
# Objective Fixes: https://discord.com/channels/691052431525675048/756998293665349712/1335019849516056586 ## Solution Let's wait till `AudioSInk` will be added to the world. ## Testing Run ios example
203 lines
6.6 KiB
Rust
203 lines
6.6 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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log::{Level, LogPlugin},
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prelude::*,
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window::{AppLifecycle, WindowMode},
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winit::WinitSettings,
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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(
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DefaultPlugins
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.set(LogPlugin {
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// This will show some log events from Bevy to the native logger.
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level: Level::DEBUG,
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filter: "wgpu=error,bevy_render=info,bevy_ecs=trace".to_string(),
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..Default::default()
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})
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.set(WindowPlugin {
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primary_window: Some(Window {
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resizable: false,
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mode: WindowMode::BorderlessFullscreen(MonitorSelection::Primary),
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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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// Only has an effect on iOS
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prefers_home_indicator_hidden: true,
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// Only has an effect on iOS
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prefers_status_bar_hidden: true,
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..default()
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}),
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..default()
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}),
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)
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// Make the winit loop wait more aggressively when no user input is received
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// This can help reduce cpu usage on mobile devices
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.insert_resource(WinitSettings::mobile())
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.add_systems(Startup, (setup_scene, setup_music))
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.add_systems(
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Update,
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(
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touch_camera,
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button_handler,
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// Only run the lifetime handler when an [`AudioSink`] component exists in the world.
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// This ensures we don't try to manage audio that hasn't been initialized yet.
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handle_lifetime.run_if(any_with_component::<AudioSink>),
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),
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)
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.run();
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}
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fn touch_camera(
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window: Query<&Window>,
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mut touches: EventReader<TouchInput>,
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mut camera_transform: Single<&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 Ok(window) = window.get_single() else {
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return;
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};
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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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**camera_transform = Transform::from_xyz(
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camera_transform.translation.x
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+ (touch.position.x - last_position.x) / window.width() * 5.0,
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camera_transform.translation.y,
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camera_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 forward = camera_transform.forward();
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camera_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((
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Mesh3d(meshes.add(Plane3d::default().mesh().size(5.0, 5.0))),
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MeshMaterial3d(materials.add(Color::srgb(0.1, 0.2, 0.1))),
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));
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// cube
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commands.spawn((
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Mesh3d(meshes.add(Cuboid::default())),
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MeshMaterial3d(materials.add(Color::srgb(0.5, 0.4, 0.3))),
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Transform::from_xyz(0.0, 0.5, 0.0),
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));
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// sphere
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commands.spawn((
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Mesh3d(meshes.add(Sphere::new(0.5).mesh().ico(4).unwrap())),
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MeshMaterial3d(materials.add(Color::srgb(0.1, 0.4, 0.8))),
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Transform::from_xyz(1.5, 1.5, 1.5),
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));
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// light
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commands.spawn((
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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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Transform::from_xyz(4.0, 8.0, 4.0),
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));
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// camera
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commands.spawn((
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Camera3d::default(),
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Transform::from_xyz(-2.0, 2.5, 5.0).looking_at(Vec3::ZERO, Vec3::Y),
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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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Msaa::Off,
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));
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// Test ui
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commands
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.spawn((
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Button,
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Node {
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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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))
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.with_child((
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Text::new("Test Button"),
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TextFont {
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font_size: 30.0,
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..default()
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},
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TextColor::BLACK,
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TextLayout::new_with_justify(JustifyText::Center),
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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((
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AudioPlayer::new(asset_server.load("sounds/Windless Slopes.ogg")),
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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: Single<&AudioSink>,
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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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