material: materials.add(Color::rgb(0.3, 0.5, 0.3).into()),
 | |
|         ..default()
 | |
|     });
 | |
|     // cube
 | |
|     commands.spawn(PbrBundle {
 | |
|         mesh: meshes.add(Mesh::from(shape::Cube { size: 1.0 })),
 | |
|         material: materials.add(Color::rgb(0.8, 0.7, 0.6).into()),
 | |
|         transform: Transform::from_xyz(0.0, 0.5, 0.0),
 | |
|         ..default()
 | |
|     });
 | |
|     // light
 | |
|     commands.spawn(PointLightBundle {
 | |
|         point_light: PointLight {
 | |
|             intensity: 1500.0,
 | |
|             shadows_enabled: true,
 | |
|             ..default()
 | |
|         },
 | |
|         transform: Transform::from_xyz(4.0, 8.0, 4.0),
 | |
|         ..default()
 | |
|     });
 | |
|     // camera
 | |
|     commands.spawn(Camera3dBundle {
 | |
|         transform: Transform::from_xyz(-2.0, 2.5, 5.0).looking_at(Vec3::ZERO, Vec3::Y),
 | |
|         ..default()
 | |
|     });
 | |
| }
 | |
| 
 | |
| /// A simple 2d scene, taken from the `rect` example
 | |
| fn setup_2d(mut commands: Commands) {
 | |
|     commands.spawn(Camera2dBundle {
 | |
|         camera: Camera {
 | |
|             // render the 2d camera after the 3d camera
 | |
|             order: 1,
 | |
|             ..default()
 | |
|         },
 | |
|         camera_2d: Camera2d {
 | |
|             // do not use a clear color
 | |
|             clear_color: ClearColorConfig::None,
 | |
|         },
 | |
|         ..default()
 | |
|     });
 | |
|     commands.spawn(SpriteBundle {
 | |
|         sprite: Sprite {
 | |
|             color: Color::rgb(0.25, 0.25, 0.75),
 | |
|             custom_size: Some(Vec2::new(50.0, 50.0)),
 | |
|             ..default()
 | |
|         },
 | |
|         ..default()
 | |
|     });
 | |
| }
 |