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https://github.com/bevyengine/bevy.git
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d597657f28
# Objective Update the example to avoid teaching new people that the recommended way of updating a component is to re-insert it. ## Solution Instead of inserting the component every time we want to change it, update the value. ## Testing - Did you test these changes? If so, how? Yes, ran the example - Are there any parts that need more testing? I don't think so? - How can other people (reviewers) test your changes? Is there anything specific they need to know? Run the example, press left and right mouse. - If relevant, what platforms did you test these changes on, and are there any important ones you can't test? (linux/wayland)
201 lines
7.6 KiB
Rust
201 lines
7.6 KiB
Rust
//! Illustrates how to change window settings and shows how to affect
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//! the mouse pointer in various ways.
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#[cfg(feature = "custom_cursor")]
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use bevy::window::{CustomCursor, CustomCursorImage};
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use bevy::{
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diagnostic::{FrameCount, FrameTimeDiagnosticsPlugin, LogDiagnosticsPlugin},
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prelude::*,
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window::{
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CursorGrabMode, CursorIcon, CursorOptions, PresentMode, SystemCursorIcon, WindowLevel,
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WindowTheme,
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},
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};
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fn main() {
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App::new()
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.add_plugins((
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DefaultPlugins.set(WindowPlugin {
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primary_window: Some(Window {
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title: "I am a window!".into(),
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name: Some("bevy.app".into()),
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resolution: (500, 300).into(),
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present_mode: PresentMode::AutoVsync,
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// Tells Wasm to resize the window according to the available canvas
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fit_canvas_to_parent: true,
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// Tells Wasm not to override default event handling, like F5, Ctrl+R etc.
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prevent_default_event_handling: false,
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window_theme: Some(WindowTheme::Dark),
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enabled_buttons: bevy::window::EnabledButtons {
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maximize: false,
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..Default::default()
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},
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// This will spawn an invisible window
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// The window will be made visible in the make_visible() system after 3 frames.
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// This is useful when you want to avoid the white window that shows up before the GPU is ready to render the app.
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visible: false,
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..default()
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}),
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..default()
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}),
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LogDiagnosticsPlugin::default(),
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FrameTimeDiagnosticsPlugin::default(),
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))
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.add_systems(Startup, init_cursor_icons)
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.add_systems(
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Update,
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(
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change_title,
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toggle_theme,
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toggle_cursor,
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toggle_vsync,
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toggle_window_controls,
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cycle_cursor_icon,
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switch_level,
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make_visible,
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),
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)
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.run();
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}
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fn make_visible(mut window: Single<&mut Window>, frames: Res<FrameCount>) {
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// The delay may be different for your app or system.
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if frames.0 == 3 {
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// At this point the gpu is ready to show the app so we can make the window visible.
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// Alternatively, you could toggle the visibility in Startup.
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// It will work, but it will have one white frame before it starts rendering
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window.visible = true;
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}
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}
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/// This system toggles the vsync mode when pressing the button V.
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/// You'll see fps increase displayed in the console.
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fn toggle_vsync(input: Res<ButtonInput<KeyCode>>, mut window: Single<&mut Window>) {
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if input.just_pressed(KeyCode::KeyV) {
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window.present_mode = if matches!(window.present_mode, PresentMode::AutoVsync) {
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PresentMode::AutoNoVsync
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} else {
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PresentMode::AutoVsync
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};
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info!("PRESENT_MODE: {:?}", window.present_mode);
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}
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}
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/// This system switches the window level when pressing the T button
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/// You'll notice it won't be covered by other windows, or will be covered by all the other
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/// windows depending on the level.
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///
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/// This feature only works on some platforms. Please check the
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/// [documentation](https://docs.rs/bevy/latest/bevy/prelude/struct.Window.html#structfield.window_level)
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/// for more details.
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fn switch_level(input: Res<ButtonInput<KeyCode>>, mut window: Single<&mut Window>) {
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if input.just_pressed(KeyCode::KeyT) {
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window.window_level = match window.window_level {
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WindowLevel::AlwaysOnBottom => WindowLevel::Normal,
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WindowLevel::Normal => WindowLevel::AlwaysOnTop,
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WindowLevel::AlwaysOnTop => WindowLevel::AlwaysOnBottom,
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};
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info!("WINDOW_LEVEL: {:?}", window.window_level);
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}
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}
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/// This system toggles the window controls when pressing buttons 1, 2 and 3
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///
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/// This feature only works on some platforms. Please check the
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/// [documentation](https://docs.rs/bevy/latest/bevy/prelude/struct.Window.html#structfield.enabled_buttons)
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/// for more details.
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fn toggle_window_controls(input: Res<ButtonInput<KeyCode>>, mut window: Single<&mut Window>) {
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let toggle_minimize = input.just_pressed(KeyCode::Digit1);
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let toggle_maximize = input.just_pressed(KeyCode::Digit2);
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let toggle_close = input.just_pressed(KeyCode::Digit3);
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if toggle_minimize || toggle_maximize || toggle_close {
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if toggle_minimize {
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window.enabled_buttons.minimize = !window.enabled_buttons.minimize;
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}
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if toggle_maximize {
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window.enabled_buttons.maximize = !window.enabled_buttons.maximize;
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}
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if toggle_close {
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window.enabled_buttons.close = !window.enabled_buttons.close;
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}
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}
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}
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/// This system will then change the title during execution
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fn change_title(mut window: Single<&mut Window>, time: Res<Time>) {
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window.title = format!(
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"Seconds since startup: {}",
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time.elapsed().as_secs_f32().round()
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);
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}
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fn toggle_cursor(mut cursor_options: Single<&mut CursorOptions>, input: Res<ButtonInput<KeyCode>>) {
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if input.just_pressed(KeyCode::Space) {
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cursor_options.visible = !cursor_options.visible;
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cursor_options.grab_mode = match cursor_options.grab_mode {
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CursorGrabMode::None => CursorGrabMode::Locked,
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CursorGrabMode::Locked | CursorGrabMode::Confined => CursorGrabMode::None,
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};
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}
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}
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/// This system will toggle the color theme used by the window
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fn toggle_theme(mut window: Single<&mut Window>, input: Res<ButtonInput<KeyCode>>) {
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if input.just_pressed(KeyCode::KeyF)
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&& let Some(current_theme) = window.window_theme
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{
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window.window_theme = match current_theme {
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WindowTheme::Light => Some(WindowTheme::Dark),
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WindowTheme::Dark => Some(WindowTheme::Light),
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};
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}
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}
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/// Resource with a set of cursor icons we want to cycle through
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#[derive(Resource)]
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struct CursorIcons(Vec<CursorIcon>);
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fn init_cursor_icons(
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mut commands: Commands,
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window: Single<Entity, With<Window>>,
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#[cfg(feature = "custom_cursor")] asset_server: Res<AssetServer>,
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) {
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let cursor_icons = CursorIcons(vec![
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SystemCursorIcon::Default.into(),
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SystemCursorIcon::Pointer.into(),
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SystemCursorIcon::Wait.into(),
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SystemCursorIcon::Text.into(),
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#[cfg(feature = "custom_cursor")]
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CustomCursor::Image(CustomCursorImage {
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handle: asset_server.load("branding/icon.png"),
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hotspot: (128, 128),
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..Default::default()
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})
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.into(),
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]);
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// By default the Window entity does not have a CursorIcon component, so we add it here.
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commands.entity(*window).insert(cursor_icons.0[0].clone());
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commands.insert_resource(cursor_icons);
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}
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/// This system cycles the cursor's icon through a small set of icons when clicking
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fn cycle_cursor_icon(
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mut cursor: Single<&mut CursorIcon>,
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input: Res<ButtonInput<MouseButton>>,
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mut index: Local<usize>,
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cursor_icons: Res<CursorIcons>,
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) {
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if input.just_pressed(MouseButton::Left) {
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*index = (*index + 1) % cursor_icons.0.len();
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**cursor = cursor_icons.0[*index].clone();
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} else if input.just_pressed(MouseButton::Right) {
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*index = if *index == 0 {
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cursor_icons.0.len() - 1
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} else {
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*index - 1
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};
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**cursor = cursor_icons.0[*index].clone();
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}
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}
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