forked from bevyengine/bevy
-
Notifications
You must be signed in to change notification settings - Fork 0
/
window_settings.rs
118 lines (105 loc) · 4.02 KB
/
window_settings.rs
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
//! Illustrates how to change window settings and shows how to affect
//! the mouse pointer in various ways.
use bevy::{
diagnostic::{FrameTimeDiagnosticsPlugin, LogDiagnosticsPlugin},
prelude::*,
window::{CursorGrabMode, PresentMode, WindowLevel},
};
fn main() {
App::new()
.add_plugins(DefaultPlugins.set(WindowPlugin {
primary_window: Some(Window {
title: "I am a window!".into(),
resolution: (500., 300.).into(),
present_mode: PresentMode::AutoVsync,
// Tells wasm to resize the window according to the available canvas
fit_canvas_to_parent: true,
// Tells wasm not to override default event handling, like F5, Ctrl+R etc.
prevent_default_event_handling: false,
..default()
}),
..default()
}))
.add_plugin(LogDiagnosticsPlugin::default())
.add_plugin(FrameTimeDiagnosticsPlugin)
.add_system(change_title)
.add_system(toggle_cursor)
.add_system(toggle_vsync)
.add_system(cycle_cursor_icon)
.add_system(switch_level)
.run();
}
/// This system toggles the vsync mode when pressing the button V.
/// You'll see fps increase displayed in the console.
fn toggle_vsync(input: Res<Input<KeyCode>>, mut windows: Query<&mut Window>) {
if input.just_pressed(KeyCode::V) {
let mut window = windows.single_mut();
window.present_mode = if matches!(window.present_mode, PresentMode::AutoVsync) {
PresentMode::AutoNoVsync
} else {
PresentMode::AutoVsync
};
info!("PRESENT_MODE: {:?}", window.present_mode);
}
}
/// This system switches the window level when pressing the T button
/// You'll notice it won't be covered by other windows, or will be covered by all the other
/// windows depending on the level.
///
/// This feature only works on some platforms. Please check the
/// [documentation](https://docs.rs/bevy/latest/bevy/prelude/struct.Window.html#structfield.window_level)
/// for more details.
fn switch_level(input: Res<Input<KeyCode>>, mut windows: Query<&mut Window>) {
if input.just_pressed(KeyCode::T) {
let mut window = windows.single_mut();
window.window_level = match window.window_level {
WindowLevel::AlwaysOnBottom => WindowLevel::Normal,
WindowLevel::Normal => WindowLevel::AlwaysOnTop,
WindowLevel::AlwaysOnTop => WindowLevel::AlwaysOnBottom,
};
info!("WINDOW_LEVEL: {:?}", window.window_level);
}
}
/// This system will then change the title during execution
fn change_title(mut windows: Query<&mut Window>, time: Res<Time>) {
let mut window = windows.single_mut();
window.title = format!(
"Seconds since startup: {}",
time.elapsed().as_secs_f32().round()
);
}
fn toggle_cursor(mut windows: Query<&mut Window>, input: Res<Input<KeyCode>>) {
if input.just_pressed(KeyCode::Space) {
let mut window = windows.single_mut();
window.cursor.visible = !window.cursor.visible;
window.cursor.grab_mode = match window.cursor.grab_mode {
CursorGrabMode::None => CursorGrabMode::Locked,
CursorGrabMode::Locked | CursorGrabMode::Confined => CursorGrabMode::None,
};
}
}
/// This system cycles the cursor's icon through a small set of icons when clicking
fn cycle_cursor_icon(
mut windows: Query<&mut Window>,
input: Res<Input<MouseButton>>,
mut index: Local<usize>,
) {
let mut window = windows.single_mut();
const ICONS: &[CursorIcon] = &[
CursorIcon::Default,
CursorIcon::Hand,
CursorIcon::Wait,
CursorIcon::Text,
CursorIcon::Copy,
];
if input.just_pressed(MouseButton::Left) {
*index = (*index + 1) % ICONS.len();
} else if input.just_pressed(MouseButton::Right) {
*index = if *index == 0 {
ICONS.len() - 1
} else {
*index - 1
};
}
window.cursor.icon = ICONS[*index];
}