 ffecb05a0a
			
		
	
	
		ffecb05a0a
		
	
	
	
	
		
			
			This makes the [New Bevy Renderer](#2535) the default (and only) renderer. The new renderer isn't _quite_ ready for the final release yet, but I want as many people as possible to start testing it so we can identify bugs and address feedback prior to release. The examples are all ported over and operational with a few exceptions: * I removed a good portion of the examples in the `shader` folder. We still have some work to do in order to make these examples possible / ergonomic / worthwhile: #3120 and "high level shader material plugins" are the big ones. This is a temporary measure. * Temporarily removed the multiple_windows example: doing this properly in the new renderer will require the upcoming "render targets" changes. Same goes for the render_to_texture example. * Removed z_sort_debug: entity visibility sort info is no longer available in app logic. we could do this on the "render app" side, but i dont consider it a priority.
		
			
				
	
	
		
			82 lines
		
	
	
		
			3.0 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			82 lines
		
	
	
		
			3.0 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
| use bevy::prelude::*;
 | |
| 
 | |
| /// This example illustrates how to customize the default window settings
 | |
| fn main() {
 | |
|     App::new()
 | |
|         .insert_resource(WindowDescriptor {
 | |
|             width: 500.,
 | |
|             height: 300.,
 | |
|             ..Default::default()
 | |
|         })
 | |
|         .add_plugins(DefaultPlugins)
 | |
|         .add_startup_system(setup)
 | |
|         .add_system(toggle_override)
 | |
|         .add_system(change_scale_factor)
 | |
|         .run();
 | |
| }
 | |
| 
 | |
| fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
 | |
|     // ui camera
 | |
|     commands.spawn_bundle(UiCameraBundle::default());
 | |
|     // root node
 | |
|     commands
 | |
|         .spawn_bundle(NodeBundle {
 | |
|             style: Style {
 | |
|                 size: Size::new(Val::Percent(100.0), Val::Percent(100.0)),
 | |
|                 justify_content: JustifyContent::SpaceBetween,
 | |
|                 ..Default::default()
 | |
|             },
 | |
|             color: Color::NONE.into(),
 | |
|             ..Default::default()
 | |
|         })
 | |
|         .with_children(|parent| {
 | |
|             // left vertical fill (border)
 | |
|             parent
 | |
|                 .spawn_bundle(NodeBundle {
 | |
|                     style: Style {
 | |
|                         size: Size::new(Val::Px(200.0), Val::Percent(100.0)),
 | |
|                         border: Rect::all(Val::Px(2.0)),
 | |
|                         ..Default::default()
 | |
|                     },
 | |
|                     color: Color::rgb(0.65, 0.65, 0.65).into(),
 | |
|                     ..Default::default()
 | |
|                 })
 | |
|                 .with_children(|parent| {
 | |
|                     parent.spawn_bundle(TextBundle {
 | |
|                         style: Style {
 | |
|                             align_self: AlignSelf::FlexEnd,
 | |
|                             ..Default::default()
 | |
|                         },
 | |
|                         text: Text::with_section(
 | |
|                             "Example text",
 | |
|                             TextStyle {
 | |
|                                 font: asset_server.load("fonts/FiraSans-Bold.ttf"),
 | |
|                                 font_size: 30.0,
 | |
|                                 color: Color::WHITE,
 | |
|                             },
 | |
|                             Default::default(),
 | |
|                         ),
 | |
|                         ..Default::default()
 | |
|                     });
 | |
|                 });
 | |
|         });
 | |
| }
 | |
| 
 | |
| /// This system toggles scale factor overrides when enter is pressed
 | |
| fn toggle_override(input: Res<Input<KeyCode>>, mut windows: ResMut<Windows>) {
 | |
|     let window = windows.get_primary_mut().unwrap();
 | |
|     if input.just_pressed(KeyCode::Return) {
 | |
|         window.set_scale_factor_override(window.scale_factor_override().xor(Some(1.)));
 | |
|     }
 | |
| }
 | |
| 
 | |
| /// This system changes the scale factor override when up or down is pressed
 | |
| fn change_scale_factor(input: Res<Input<KeyCode>>, mut windows: ResMut<Windows>) {
 | |
|     let window = windows.get_primary_mut().unwrap();
 | |
|     if input.just_pressed(KeyCode::Up) {
 | |
|         window.set_scale_factor_override(window.scale_factor_override().map(|n| n + 1.));
 | |
|     } else if input.just_pressed(KeyCode::Down) {
 | |
|         window.set_scale_factor_override(window.scale_factor_override().map(|n| (n - 1.).max(1.)));
 | |
|     }
 | |
| }
 |