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Remove OrthographicProjection.scale (adopted) #15075
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Original file line number | Diff line number | Diff line change |
---|---|---|
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@@ -12,6 +12,7 @@ use bevy::{ | |
sprite::MaterialMesh2dBundle, | ||
window::WindowResized, | ||
}; | ||
use bevy_render::camera::ScalingMode; | ||
|
||
/// In-game resolution width. | ||
const RES_WIDTH: u32 = 160; | ||
|
@@ -176,6 +177,6 @@ fn fit_canvas( | |
let h_scale = event.width / RES_WIDTH as f32; | ||
let v_scale = event.height / RES_HEIGHT as f32; | ||
let mut projection = projections.single_mut(); | ||
projection.scale = 1. / h_scale.min(v_scale).round(); | ||
projection.scaling_mode = ScalingMode::WindowSize(h_scale.min(v_scale).round()); | ||
There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. Note: this appears to produce the same behaviour as the existing example, though if there's a simpler method I haven't seen that's great too! |
||
} | ||
} |
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This makes it pretty easy to scale multiple variants of
ScalingMode
since you can just modify a singlef32
. Are we at all concerned about hurting ergonomics?There was a problem hiding this comment.
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Not particularly; projects will only need to handle this once, and the majority of projects will have a single scaling mode.
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I've also run into a few people now who miss the existence of
ScalingMode
because ofscale
, leading them to ask questions. In this way, I think it's hurting them by not just making them think up front about how the camera should be configured.