code
stringlengths 40
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| docstring
stringlengths 22
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| func_name
stringlengths 1
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stringclasses 1
value | repo
stringlengths 6
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stringlengths 8
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fn size(&self) -> Vec2 {
let arena_height = TOP_WALL - BOTTOM_WALL;
let arena_width = RIGHT_WALL - LEFT_WALL;
// Make sure we haven't messed up our constants
assert!(arena_height > 0.0);
assert!(arena_width > 0.0);
match self {
WallLocation::Left | WallLocation::Right => {
Vec2::new(WALL_THICKNESS, arena_height + WALL_THICKNESS)
}
WallLocation::Bottom | WallLocation::Top => {
Vec2::new(arena_width + WALL_THICKNESS, WALL_THICKNESS)
}
}
}
|
(x, y) dimensions of the wall, used in `transform.scale()`
|
size
|
rust
|
bevyengine/bevy
|
examples/games/breakout.rs
|
https://github.com/bevyengine/bevy/blob/master/examples/games/breakout.rs
|
Apache-2.0
|
fn selection(
mut timer: ResMut<SelectionTimer>,
mut contributor_selection: ResMut<ContributorSelection>,
contributor_root: Single<Entity, (With<ContributorDisplay>, With<Text>)>,
mut query: Query<(&Contributor, &mut Sprite, &mut Transform)>,
mut writer: TextUiWriter,
time: Res<Time>,
) {
if !timer.0.tick(time.delta()).just_finished() {
return;
}
// Deselect the previous contributor
let entity = contributor_selection.order[contributor_selection.idx];
if let Ok((contributor, mut sprite, mut transform)) = query.get_mut(entity) {
deselect(&mut sprite, contributor, &mut transform);
}
// Select the next contributor
if (contributor_selection.idx + 1) < contributor_selection.order.len() {
contributor_selection.idx += 1;
} else {
contributor_selection.idx = 0;
}
let entity = contributor_selection.order[contributor_selection.idx];
if let Ok((contributor, mut sprite, mut transform)) = query.get_mut(entity) {
let entity = *contributor_root;
select(
&mut sprite,
contributor,
&mut transform,
entity,
&mut writer,
);
}
}
|
Finds the next contributor to display and selects the entity
|
selection
|
rust
|
bevyengine/bevy
|
examples/games/contributors.rs
|
https://github.com/bevyengine/bevy/blob/master/examples/games/contributors.rs
|
Apache-2.0
|
fn select(
sprite: &mut Sprite,
contributor: &Contributor,
transform: &mut Transform,
entity: Entity,
writer: &mut TextUiWriter,
) {
sprite.color = SELECTED.with_hue(contributor.hue).into();
transform.translation.z += SELECTED_Z_OFFSET;
writer.text(entity, 0).clone_from(&contributor.name);
*writer.text(entity, 1) = format!(
"\n{} commit{}",
contributor.num_commits,
if contributor.num_commits > 1 { "s" } else { "" }
);
writer.color(entity, 0).0 = sprite.color;
}
|
Change the tint color to the "selected" color, bring the object to the front
and display the name.
|
select
|
rust
|
bevyengine/bevy
|
examples/games/contributors.rs
|
https://github.com/bevyengine/bevy/blob/master/examples/games/contributors.rs
|
Apache-2.0
|
fn deselect(sprite: &mut Sprite, contributor: &Contributor, transform: &mut Transform) {
sprite.color = DESELECTED.with_hue(contributor.hue).into();
transform.translation.z -= SELECTED_Z_OFFSET;
}
|
Change the tint color to the "deselected" color and push
the object to the back.
|
deselect
|
rust
|
bevyengine/bevy
|
examples/games/contributors.rs
|
https://github.com/bevyengine/bevy/blob/master/examples/games/contributors.rs
|
Apache-2.0
|
fn gravity(time: Res<Time>, mut velocity_query: Query<&mut Velocity>) {
let delta = time.delta_secs();
for mut velocity in &mut velocity_query {
velocity.translation.y -= GRAVITY * delta;
}
}
|
Applies gravity to all entities with a velocity.
|
gravity
|
rust
|
bevyengine/bevy
|
examples/games/contributors.rs
|
https://github.com/bevyengine/bevy/blob/master/examples/games/contributors.rs
|
Apache-2.0
|
fn collisions(
window: Query<&Window>,
mut query: Query<(&mut Velocity, &mut Transform), With<Contributor>>,
mut rng: ResMut<SharedRng>,
) {
let Ok(window) = window.single() else {
return;
};
let window_size = window.size();
let collision_area = Aabb2d::new(Vec2::ZERO, (window_size - SPRITE_SIZE) / 2.);
// The maximum height the birbs should try to reach is one birb below the top of the window.
let max_bounce_height = (window_size.y - SPRITE_SIZE * 2.0).max(0.0);
let min_bounce_height = max_bounce_height * 0.4;
for (mut velocity, mut transform) in &mut query {
// Clamp the translation to not go out of the bounds
if transform.translation.y < collision_area.min.y {
transform.translation.y = collision_area.min.y;
// How high this birb will bounce.
let bounce_height = rng.gen_range(min_bounce_height..=max_bounce_height);
// Apply the velocity that would bounce the birb up to bounce_height.
velocity.translation.y = (bounce_height * GRAVITY * 2.).sqrt();
}
// Birbs might hit the ceiling if the window is resized.
// If they do, bounce them.
if transform.translation.y > collision_area.max.y {
transform.translation.y = collision_area.max.y;
velocity.translation.y *= -1.0;
}
// On side walls flip the horizontal velocity
if transform.translation.x < collision_area.min.x {
transform.translation.x = collision_area.min.x;
velocity.translation.x *= -1.0;
velocity.rotation *= -1.0;
}
if transform.translation.x > collision_area.max.x {
transform.translation.x = collision_area.max.x;
velocity.translation.x *= -1.0;
velocity.rotation *= -1.0;
}
}
}
|
Checks for collisions of contributor-birbs.
On collision with left-or-right wall it resets the horizontal
velocity. On collision with the ground it applies an upwards
force.
|
collisions
|
rust
|
bevyengine/bevy
|
examples/games/contributors.rs
|
https://github.com/bevyengine/bevy/blob/master/examples/games/contributors.rs
|
Apache-2.0
|
fn movement(time: Res<Time>, mut query: Query<(&Velocity, &mut Transform)>) {
let delta = time.delta_secs();
for (velocity, mut transform) in &mut query {
transform.translation += delta * velocity.translation;
transform.rotate_z(velocity.rotation * delta);
}
}
|
Apply velocity to positions and rotations.
|
movement
|
rust
|
bevyengine/bevy
|
examples/games/contributors.rs
|
https://github.com/bevyengine/bevy/blob/master/examples/games/contributors.rs
|
Apache-2.0
|
fn contributors_or_fallback() -> Contributors {
let get_default = || {
CONTRIBUTORS_LIST
.iter()
.cycle()
.take(1000)
.map(|name| (name.to_string(), 1))
.collect()
};
if cfg!(feature = "bevy_ci_testing") {
return get_default();
}
contributors().unwrap_or_else(|_| get_default())
}
|
Get the contributors list, or fall back to a default value if
it's unavailable or we're in CI
|
contributors_or_fallback
|
rust
|
bevyengine/bevy
|
examples/games/contributors.rs
|
https://github.com/bevyengine/bevy/blob/master/examples/games/contributors.rs
|
Apache-2.0
|
fn name_to_hue(s: &str) -> f32 {
let mut hasher = DefaultHasher::new();
s.hash(&mut hasher);
hasher.finish() as f32 / u64::MAX as f32 * 360.
}
|
Give each unique contributor name a particular hue that is stable between runs.
|
name_to_hue
|
rust
|
bevyengine/bevy
|
examples/games/contributors.rs
|
https://github.com/bevyengine/bevy/blob/master/examples/games/contributors.rs
|
Apache-2.0
|
fn get_cursor_world_pos(
mut cursor_world_pos: ResMut<CursorWorldPos>,
primary_window: Single<&Window, With<PrimaryWindow>>,
q_camera: Single<(&Camera, &GlobalTransform)>,
) {
let (main_camera, main_camera_transform) = *q_camera;
// Get the cursor position in the world
cursor_world_pos.0 = primary_window.cursor_position().and_then(|cursor_pos| {
main_camera
.viewport_to_world_2d(main_camera_transform, cursor_pos)
.ok()
});
}
|
Project the cursor into the world coordinates and store it in a resource for easy use
|
get_cursor_world_pos
|
rust
|
bevyengine/bevy
|
examples/games/desk_toy.rs
|
https://github.com/bevyengine/bevy/blob/master/examples/games/desk_toy.rs
|
Apache-2.0
|
fn update_cursor_hit_test(
cursor_world_pos: Res<CursorWorldPos>,
mut primary_window: Single<&mut Window, With<PrimaryWindow>>,
bevy_logo_transform: Single<&Transform, With<BevyLogo>>,
) {
// If the window has decorations (e.g. a border) then it should be clickable
if primary_window.decorations {
primary_window.cursor_options.hit_test = true;
return;
}
// If the cursor is not within the window we don't need to update whether the window is clickable or not
let Some(cursor_world_pos) = cursor_world_pos.0 else {
return;
};
// If the cursor is within the radius of the Bevy logo make the window clickable otherwise the window is not clickable
primary_window.cursor_options.hit_test = bevy_logo_transform
.translation
.truncate()
.distance(cursor_world_pos)
< BEVY_LOGO_RADIUS;
}
|
Update whether the window is clickable or not
|
update_cursor_hit_test
|
rust
|
bevyengine/bevy
|
examples/games/desk_toy.rs
|
https://github.com/bevyengine/bevy/blob/master/examples/games/desk_toy.rs
|
Apache-2.0
|
fn start_drag(
mut commands: Commands,
cursor_world_pos: Res<CursorWorldPos>,
bevy_logo_transform: Single<&Transform, With<BevyLogo>>,
) {
// If the cursor is not within the primary window skip this system
let Some(cursor_world_pos) = cursor_world_pos.0 else {
return;
};
// Get the offset from the cursor to the Bevy logo sprite
let drag_offset = bevy_logo_transform.translation.truncate() - cursor_world_pos;
// If the cursor is within the Bevy logo radius start the drag operation and remember the offset of the cursor from the origin
if drag_offset.length() < BEVY_LOGO_RADIUS {
commands.insert_resource(DragOperation(drag_offset));
}
}
|
Start the drag operation and record the offset we started dragging from
|
start_drag
|
rust
|
bevyengine/bevy
|
examples/games/desk_toy.rs
|
https://github.com/bevyengine/bevy/blob/master/examples/games/desk_toy.rs
|
Apache-2.0
|
fn quit(
cursor_world_pos: Res<CursorWorldPos>,
mut app_exit: EventWriter<AppExit>,
bevy_logo_transform: Single<&Transform, With<BevyLogo>>,
) {
// If the cursor is not within the primary window skip this system
let Some(cursor_world_pos) = cursor_world_pos.0 else {
return;
};
// If the cursor is within the Bevy logo radius send the [`AppExit`] event to quit the app
if bevy_logo_transform
.translation
.truncate()
.distance(cursor_world_pos)
< BEVY_LOGO_RADIUS
{
app_exit.write(AppExit::Success);
}
}
|
Quit when the user right clicks the Bevy logo
|
quit
|
rust
|
bevyengine/bevy
|
examples/games/desk_toy.rs
|
https://github.com/bevyengine/bevy/blob/master/examples/games/desk_toy.rs
|
Apache-2.0
|
fn toggle_transparency(
mut commands: Commands,
mut window_transparency: ResMut<WindowTransparency>,
mut q_instructions_text: Query<&mut Visibility, With<InstructionsText>>,
mut primary_window: Single<&mut Window, With<PrimaryWindow>>,
) {
// Toggle the window transparency resource
window_transparency.0 = !window_transparency.0;
// Show or hide the instructions text
for mut visibility in &mut q_instructions_text {
*visibility = if window_transparency.0 {
Visibility::Hidden
} else {
Visibility::Visible
};
}
// Remove the primary window's decorations (e.g. borders), make it always on top of other desktop windows, and set the clear color to transparent
// only if window transparency is enabled
let clear_color;
(
primary_window.decorations,
primary_window.window_level,
clear_color,
) = if window_transparency.0 {
(false, WindowLevel::AlwaysOnTop, Color::NONE)
} else {
(true, WindowLevel::Normal, WINDOW_CLEAR_COLOR)
};
// Set the clear color
commands.insert_resource(ClearColor(clear_color));
}
|
Enable transparency for the window and make it on top
|
toggle_transparency
|
rust
|
bevyengine/bevy
|
examples/games/desk_toy.rs
|
https://github.com/bevyengine/bevy/blob/master/examples/games/desk_toy.rs
|
Apache-2.0
|
fn move_pupils(time: Res<Time>, mut q_pupils: Query<(&mut Pupil, &mut Transform)>) {
for (mut pupil, mut transform) in &mut q_pupils {
// The wiggle radius is how much the pupil can move within the eye
let wiggle_radius = pupil.eye_radius - pupil.pupil_radius;
// Store the Z component
let z = transform.translation.z;
// Truncate the Z component to make the calculations be on [`Vec2`]
let mut translation = transform.translation.truncate();
// Decay the pupil velocity
pupil.velocity *= ops::powf(0.04f32, time.delta_secs());
// Move the pupil
translation += pupil.velocity * time.delta_secs();
// If the pupil hit the outside border of the eye, limit the translation to be within the wiggle radius and invert the velocity.
// This is not physically accurate but it's good enough for the googly eyes effect.
if translation.length() > wiggle_radius {
translation = translation.normalize() * wiggle_radius;
// Invert and decrease the velocity of the pupil when it bounces
pupil.velocity *= -0.75;
}
// Update the entity transform with the new translation after reading the Z component
transform.translation = translation.extend(z);
}
}
|
Move the pupils and bounce them around
|
move_pupils
|
rust
|
bevyengine/bevy
|
examples/games/desk_toy.rs
|
https://github.com/bevyengine/bevy/blob/master/examples/games/desk_toy.rs
|
Apache-2.0
|
pub fn add_schedule(mut self, label: impl ScheduleLabel) -> SteppingPlugin {
self.schedule_labels.push(label.intern());
self
}
|
add a schedule to be stepped when stepping is enabled
|
add_schedule
|
rust
|
bevyengine/bevy
|
examples/games/stepping.rs
|
https://github.com/bevyengine/bevy/blob/master/examples/games/stepping.rs
|
Apache-2.0
|
pub fn at(self, left: Val, top: Val) -> SteppingPlugin {
SteppingPlugin { top, left, ..self }
}
|
Set the location of the stepping UI when activated
|
at
|
rust
|
bevyengine/bevy
|
examples/games/stepping.rs
|
https://github.com/bevyengine/bevy/blob/master/examples/games/stepping.rs
|
Apache-2.0
|
fn build_ui(
mut commands: Commands,
asset_server: Res<AssetServer>,
schedules: Res<Schedules>,
mut stepping: ResMut<Stepping>,
mut state: ResMut<State>,
) {
let mut text_spans = Vec::new();
let mut always_run = Vec::new();
let Ok(schedule_order) = stepping.schedules() else {
return;
};
// go through the stepping schedules and construct a list of systems for
// each label
for label in schedule_order {
let schedule = schedules.get(*label).unwrap();
text_spans.push((
TextSpan(format!("{label:?}\n")),
TextFont {
font: asset_server.load(FONT_BOLD),
..default()
},
TextColor(FONT_COLOR),
));
// grab the list of systems in the schedule, in the order the
// single-threaded executor would run them.
let Ok(systems) = schedule.systems() else {
return;
};
for (node_id, system) in systems {
// skip bevy default systems; we don't want to step those
if system.name().starts_with("bevy") {
always_run.push((*label, node_id));
continue;
}
// Add an entry to our systems list so we can find where to draw
// the cursor when the stepping cursor is at this system
// we add plus 1 to account for the empty root span
state.systems.push((*label, node_id, text_spans.len() + 1));
// Add a text section for displaying the cursor for this system
text_spans.push((
TextSpan::new(" "),
TextFont::default(),
TextColor(FONT_COLOR),
));
// add the name of the system to the ui
text_spans.push((
TextSpan(format!("{}\n", system.name())),
TextFont::default(),
TextColor(FONT_COLOR),
));
}
}
for (label, node) in always_run.drain(..) {
stepping.always_run_node(label, node);
}
commands.spawn((
Text::default(),
SteppingUi,
Node {
position_type: PositionType::Absolute,
top: state.ui_top,
left: state.ui_left,
padding: UiRect::all(Val::Px(10.0)),
..default()
},
BackgroundColor(Color::srgba(1.0, 1.0, 1.0, 0.33)),
Visibility::Hidden,
Children::spawn(text_spans),
));
}
|
Construct the stepping UI elements from the [`Schedules`] resource.
This system may run multiple times before constructing the UI as all of the
data may not be available on the first run of the system. This happens if
one of the stepping schedules has not yet been run.
|
build_ui
|
rust
|
bevyengine/bevy
|
examples/games/stepping.rs
|
https://github.com/bevyengine/bevy/blob/master/examples/games/stepping.rs
|
Apache-2.0
|
pub fn main_ui_node() -> Node {
Node {
flex_direction: FlexDirection::Column,
position_type: PositionType::Absolute,
row_gap: Val::Px(6.0),
left: Val::Px(10.0),
bottom: Val::Px(10.0),
..default()
}
}
|
Returns a [`Node`] appropriate for the outer main UI node.
This UI is in the bottom left corner and has flex column support
|
main_ui_node
|
rust
|
bevyengine/bevy
|
examples/helpers/widgets.rs
|
https://github.com/bevyengine/bevy/blob/master/examples/helpers/widgets.rs
|
Apache-2.0
|
pub fn spawn_option_button<T>(
parent: &mut ChildSpawnerCommands,
option_value: T,
option_name: &str,
is_selected: bool,
is_first: bool,
is_last: bool,
) where
T: Clone + Send + Sync + 'static,
{
let (bg_color, fg_color) = if is_selected {
(Color::WHITE, Color::BLACK)
} else {
(Color::BLACK, Color::WHITE)
};
// Add the button node.
parent
.spawn((
Button,
Node {
border: BUTTON_BORDER.with_left(if is_first { Val::Px(1.0) } else { Val::Px(0.0) }),
justify_content: JustifyContent::Center,
align_items: AlignItems::Center,
padding: BUTTON_PADDING,
..default()
},
BUTTON_BORDER_COLOR,
BorderRadius::ZERO
.with_left(if is_first {
BUTTON_BORDER_RADIUS_SIZE
} else {
Val::Px(0.0)
})
.with_right(if is_last {
BUTTON_BORDER_RADIUS_SIZE
} else {
Val::Px(0.0)
}),
BackgroundColor(bg_color),
))
.insert(RadioButton)
.insert(WidgetClickSender(option_value.clone()))
.with_children(|parent| {
spawn_ui_text(parent, option_name, fg_color)
.insert(RadioButtonText)
.insert(WidgetClickSender(option_value));
});
}
|
Spawns a single radio button that allows configuration of a setting.
The type parameter specifies the value that will be packaged up and sent in
a [`WidgetClickEvent`] when the radio button is clicked.
|
spawn_option_button
|
rust
|
bevyengine/bevy
|
examples/helpers/widgets.rs
|
https://github.com/bevyengine/bevy/blob/master/examples/helpers/widgets.rs
|
Apache-2.0
|
pub fn spawn_option_buttons<T>(
parent: &mut ChildSpawnerCommands,
title: &str,
options: &[(T, &str)],
) where
T: Clone + Send + Sync + 'static,
{
// Add the parent node for the row.
parent
.spawn(Node {
align_items: AlignItems::Center,
..default()
})
.with_children(|parent| {
spawn_ui_text(parent, title, Color::BLACK).insert(Node {
width: Val::Px(125.0),
..default()
});
for (option_index, (option_value, option_name)) in options.iter().cloned().enumerate() {
spawn_option_button(
parent,
option_value,
option_name,
option_index == 0,
option_index == 0,
option_index == options.len() - 1,
);
}
});
}
|
Spawns the buttons that allow configuration of a setting.
The user may change the setting to any one of the labeled `options`. The
value of the given type parameter will be packaged up and sent as a
[`WidgetClickEvent`] when one of the radio buttons is clicked.
|
spawn_option_buttons
|
rust
|
bevyengine/bevy
|
examples/helpers/widgets.rs
|
https://github.com/bevyengine/bevy/blob/master/examples/helpers/widgets.rs
|
Apache-2.0
|
pub fn spawn_ui_text<'a>(
parent: &'a mut ChildSpawnerCommands,
label: &str,
color: Color,
) -> EntityCommands<'a> {
parent.spawn((
Text::new(label),
TextFont {
font_size: 18.0,
..default()
},
TextColor(color),
))
}
|
Spawns text for the UI.
Returns the `EntityCommands`, which allow further customization of the text
style.
|
spawn_ui_text
|
rust
|
bevyengine/bevy
|
examples/helpers/widgets.rs
|
https://github.com/bevyengine/bevy/blob/master/examples/helpers/widgets.rs
|
Apache-2.0
|
pub fn handle_ui_interactions<T>(
mut interactions: Query<
(&Interaction, &WidgetClickSender<T>),
(With<Button>, With<RadioButton>),
>,
mut widget_click_events: EventWriter<WidgetClickEvent<T>>,
) where
T: Clone + Send + Sync + 'static,
{
for (interaction, click_event) in interactions.iter_mut() {
if *interaction == Interaction::Pressed {
widget_click_events.write(WidgetClickEvent((**click_event).clone()));
}
}
}
|
Checks for clicks on the radio buttons and sends `RadioButtonChangeEvent`s
as necessary.
|
handle_ui_interactions
|
rust
|
bevyengine/bevy
|
examples/helpers/widgets.rs
|
https://github.com/bevyengine/bevy/blob/master/examples/helpers/widgets.rs
|
Apache-2.0
|
pub fn update_ui_radio_button(background_color: &mut BackgroundColor, selected: bool) {
background_color.0 = if selected { Color::WHITE } else { Color::BLACK };
}
|
Updates the style of the button part of a radio button to reflect its
selected status.
|
update_ui_radio_button
|
rust
|
bevyengine/bevy
|
examples/helpers/widgets.rs
|
https://github.com/bevyengine/bevy/blob/master/examples/helpers/widgets.rs
|
Apache-2.0
|
pub fn update_ui_radio_button_text(entity: Entity, writer: &mut TextUiWriter, selected: bool) {
let text_color = if selected { Color::BLACK } else { Color::WHITE };
writer.for_each_color(entity, |mut color| {
color.0 = text_color;
});
}
|
Updates the color of the label of a radio button to reflect its selected
status.
|
update_ui_radio_button_text
|
rust
|
bevyengine/bevy
|
examples/helpers/widgets.rs
|
https://github.com/bevyengine/bevy/blob/master/examples/helpers/widgets.rs
|
Apache-2.0
|
fn print_char_event_system(mut char_input_events: EventReader<KeyboardInput>) {
for event in char_input_events.read() {
// Only check for characters when the key is pressed.
if !event.state.is_pressed() {
continue;
}
if let Key::Character(character) = &event.logical_key {
info!("{:?}: '{}'", event, character);
}
}
}
|
This system prints out all char events as they come in.
|
print_char_event_system
|
rust
|
bevyengine/bevy
|
examples/input/char_input_events.rs
|
https://github.com/bevyengine/bevy/blob/master/examples/input/char_input_events.rs
|
Apache-2.0
|
fn print_keyboard_event_system(mut keyboard_input_events: EventReader<KeyboardInput>) {
for event in keyboard_input_events.read() {
info!("{:?}", event);
}
}
|
This system prints out all keyboard events as they come in
|
print_keyboard_event_system
|
rust
|
bevyengine/bevy
|
examples/input/keyboard_input_events.rs
|
https://github.com/bevyengine/bevy/blob/master/examples/input/keyboard_input_events.rs
|
Apache-2.0
|
fn keyboard_input_system(input: Res<ButtonInput<KeyCode>>) {
let shift = input.any_pressed([KeyCode::ShiftLeft, KeyCode::ShiftRight]);
let ctrl = input.any_pressed([KeyCode::ControlLeft, KeyCode::ControlRight]);
if ctrl && shift && input.just_pressed(KeyCode::KeyA) {
info!("Just pressed Ctrl + Shift + A!");
}
}
|
This system prints when `Ctrl + Shift + A` is pressed
|
keyboard_input_system
|
rust
|
bevyengine/bevy
|
examples/input/keyboard_modifiers.rs
|
https://github.com/bevyengine/bevy/blob/master/examples/input/keyboard_modifiers.rs
|
Apache-2.0
|
fn print_mouse_events_system(
mut mouse_button_input_events: EventReader<MouseButtonInput>,
mut mouse_motion_events: EventReader<MouseMotion>,
mut cursor_moved_events: EventReader<CursorMoved>,
mut mouse_wheel_events: EventReader<MouseWheel>,
mut pinch_gesture_events: EventReader<PinchGesture>,
mut rotation_gesture_events: EventReader<RotationGesture>,
mut double_tap_gesture_events: EventReader<DoubleTapGesture>,
) {
for event in mouse_button_input_events.read() {
info!("{:?}", event);
}
for event in mouse_motion_events.read() {
info!("{:?}", event);
}
for event in cursor_moved_events.read() {
info!("{:?}", event);
}
for event in mouse_wheel_events.read() {
info!("{:?}", event);
}
// This event will only fire on macOS
for event in pinch_gesture_events.read() {
info!("{:?}", event);
}
// This event will only fire on macOS
for event in rotation_gesture_events.read() {
info!("{:?}", event);
}
// This event will only fire on macOS
for event in double_tap_gesture_events.read() {
info!("{:?}", event);
}
}
|
This system prints out all mouse events as they come in
|
print_mouse_events_system
|
rust
|
bevyengine/bevy
|
examples/input/mouse_input_events.rs
|
https://github.com/bevyengine/bevy/blob/master/examples/input/mouse_input_events.rs
|
Apache-2.0
|
fn update_curve(
control_points: Res<ControlPoints>,
spline_mode: Res<SplineMode>,
cycling_mode: Res<CyclingMode>,
mut curve: ResMut<Curve>,
) {
if !control_points.is_changed() && !spline_mode.is_changed() && !cycling_mode.is_changed() {
return;
}
*curve = form_curve(&control_points, *spline_mode, *cycling_mode);
}
|
This system is responsible for updating the [`Curve`] when the [control points] or active modes
change.
[control points]: ControlPoints
|
update_curve
|
rust
|
bevyengine/bevy
|
examples/math/cubic_splines.rs
|
https://github.com/bevyengine/bevy/blob/master/examples/math/cubic_splines.rs
|
Apache-2.0
|
fn draw_curve(curve: Res<Curve>, mut gizmos: Gizmos) {
let Some(ref curve) = curve.0 else {
return;
};
// Scale resolution with curve length so it doesn't degrade as the length increases.
let resolution = 100 * curve.segments().len();
gizmos.linestrip(
curve.iter_positions(resolution).map(|pt| pt.extend(0.0)),
Color::srgb(1.0, 1.0, 1.0),
);
}
|
This system uses gizmos to draw the current [`Curve`] by breaking it up into a large number
of line segments.
|
draw_curve
|
rust
|
bevyengine/bevy
|
examples/math/cubic_splines.rs
|
https://github.com/bevyengine/bevy/blob/master/examples/math/cubic_splines.rs
|
Apache-2.0
|
fn form_curve(
control_points: &ControlPoints,
spline_mode: SplineMode,
cycling_mode: CyclingMode,
) -> Curve {
let (points, tangents): (Vec<_>, Vec<_>) =
control_points.points_and_tangents.iter().copied().unzip();
match spline_mode {
SplineMode::Hermite => {
let spline = CubicHermite::new(points, tangents);
Curve(match cycling_mode {
CyclingMode::NotCyclic => spline.to_curve().ok(),
CyclingMode::Cyclic => spline.to_curve_cyclic().ok(),
})
}
SplineMode::Cardinal => {
let spline = CubicCardinalSpline::new_catmull_rom(points);
Curve(match cycling_mode {
CyclingMode::NotCyclic => spline.to_curve().ok(),
CyclingMode::Cyclic => spline.to_curve_cyclic().ok(),
})
}
SplineMode::B => {
let spline = CubicBSpline::new(points);
Curve(match cycling_mode {
CyclingMode::NotCyclic => spline.to_curve().ok(),
CyclingMode::Cyclic => spline.to_curve_cyclic().ok(),
})
}
}
}
|
Helper function for generating a [`Curve`] from [control points] and selected modes.
[control points]: ControlPoints
|
form_curve
|
rust
|
bevyengine/bevy
|
examples/math/cubic_splines.rs
|
https://github.com/bevyengine/bevy/blob/master/examples/math/cubic_splines.rs
|
Apache-2.0
|
fn handle_mouse_move(
mut cursor_events: EventReader<CursorMoved>,
mut mouse_position: ResMut<MousePosition>,
) {
if let Some(cursor_event) = cursor_events.read().last() {
mouse_position.0 = Some(cursor_event.position);
}
}
|
Update the current cursor position and track it in the [`MousePosition`] resource.
|
handle_mouse_move
|
rust
|
bevyengine/bevy
|
examples/math/cubic_splines.rs
|
https://github.com/bevyengine/bevy/blob/master/examples/math/cubic_splines.rs
|
Apache-2.0
|
fn handle_mouse_press(
mut button_events: EventReader<MouseButtonInput>,
mouse_position: Res<MousePosition>,
mut edit_move: ResMut<MouseEditMove>,
mut control_points: ResMut<ControlPoints>,
camera: Single<(&Camera, &GlobalTransform)>,
) {
let Some(mouse_pos) = mouse_position.0 else {
return;
};
// Handle click and drag behavior
for button_event in button_events.read() {
if button_event.button != MouseButton::Left {
continue;
}
match button_event.state {
ButtonState::Pressed => {
if edit_move.start.is_some() {
// If the edit move already has a start, press event should do nothing.
continue;
}
// This press represents the start of the edit move.
edit_move.start = Some(mouse_pos);
}
ButtonState::Released => {
// Release is only meaningful if we started an edit move.
let Some(start) = edit_move.start else {
continue;
};
let (camera, camera_transform) = *camera;
// Convert the starting point and end point (current mouse pos) into world coords:
let Ok(point) = camera.viewport_to_world_2d(camera_transform, start) else {
continue;
};
let Ok(end_point) = camera.viewport_to_world_2d(camera_transform, mouse_pos) else {
continue;
};
let tangent = end_point - point;
// The start of the click-and-drag motion represents the point to add,
// while the difference with the current position represents the tangent.
control_points.points_and_tangents.push((point, tangent));
// Reset the edit move since we've consumed it.
edit_move.start = None;
}
}
}
}
|
This system handles updating the [`MouseEditMove`] resource, orchestrating the logical part
of the click-and-drag motion which actually creates new control points.
|
handle_mouse_press
|
rust
|
bevyengine/bevy
|
examples/math/cubic_splines.rs
|
https://github.com/bevyengine/bevy/blob/master/examples/math/cubic_splines.rs
|
Apache-2.0
|
fn draw_edit_move(
edit_move: Res<MouseEditMove>,
mouse_position: Res<MousePosition>,
mut gizmos: Gizmos,
camera: Single<(&Camera, &GlobalTransform)>,
) {
let Some(start) = edit_move.start else {
return;
};
let Some(mouse_pos) = mouse_position.0 else {
return;
};
let (camera, camera_transform) = *camera;
// Resources store data in viewport coordinates, so we need to convert to world coordinates
// to display them:
let Ok(start) = camera.viewport_to_world_2d(camera_transform, start) else {
return;
};
let Ok(end) = camera.viewport_to_world_2d(camera_transform, mouse_pos) else {
return;
};
gizmos.circle_2d(start, 10.0, Color::srgb(0.0, 1.0, 0.7));
gizmos.circle_2d(start, 7.0, Color::srgb(0.0, 1.0, 0.7));
gizmos.arrow_2d(start, end, Color::srgb(1.0, 0.0, 0.7));
}
|
This system handles drawing the "preview" control point based on the state of [`MouseEditMove`].
|
draw_edit_move
|
rust
|
bevyengine/bevy
|
examples/math/cubic_splines.rs
|
https://github.com/bevyengine/bevy/blob/master/examples/math/cubic_splines.rs
|
Apache-2.0
|
fn handle_keypress(
keyboard: Res<ButtonInput<KeyCode>>,
mut spline_mode: ResMut<SplineMode>,
mut cycling_mode: ResMut<CyclingMode>,
mut control_points: ResMut<ControlPoints>,
) {
// S => change spline mode
if keyboard.just_pressed(KeyCode::KeyS) {
*spline_mode = match *spline_mode {
SplineMode::Hermite => SplineMode::Cardinal,
SplineMode::Cardinal => SplineMode::B,
SplineMode::B => SplineMode::Hermite,
}
}
// C => change cycling mode
if keyboard.just_pressed(KeyCode::KeyC) {
*cycling_mode = match *cycling_mode {
CyclingMode::NotCyclic => CyclingMode::Cyclic,
CyclingMode::Cyclic => CyclingMode::NotCyclic,
}
}
// R => remove last control point
if keyboard.just_pressed(KeyCode::KeyR) {
control_points.points_and_tangents.pop();
}
}
|
This system handles all keyboard commands.
|
handle_keypress
|
rust
|
bevyengine/bevy
|
examples/math/cubic_splines.rs
|
https://github.com/bevyengine/bevy/blob/master/examples/math/cubic_splines.rs
|
Apache-2.0
|
fn list_all_shapes() -> Vec<Shape> {
vec![
Shape::Cuboid,
Shape::Sphere,
Shape::Capsule,
Shape::Cylinder,
Shape::Tetrahedron,
Shape::Triangle,
]
}
|
Return a vector containing all implemented shapes
|
list_all_shapes
|
rust
|
bevyengine/bevy
|
examples/math/sampling_primitives.rs
|
https://github.com/bevyengine/bevy/blob/master/examples/math/sampling_primitives.rs
|
Apache-2.0
|
pub fn main() {
let mut app = App::new();
app.add_plugins(
DefaultPlugins
.set(LogPlugin {
// This will show some log events from Bevy to the native logger.
level: Level::DEBUG,
filter: "wgpu=error,bevy_render=info,bevy_ecs=trace".to_string(),
..Default::default()
})
.set(WindowPlugin {
primary_window: Some(Window {
resizable: false,
mode: WindowMode::BorderlessFullscreen(MonitorSelection::Primary),
// on iOS, gestures must be enabled.
// This doesn't work on Android
recognize_rotation_gesture: true,
// Only has an effect on iOS
prefers_home_indicator_hidden: true,
// Only has an effect on iOS
prefers_status_bar_hidden: true,
// Only has an effect on iOS
preferred_screen_edges_deferring_system_gestures: ScreenEdge::Bottom,
..default()
}),
..default()
}),
)
// Make the winit loop wait more aggressively when no user input is received
// This can help reduce cpu usage on mobile devices
.insert_resource(WinitSettings::mobile())
.add_systems(Startup, (setup_scene, setup_music))
.add_systems(
Update,
(
touch_camera,
button_handler,
// Only run the lifetime handler when an [`AudioSink`] component exists in the world.
// This ensures we don't try to manage audio that hasn't been initialized yet.
handle_lifetime.run_if(any_with_component::<AudioSink>),
),
)
.run();
}
|
The entry point for the application. Is `pub` so that it can be used from
`main.rs`.
|
main
|
rust
|
bevyengine/bevy
|
examples/mobile/src/lib.rs
|
https://github.com/bevyengine/bevy/blob/master/examples/mobile/src/lib.rs
|
Apache-2.0
|
fn spawn_player(mut commands: Commands, asset_server: Res<AssetServer>) {
commands.spawn(Camera2d);
commands.spawn((
Name::new("Player"),
Sprite::from_image(asset_server.load("branding/icon.png")),
Transform::from_scale(Vec3::splat(0.3)),
AccumulatedInput::default(),
Velocity::default(),
PhysicalTranslation::default(),
PreviousPhysicalTranslation::default(),
));
}
|
Spawn the player sprite and a 2D camera.
|
spawn_player
|
rust
|
bevyengine/bevy
|
examples/movement/physics_in_fixed_timestep.rs
|
https://github.com/bevyengine/bevy/blob/master/examples/movement/physics_in_fixed_timestep.rs
|
Apache-2.0
|
fn spawn_text(mut commands: Commands) {
commands
.spawn(Node {
position_type: PositionType::Absolute,
bottom: Val::Px(12.0),
left: Val::Px(12.0),
..default()
})
.with_child((
Text::new("Move the player with WASD"),
TextFont {
font_size: 25.0,
..default()
},
));
}
|
Spawn a bit of UI text to explain how to move the player.
|
spawn_text
|
rust
|
bevyengine/bevy
|
examples/movement/physics_in_fixed_timestep.rs
|
https://github.com/bevyengine/bevy/blob/master/examples/movement/physics_in_fixed_timestep.rs
|
Apache-2.0
|
fn handle_input(
keyboard_input: Res<ButtonInput<KeyCode>>,
mut query: Query<(&mut AccumulatedInput, &mut Velocity)>,
) {
/// Since Bevy's default 2D camera setup is scaled such that
/// one unit is one pixel, you can think of this as
/// "How many pixels per second should the player move?"
const SPEED: f32 = 210.0;
for (mut input, mut velocity) in query.iter_mut() {
if keyboard_input.pressed(KeyCode::KeyW) {
input.y += 1.0;
}
if keyboard_input.pressed(KeyCode::KeyS) {
input.y -= 1.0;
}
if keyboard_input.pressed(KeyCode::KeyA) {
input.x -= 1.0;
}
if keyboard_input.pressed(KeyCode::KeyD) {
input.x += 1.0;
}
// Need to normalize and scale because otherwise
// diagonal movement would be faster than horizontal or vertical movement.
// This effectively averages the accumulated input.
velocity.0 = input.extend(0.0).normalize_or_zero() * SPEED;
}
}
|
Handle keyboard input and accumulate it in the `AccumulatedInput` component.
There are many strategies for how to handle all the input that happened since the last fixed timestep.
This is a very simple one: we just accumulate the input and average it out by normalizing it.
|
handle_input
|
rust
|
bevyengine/bevy
|
examples/movement/physics_in_fixed_timestep.rs
|
https://github.com/bevyengine/bevy/blob/master/examples/movement/physics_in_fixed_timestep.rs
|
Apache-2.0
|
fn advance_physics(
fixed_time: Res<Time<Fixed>>,
mut query: Query<(
&mut PhysicalTranslation,
&mut PreviousPhysicalTranslation,
&mut AccumulatedInput,
&Velocity,
)>,
) {
for (
mut current_physical_translation,
mut previous_physical_translation,
mut input,
velocity,
) in query.iter_mut()
{
previous_physical_translation.0 = current_physical_translation.0;
current_physical_translation.0 += velocity.0 * fixed_time.delta_secs();
// Reset the input accumulator, as we are currently consuming all input that happened since the last fixed timestep.
input.0 = Vec2::ZERO;
}
}
|
Advance the physics simulation by one fixed timestep. This may run zero or multiple times per frame.
Note that since this runs in `FixedUpdate`, `Res<Time>` would be `Res<Time<Fixed>>` automatically.
We are being explicit here for clarity.
|
advance_physics
|
rust
|
bevyengine/bevy
|
examples/movement/physics_in_fixed_timestep.rs
|
https://github.com/bevyengine/bevy/blob/master/examples/movement/physics_in_fixed_timestep.rs
|
Apache-2.0
|
fn update_material_on<E: EntityEvent>(
new_material: Handle<StandardMaterial>,
) -> impl Fn(On<E>, Query<&mut MeshMaterial3d<StandardMaterial>>) {
// An observer closure that captures `new_material`. We do this to avoid needing to write four
// versions of this observer, each triggered by a different event and with a different hardcoded
// material. Instead, the event type is a generic, and the material is passed in.
move |trigger, mut query| {
if let Ok(mut material) = query.get_mut(trigger.target()) {
material.0 = new_material.clone();
}
}
}
|
Returns an observer that updates the entity's material to the one specified.
|
update_material_on
|
rust
|
bevyengine/bevy
|
examples/picking/mesh_picking.rs
|
https://github.com/bevyengine/bevy/blob/master/examples/picking/mesh_picking.rs
|
Apache-2.0
|
fn draw_mesh_intersections(pointers: Query<&PointerInteraction>, mut gizmos: Gizmos) {
for (point, normal) in pointers
.iter()
.filter_map(|interaction| interaction.get_nearest_hit())
.filter_map(|(_entity, hit)| hit.position.zip(hit.normal))
{
gizmos.sphere(point, 0.05, RED_500);
gizmos.arrow(point, point + normal.normalize() * 0.5, PINK_100);
}
}
|
A system that draws hit indicators for every pointer.
|
draw_mesh_intersections
|
rust
|
bevyengine/bevy
|
examples/picking/mesh_picking.rs
|
https://github.com/bevyengine/bevy/blob/master/examples/picking/mesh_picking.rs
|
Apache-2.0
|
fn rotate_on_drag(drag: On<Pointer<Drag>>, mut transforms: Query<&mut Transform>) {
let mut transform = transforms.get_mut(drag.target()).unwrap();
transform.rotate_y(drag.delta.x * 0.02);
transform.rotate_x(drag.delta.y * 0.02);
}
|
An observer to rotate an entity when it is dragged
|
rotate_on_drag
|
rust
|
bevyengine/bevy
|
examples/picking/mesh_picking.rs
|
https://github.com/bevyengine/bevy/blob/master/examples/picking/mesh_picking.rs
|
Apache-2.0
|
fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
commands.spawn(Camera2d);
let len = 128.0;
let sprite_size = Vec2::splat(len / 2.0);
commands
.spawn((Transform::default(), Visibility::default()))
.with_children(|commands| {
for (anchor_index, anchor) in [
Anchor::TOP_LEFT,
Anchor::TOP_CENTER,
Anchor::TOP_RIGHT,
Anchor::CENTER_LEFT,
Anchor::CENTER,
Anchor::CENTER_RIGHT,
Anchor::BOTTOM_LEFT,
Anchor::BOTTOM_CENTER,
Anchor::BOTTOM_RIGHT,
]
.iter()
.enumerate()
{
let i = (anchor_index % 3) as f32;
let j = (anchor_index / 3) as f32;
// Spawn black square behind sprite to show anchor point
commands
.spawn((
Sprite::from_color(Color::BLACK, sprite_size),
Transform::from_xyz(i * len - len, j * len - len, -1.0),
Pickable::default(),
))
.observe(recolor_on::<Pointer<Over>>(Color::srgb(0.0, 1.0, 1.0)))
.observe(recolor_on::<Pointer<Out>>(Color::BLACK))
.observe(recolor_on::<Pointer<Press>>(Color::srgb(1.0, 1.0, 0.0)))
.observe(recolor_on::<Pointer<Release>>(Color::srgb(0.0, 1.0, 1.0)));
commands
.spawn((
Sprite {
image: asset_server.load("branding/bevy_bird_dark.png"),
custom_size: Some(sprite_size),
color: Color::srgb(1.0, 0.0, 0.0),
..default()
},
anchor.to_owned(),
// 3x3 grid of anchor examples by changing transform
Transform::from_xyz(i * len - len, j * len - len, 0.0)
.with_scale(Vec3::splat(1.0 + (i - 1.0) * 0.2))
.with_rotation(Quat::from_rotation_z((j - 1.0) * 0.2)),
Pickable::default(),
))
.observe(recolor_on::<Pointer<Over>>(Color::srgb(0.0, 1.0, 0.0)))
.observe(recolor_on::<Pointer<Out>>(Color::srgb(1.0, 0.0, 0.0)))
.observe(recolor_on::<Pointer<Press>>(Color::srgb(0.0, 0.0, 1.0)))
.observe(recolor_on::<Pointer<Release>>(Color::srgb(0.0, 1.0, 0.0)));
}
});
}
|
Set up a scene that tests all sprite anchor types.
|
setup
|
rust
|
bevyengine/bevy
|
examples/picking/sprite_picking.rs
|
https://github.com/bevyengine/bevy/blob/master/examples/picking/sprite_picking.rs
|
Apache-2.0
|
fn main() {
App::new()
.add_plugins(DefaultPlugins)
.register_type::<ComponentA>()
.register_type::<ComponentB>()
.register_type::<ResourceA>()
.add_systems(
Startup,
(save_scene_system, load_scene_system, infotext_system),
)
.add_systems(Update, (log_system, panic_on_fail))
.run();
}
|
The entry point of our Bevy app.
Sets up default plugins, registers all necessary component/resource types
for serialization/reflection, and runs the various systems in the correct schedule.
|
main
|
rust
|
bevyengine/bevy
|
examples/scene/scene.rs
|
https://github.com/bevyengine/bevy/blob/master/examples/scene/scene.rs
|
Apache-2.0
|
fn log_system(
query: Query<(Entity, &ComponentA), Changed<ComponentA>>,
res: Option<Res<ResourceA>>,
) {
for (entity, component_a) in &query {
info!(" Entity({})", entity.index());
info!(
" ComponentA: {{ x: {} y: {} }}\n",
component_a.x, component_a.y
);
}
if let Some(res) = res {
if res.is_added() {
info!(" New ResourceA: {{ score: {} }}\n", res.score);
}
}
}
|
Logs changes made to `ComponentA` entities, and also checks whether `ResourceA`
has been recently added.
Any time a `ComponentA` is modified, that change will appear here. This system
demonstrates how you might detect and handle scene updates at runtime.
|
log_system
|
rust
|
bevyengine/bevy
|
examples/scene/scene.rs
|
https://github.com/bevyengine/bevy/blob/master/examples/scene/scene.rs
|
Apache-2.0
|
fn save_scene_system(world: &mut World) {
// Scenes can be created from any ECS World.
// You can either create a new one for the scene or use the current World.
// For demonstration purposes, we'll create a new one.
let mut scene_world = World::new();
// The `TypeRegistry` resource contains information about all registered types (including components).
// This is used to construct scenes, so we'll want to ensure that our previous type registrations
// exist in this new scene world as well.
// To do this, we can simply clone the `AppTypeRegistry` resource.
let type_registry = world.resource::<AppTypeRegistry>().clone();
scene_world.insert_resource(type_registry);
let mut component_b = ComponentB::from_world(world);
component_b.value = "hello".to_string();
scene_world.spawn((
component_b,
ComponentA { x: 1.0, y: 2.0 },
Transform::IDENTITY,
Name::new("joe"),
));
scene_world.spawn(ComponentA { x: 3.0, y: 4.0 });
scene_world.insert_resource(ResourceA { score: 1 });
// With our sample world ready to go, we can now create our scene using DynamicScene or DynamicSceneBuilder.
// For simplicity, we will create our scene using DynamicScene:
let scene = DynamicScene::from_world(&scene_world);
// Scenes can be serialized like this:
let type_registry = world.resource::<AppTypeRegistry>();
let type_registry = type_registry.read();
let serialized_scene = scene.serialize(&type_registry).unwrap();
// Showing the scene in the console
info!("{}", serialized_scene);
// Writing the scene to a new file. Using a task to avoid calling the filesystem APIs in a system
// as they are blocking.
//
// This can't work in Wasm as there is no filesystem access.
#[cfg(not(target_arch = "wasm32"))]
IoTaskPool::get()
.spawn(async move {
// Write the scene RON data to file
File::create(format!("assets/{NEW_SCENE_FILE_PATH}"))
.and_then(|mut file| file.write(serialized_scene.as_bytes()))
.expect("Error while writing scene to file");
})
.detach();
}
|
Demonstrates how to create a new scene from scratch, populate it with data,
and then serialize it to a file. The new file is written to `NEW_SCENE_FILE_PATH`.
This system creates a fresh world, duplicates the type registry so that our
custom component types are recognized, spawns some sample entities and resources,
and then serializes the resulting dynamic scene.
|
save_scene_system
|
rust
|
bevyengine/bevy
|
examples/scene/scene.rs
|
https://github.com/bevyengine/bevy/blob/master/examples/scene/scene.rs
|
Apache-2.0
|
fn infotext_system(mut commands: Commands) {
commands.spawn(Camera2d);
commands.spawn((
Text::new("Nothing to see in this window! Check the console output!"),
TextFont {
font_size: 42.0,
..default()
},
Node {
align_self: AlignSelf::FlexEnd,
..default()
},
));
}
|
Spawns a simple 2D camera and some text indicating that the user should
check the console output for scene loading/saving messages.
This system is only necessary for the info message in the UI.
|
infotext_system
|
rust
|
bevyengine/bevy
|
examples/scene/scene.rs
|
https://github.com/bevyengine/bevy/blob/master/examples/scene/scene.rs
|
Apache-2.0
|
fn panic_on_fail(scenes: Query<&DynamicSceneRoot>, asset_server: Res<AssetServer>) {
for scene in &scenes {
if let Some(LoadState::Failed(err)) = asset_server.get_load_state(&scene.0) {
panic!("Failed to load scene. {}", err);
}
}
}
|
To help with Bevy's automated testing, we want the example to close with an appropriate if the
scene fails to load. This is most likely not something you want in your own app.
|
panic_on_fail
|
rust
|
bevyengine/bevy
|
examples/scene/scene.rs
|
https://github.com/bevyengine/bevy/blob/master/examples/scene/scene.rs
|
Apache-2.0
|
fn setup(
mut commands: Commands,
assets: Res<AssetServer>,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<CustomMaterial>>,
) {
// We will use this image as our external data for our material to sample from in the vertex shader
let image = assets.load("branding/icon.png");
// Our single mesh handle that will be instanced
let mesh_handle = meshes.add(Cuboid::from_size(Vec3::splat(0.01)));
// Create the custom material with a reference to our texture
// Automatic instancing works with any Material, including the `StandardMaterial`.
// This custom material is used to demonstrate the optional `MeshTag` feature.
let material_handle = materials.add(CustomMaterial {
image: image.clone(),
});
// We're hardcoding the image dimensions for simplicity
let image_dims = UVec2::new(256, 256);
let total_pixels = image_dims.x * image_dims.y;
for index in 0..total_pixels {
// Get x,y from index - x goes left to right, y goes top to bottom
let x = index % image_dims.x;
let y = index / image_dims.x;
// Convert to centered world coordinates
let world_x = (x as f32 - image_dims.x as f32 / 2.0) / 50.0;
let world_y = -((y as f32 - image_dims.y as f32 / 2.0) / 50.0); // Still need negative for world space
commands.spawn((
// For automatic instancing to take effect you need to
// use the same mesh handle and material handle for each instance
Mesh3d(mesh_handle.clone()),
MeshMaterial3d(material_handle.clone()),
// This is an optional component that can be used to help tie external data to a mesh instance
MeshTag(index),
Transform::from_xyz(world_x, world_y, 0.0),
));
}
// Camera
commands.spawn((
Camera3d::default(),
Transform::from_xyz(0.0, 0.0, 5.0).looking_at(Vec3::ZERO, Vec3::Y),
));
}
|
Sets up an instanced grid of cubes, where each cube is colored based on an image that is
sampled in the vertex shader. The cubes are then animated in a spiral pattern.
This example demonstrates one use of automatic instancing and how to use `MeshTag` to use
external data in a custom material. For example, here we use the "index" of each cube to
determine the texel coordinate to sample from the image in the shader.
|
setup
|
rust
|
bevyengine/bevy
|
examples/shader/automatic_instancing.rs
|
https://github.com/bevyengine/bevy/blob/master/examples/shader/automatic_instancing.rs
|
Apache-2.0
|
fn rotate(time: Res<Time>, mut query: Query<&mut Transform, With<Rotates>>) {
for mut transform in &mut query {
transform.rotate_x(0.55 * time.delta_secs());
transform.rotate_z(0.15 * time.delta_secs());
}
}
|
Rotates any entity around the x and y axis
|
rotate
|
rust
|
bevyengine/bevy
|
examples/shader/custom_post_processing.rs
|
https://github.com/bevyengine/bevy/blob/master/examples/shader/custom_post_processing.rs
|
Apache-2.0
|
fn toggle_prepass_view(
mut prepass_view: Local<u32>,
keycode: Res<ButtonInput<KeyCode>>,
material_handle: Single<&MeshMaterial3d<PrepassOutputMaterial>>,
mut materials: ResMut<Assets<PrepassOutputMaterial>>,
text: Single<Entity, With<Text>>,
mut writer: TextUiWriter,
) {
if keycode.just_pressed(KeyCode::Space) {
*prepass_view = (*prepass_view + 1) % 4;
let label = match *prepass_view {
0 => "transparent",
1 => "depth",
2 => "normals",
3 => "motion vectors",
_ => unreachable!(),
};
let text = *text;
*writer.text(text, 1) = format!("Prepass Output: {label}\n");
writer.for_each_color(text, |mut color| {
color.0 = Color::WHITE;
});
let mat = materials.get_mut(*material_handle).unwrap();
mat.settings.show_depth = (*prepass_view == 1) as u32;
mat.settings.show_normals = (*prepass_view == 2) as u32;
mat.settings.show_motion_vectors = (*prepass_view == 3) as u32;
}
}
|
Every time you press space, it will cycle between transparent, depth and normals view
|
toggle_prepass_view
|
rust
|
bevyengine/bevy
|
examples/shader/shader_prepass.rs
|
https://github.com/bevyengine/bevy/blob/master/examples/shader/shader_prepass.rs
|
Apache-2.0
|
fn setup(mut commands: Commands, mut meshes: ResMut<Assets<Mesh>>) {
// Build a custom triangle mesh with colors
// We define a custom mesh because the examples only uses a limited
// set of vertex attributes for simplicity
let mesh = Mesh::new(
PrimitiveTopology::TriangleList,
RenderAssetUsages::default(),
)
.with_inserted_indices(Indices::U32(vec![0, 1, 2]))
.with_inserted_attribute(
Mesh::ATTRIBUTE_POSITION,
vec![
vec3(-0.5, -0.5, 0.0),
vec3(0.5, -0.5, 0.0),
vec3(0.0, 0.25, 0.0),
],
)
.with_inserted_attribute(
Mesh::ATTRIBUTE_COLOR,
vec![
vec4(1.0, 0.0, 0.0, 1.0),
vec4(0.0, 1.0, 0.0, 1.0),
vec4(0.0, 0.0, 1.0, 1.0),
],
);
// spawn 3 triangles to show that batching works
for (x, y) in [-0.5, 0.0, 0.5].into_iter().zip([-0.25, 0.5, -0.25]) {
// Spawn an entity with all the required components for it to be rendered with our custom pipeline
commands.spawn((
// We use a marker component to identify the mesh that will be rendered
// with our specialized pipeline
CustomRenderedEntity,
// We need to add the mesh handle to the entity
Mesh3d(meshes.add(mesh.clone())),
Transform::from_xyz(x, y, 0.0),
));
}
// Spawn the camera.
commands.spawn((
Camera3d::default(),
// Move the camera back a bit to see all the triangles
Transform::from_xyz(0.0, 0.0, 3.0).looking_at(Vec3::ZERO, Vec3::Y),
));
}
|
Spawns the objects in the scene.
|
setup
|
rust
|
bevyengine/bevy
|
examples/shader/specialized_mesh_pipeline.rs
|
https://github.com/bevyengine/bevy/blob/master/examples/shader/specialized_mesh_pipeline.rs
|
Apache-2.0
|
fn queue_custom_mesh_pipeline(
pipeline_cache: Res<PipelineCache>,
custom_mesh_pipeline: Res<CustomMeshPipeline>,
(mut opaque_render_phases, opaque_draw_functions): (
ResMut<ViewBinnedRenderPhases<Opaque3d>>,
Res<DrawFunctions<Opaque3d>>,
),
mut specialized_mesh_pipelines: ResMut<SpecializedMeshPipelines<CustomMeshPipeline>>,
views: Query<(
&RenderVisibleEntities,
&ExtractedView,
&Msaa,
Has<NoIndirectDrawing>,
Has<OcclusionCulling>,
)>,
(render_meshes, render_mesh_instances): (
Res<RenderAssets<RenderMesh>>,
Res<RenderMeshInstances>,
),
param: StaticSystemParam<<MeshPipeline as GetBatchData>::Param>,
mut phase_batched_instance_buffers: ResMut<
PhaseBatchedInstanceBuffers<Opaque3d, <MeshPipeline as GetBatchData>::BufferData>,
>,
mut phase_indirect_parameters_buffers: ResMut<PhaseIndirectParametersBuffers<Opaque3d>>,
mut change_tick: Local<Tick>,
) {
let system_param_item = param.into_inner();
let UntypedPhaseBatchedInstanceBuffers {
ref mut data_buffer,
ref mut work_item_buffers,
ref mut late_indexed_indirect_parameters_buffer,
ref mut late_non_indexed_indirect_parameters_buffer,
..
} = phase_batched_instance_buffers.buffers;
// Get the id for our custom draw function
let draw_function_id = opaque_draw_functions
.read()
.id::<DrawSpecializedPipelineCommands>();
// Render phases are per-view, so we need to iterate over all views so that
// the entity appears in them. (In this example, we have only one view, but
// it's good practice to loop over all views anyway.)
for (view_visible_entities, view, msaa, no_indirect_drawing, gpu_occlusion_culling) in
views.iter()
{
let Some(opaque_phase) = opaque_render_phases.get_mut(&view.retained_view_entity) else {
continue;
};
// Create *work item buffers* if necessary. Work item buffers store the
// indices of meshes that are to be rendered when indirect drawing is
// enabled.
let work_item_buffer = gpu_preprocessing::get_or_create_work_item_buffer::<Opaque3d>(
work_item_buffers,
view.retained_view_entity,
no_indirect_drawing,
gpu_occlusion_culling,
);
// Initialize those work item buffers in preparation for this new frame.
gpu_preprocessing::init_work_item_buffers(
work_item_buffer,
late_indexed_indirect_parameters_buffer,
late_non_indexed_indirect_parameters_buffer,
);
// Create the key based on the view. In this case we only care about MSAA and HDR
let view_key = MeshPipelineKey::from_msaa_samples(msaa.samples())
| MeshPipelineKey::from_hdr(view.hdr);
// Set up a slot to hold information about the batch set we're going to
// create. If there are any of our custom meshes in the scene, we'll
// need this information in order for Bevy to kick off the rendering.
let mut mesh_batch_set_info = None;
// Find all the custom rendered entities that are visible from this
// view.
for &(render_entity, visible_entity) in
view_visible_entities.get::<CustomRenderedEntity>().iter()
{
// Get the mesh instance
let Some(mesh_instance) = render_mesh_instances.render_mesh_queue_data(visible_entity)
else {
continue;
};
// Get the mesh data
let Some(mesh) = render_meshes.get(mesh_instance.mesh_asset_id) else {
continue;
};
// Specialize the key for the current mesh entity
// For this example we only specialize based on the mesh topology
// but you could have more complex keys and that's where you'd need to create those keys
let mut mesh_key = view_key;
mesh_key |= MeshPipelineKey::from_primitive_topology(mesh.primitive_topology());
// Initialize the batch set information if this was the first custom
// mesh we saw. We'll need that information later to create the
// batch set.
if mesh_batch_set_info.is_none() {
mesh_batch_set_info = Some(MeshBatchSetInfo {
indirect_parameters_index: phase_indirect_parameters_buffers
.buffers
.allocate(mesh.indexed(), 1),
is_indexed: mesh.indexed(),
});
}
let mesh_info = mesh_batch_set_info.unwrap();
// Allocate some input and output indices. We'll need these to
// create the *work item* below.
let Some(input_index) =
MeshPipeline::get_binned_index(&system_param_item, visible_entity)
else {
continue;
};
let output_index = data_buffer.add() as u32;
// Finally, we can specialize the pipeline based on the key
let pipeline_id = specialized_mesh_pipelines
.specialize(
&pipeline_cache,
&custom_mesh_pipeline,
mesh_key,
&mesh.layout,
)
// This should never with this example, but if your pipeline specialization
// can fail you need to handle the error here
.expect("Failed to specialize mesh pipeline");
// Bump the change tick so that Bevy is forced to rebuild the bin.
let next_change_tick = change_tick.get() + 1;
change_tick.set(next_change_tick);
// Add the mesh with our specialized pipeline
opaque_phase.add(
Opaque3dBatchSetKey {
draw_function: draw_function_id,
pipeline: pipeline_id,
material_bind_group_index: None,
vertex_slab: default(),
index_slab: None,
lightmap_slab: None,
},
// The asset ID is arbitrary; we simply use [`AssetId::invalid`],
// but you can use anything you like. Note that the asset ID need
// not be the ID of a [`Mesh`].
Opaque3dBinKey {
asset_id: AssetId::<Mesh>::invalid().untyped(),
},
(render_entity, visible_entity),
mesh_instance.current_uniform_index,
// This example supports batching, but if your pipeline doesn't
// support it you can use `BinnedRenderPhaseType::UnbatchableMesh`
BinnedRenderPhaseType::BatchableMesh,
*change_tick,
);
// Create a *work item*. A work item tells the Bevy renderer to
// transform the mesh on GPU.
work_item_buffer.push(
mesh.indexed(),
PreprocessWorkItem {
input_index: input_index.into(),
output_or_indirect_parameters_index: if no_indirect_drawing {
output_index
} else {
mesh_info.indirect_parameters_index
},
},
);
}
// Now if there were any meshes, we need to add a command to the
// indirect parameters buffer, so that the renderer will end up
// enqueuing a command to draw the mesh.
if let Some(mesh_info) = mesh_batch_set_info {
phase_indirect_parameters_buffers
.buffers
.add_batch_set(mesh_info.is_indexed, mesh_info.indirect_parameters_index);
}
}
}
|
A render-world system that enqueues the entity with custom rendering into
the opaque render phases of each view.
|
queue_custom_mesh_pipeline
|
rust
|
bevyengine/bevy
|
examples/shader/specialized_mesh_pipeline.rs
|
https://github.com/bevyengine/bevy/blob/master/examples/shader/specialized_mesh_pipeline.rs
|
Apache-2.0
|
fn run_reenter<S: States>(transition: In<Option<StateTransitionEvent<S>>>, world: &mut World) {
// We return early if no transition event happened.
let Some(transition) = transition.0 else {
return;
};
// If we wanted to ignore identity transitions,
// we'd compare `exited` and `entered` here,
// and return if they were the same.
// We check if we actually entered a state.
// A [`None`] would indicate that the state was removed from the world.
// This only happens in the case of [`SubStates`] and [`ComputedStates`].
let Some(entered) = transition.entered else {
return;
};
// If all conditions are valid, we run our custom schedule.
let _ = world.try_run_schedule(OnReenter(entered));
// If you want to overwrite the default `OnEnter` behavior to act like re-enter,
// you can do so by running the `OnEnter` schedule here. Note that you don't want
// to run `OnEnter` when the default behavior does so.
// ```
// if transition.entered != transition.exited {
// return;
// }
// let _ = world.try_run_schedule(OnReenter(entered));
// ```
}
|
Schedule runner which checks conditions and if they're right
runs out custom schedule.
|
run_reenter
|
rust
|
bevyengine/bevy
|
examples/state/custom_transitions.rs
|
https://github.com/bevyengine/bevy/blob/master/examples/state/custom_transitions.rs
|
Apache-2.0
|
fn main() {
// `from_env` panics on the web
#[cfg(not(target_arch = "wasm32"))]
let args: Args = argh::from_env();
#[cfg(target_arch = "wasm32")]
let args = Args::from_args(&[], &[]).unwrap();
warn!(include_str!("warning_string.txt"));
let mut app = App::new();
app.add_plugins((
DefaultPlugins.set(WindowPlugin {
primary_window: Some(Window {
present_mode: PresentMode::AutoNoVsync,
resolution: WindowResolution::new(1920.0, 1080.0).with_scale_factor_override(1.0),
..default()
}),
..default()
}),
FrameTimeDiagnosticsPlugin::default(),
LogDiagnosticsPlugin::default(),
))
.insert_resource(WinitSettings {
focused_mode: UpdateMode::Continuous,
unfocused_mode: UpdateMode::Continuous,
})
.add_systems(Update, (button_system, set_text_colors_changed));
if !args.no_camera {
app.add_systems(Startup, |mut commands: Commands| {
commands.spawn(Camera2d);
});
}
if args.many_cameras {
app.add_systems(Startup, setup_many_cameras);
} else if args.grid {
app.add_systems(Startup, setup_grid);
} else {
app.add_systems(Startup, setup_flex);
}
if args.relayout {
app.add_systems(Update, |mut nodes: Query<&mut Node>| {
nodes.iter_mut().for_each(|mut node| node.set_changed());
});
}
if args.recompute_text {
app.add_systems(Update, |mut text_query: Query<&mut Text>| {
text_query
.iter_mut()
.for_each(|mut text| text.set_changed());
});
}
if args.respawn {
if args.grid {
app.add_systems(Update, (despawn_ui, setup_grid).chain());
} else {
app.add_systems(Update, (despawn_ui, setup_flex).chain());
}
}
app.insert_resource(args).run();
}
|
This example shows what happens when there is a lot of buttons on screen.
|
main
|
rust
|
bevyengine/bevy
|
examples/stress_tests/many_buttons.rs
|
https://github.com/bevyengine/bevy/blob/master/examples/stress_tests/many_buttons.rs
|
Apache-2.0
|
fn set_translation(translation: &mut Vec3, a: f32) {
translation.x = ops::cos(a) * 32.0;
translation.y = ops::sin(a) * 32.0;
}
|
set translation based on the angle `a`
|
set_translation
|
rust
|
bevyengine/bevy
|
examples/stress_tests/transform_hierarchy.rs
|
https://github.com/bevyengine/bevy/blob/master/examples/stress_tests/transform_hierarchy.rs
|
Apache-2.0
|
fn spawn_tree(
parent_map: &[usize],
commands: &mut Commands,
update_filter: &UpdateFilter,
root_transform: Transform,
) -> InsertResult {
// total count (# of nodes + root)
let count = parent_map.len() + 1;
#[derive(Default, Clone, Copy)]
struct NodeInfo {
child_count: u32,
depth: u32,
}
// node index -> entity lookup list
let mut ents: Vec<Entity> = Vec::with_capacity(count);
let mut node_info: Vec<NodeInfo> = vec![default(); count];
for (i, &parent_idx) in parent_map.iter().enumerate() {
// assert spawn order (parent must be processed before child)
assert!(parent_idx <= i, "invalid spawn order");
node_info[parent_idx].child_count += 1;
}
// insert root
ents.push(commands.spawn(root_transform).id());
let mut result = InsertResult::default();
let mut rng = rand::thread_rng();
// used to count through the number of children (used only for visual layout)
let mut child_idx: Vec<u16> = vec![0; count];
// insert children
for (current_idx, &parent_idx) in parent_map.iter().enumerate() {
let current_idx = current_idx + 1;
// separation factor to visually separate children (0..1)
let sep = child_idx[parent_idx] as f32 / node_info[parent_idx].child_count as f32;
child_idx[parent_idx] += 1;
// calculate and set depth
// this works because it's guaranteed that we have already iterated over the parent
let depth = node_info[parent_idx].depth + 1;
let info = &mut node_info[current_idx];
info.depth = depth;
// update max depth of tree
result.maximum_depth = result.maximum_depth.max(depth.try_into().unwrap());
// insert child
let child_entity = {
let mut cmd = commands.spawn_empty();
// check whether or not to update this node
let update = (rng.r#gen::<f32>() <= update_filter.probability)
&& (depth >= update_filter.min_depth && depth <= update_filter.max_depth);
if update {
cmd.insert(UpdateValue(sep));
result.active_nodes += 1;
}
let transform = {
let mut translation = Vec3::ZERO;
// use the same placement fn as the `update` system
// this way the entities won't be all at (0, 0, 0) when they don't have an `Update` component
set_translation(&mut translation, sep);
Transform::from_translation(translation)
};
// only insert the components necessary for the transform propagation
cmd.insert(transform);
cmd.id()
};
commands.entity(ents[parent_idx]).add_child(child_entity);
ents.push(child_entity);
}
result.inserted_nodes = ents.len();
result
}
|
spawns a tree defined by a parent map (excluding root)
the parent map must be ordered (parent must exist before child)
|
spawn_tree
|
rust
|
bevyengine/bevy
|
examples/stress_tests/transform_hierarchy.rs
|
https://github.com/bevyengine/bevy/blob/master/examples/stress_tests/transform_hierarchy.rs
|
Apache-2.0
|
fn gen_tree(depth: u32, branch_width: u32) -> Vec<usize> {
// calculate the total count of branches
let mut count: usize = 0;
for i in 0..(depth - 1) {
count += TryInto::<usize>::try_into(branch_width.pow(i)).unwrap();
}
// the tree is built using this pattern:
// 0, 0, 0, ... 1, 1, 1, ... 2, 2, 2, ... (count - 1)
(0..count)
.flat_map(|i| std::iter::repeat_n(i, branch_width.try_into().unwrap()))
.collect()
}
|
generate a tree `depth` levels deep, where each node has `branch_width` children
|
gen_tree
|
rust
|
bevyengine/bevy
|
examples/stress_tests/transform_hierarchy.rs
|
https://github.com/bevyengine/bevy/blob/master/examples/stress_tests/transform_hierarchy.rs
|
Apache-2.0
|
fn gen_non_uniform_tree(max_depth: u32, max_branch_width: u32) -> Vec<usize> {
let mut tree = Vec::new();
add_children_non_uniform(&mut tree, 0, max_depth, max_branch_width);
tree
}
|
generate a tree that has more nodes on one side that the other
the deepest hierarchy path is `max_depth` and the widest branches have `max_branch_width` children
|
gen_non_uniform_tree
|
rust
|
bevyengine/bevy
|
examples/stress_tests/transform_hierarchy.rs
|
https://github.com/bevyengine/bevy/blob/master/examples/stress_tests/transform_hierarchy.rs
|
Apache-2.0
|
pub fn update_scroll_position(
mut mouse_wheel_events: EventReader<MouseWheel>,
hover_map: Res<HoverMap>,
mut scrolled_node_query: Query<&mut ScrollPosition>,
keyboard_input: Res<ButtonInput<KeyCode>>,
) {
for mouse_wheel_event in mouse_wheel_events.read() {
let (mut dx, mut dy) = match mouse_wheel_event.unit {
MouseScrollUnit::Line => (mouse_wheel_event.x * 20., mouse_wheel_event.y * 20.),
MouseScrollUnit::Pixel => (mouse_wheel_event.x, mouse_wheel_event.y),
};
if keyboard_input.pressed(KeyCode::ShiftLeft) || keyboard_input.pressed(KeyCode::ShiftRight)
{
std::mem::swap(&mut dx, &mut dy);
}
for (_pointer, pointer_map) in hover_map.iter() {
for (entity, _hit) in pointer_map.iter() {
if let Ok(mut scroll_position) = scrolled_node_query.get_mut(*entity) {
scroll_position.offset_x -= dx;
scroll_position.offset_y -= dy;
}
}
}
}
}
|
Updates the scroll position of scrollable nodes in response to mouse input
|
update_scroll_position
|
rust
|
bevyengine/bevy
|
examples/testbed/full_ui.rs
|
https://github.com/bevyengine/bevy/blob/master/examples/testbed/full_ui.rs
|
Apache-2.0
|
fn print_when_completed(time: Res<Time>, mut query: Query<&mut PrintOnCompletionTimer>) {
for mut timer in &mut query {
if timer.tick(time.delta()).just_finished() {
info!("Entity timer just finished");
}
}
}
|
This system ticks the `Timer` on the entity with the `PrintOnCompletionTimer`
component using bevy's `Time` resource to get the delta between each update.
|
print_when_completed
|
rust
|
bevyengine/bevy
|
examples/time/timers.rs
|
https://github.com/bevyengine/bevy/blob/master/examples/time/timers.rs
|
Apache-2.0
|
fn countdown(time: Res<Time>, mut countdown: ResMut<Countdown>) {
countdown.main_timer.tick(time.delta());
// The API encourages this kind of timer state checking (if you're only checking for one value)
// Additionally, `is_finished()` would accomplish the same thing as `just_finished` due to the
// timer being repeating, however this makes more sense visually.
if countdown.percent_trigger.tick(time.delta()).just_finished() {
if !countdown.main_timer.is_finished() {
// Print the percent complete the main timer is.
info!(
"Timer is {:0.0}% complete!",
countdown.main_timer.fraction() * 100.0
);
} else {
// The timer has finished so we pause the percent output timer
countdown.percent_trigger.pause();
info!("Paused percent trigger timer");
}
}
}
|
This system controls ticking the timer within the countdown resource and
handling its state.
|
countdown
|
rust
|
bevyengine/bevy
|
examples/time/timers.rs
|
https://github.com/bevyengine/bevy/blob/master/examples/time/timers.rs
|
Apache-2.0
|
fn move_real_time_sprites(
mut sprite_query: Query<&mut Transform, (With<Sprite>, With<RealTime>)>,
// `Real` time which is not scaled or paused
time: Res<Time<Real>>,
) {
for mut transform in sprite_query.iter_mut() {
// move roughly half the screen in a `Real` second
// when the time is scaled the speed is going to change
// and the sprite will stay still the time is paused
transform.translation.x = get_sprite_translation_x(time.elapsed_secs());
}
}
|
Move sprites using `Real` (unscaled) time
|
move_real_time_sprites
|
rust
|
bevyengine/bevy
|
examples/time/virtual_time.rs
|
https://github.com/bevyengine/bevy/blob/master/examples/time/virtual_time.rs
|
Apache-2.0
|
fn move_virtual_time_sprites(
mut sprite_query: Query<&mut Transform, (With<Sprite>, With<VirtualTime>)>,
// the default `Time` is either `Time<Virtual>` in regular systems
// or `Time<Fixed>` in fixed timestep systems so `Time::delta()`,
// `Time::elapsed()` will return the appropriate values either way
time: Res<Time>,
) {
for mut transform in sprite_query.iter_mut() {
// move roughly half the screen in a `Virtual` second
// when time is scaled using `Time<Virtual>::set_relative_speed` it's going
// to move at a different pace and the sprite will stay still when time is
// `Time<Virtual>::is_paused()`
transform.translation.x = get_sprite_translation_x(time.elapsed_secs());
}
}
|
Move sprites using `Virtual` (scaled) time
|
move_virtual_time_sprites
|
rust
|
bevyengine/bevy
|
examples/time/virtual_time.rs
|
https://github.com/bevyengine/bevy/blob/master/examples/time/virtual_time.rs
|
Apache-2.0
|
fn change_time_speed<const DELTA: i8>(mut time: ResMut<Time<Virtual>>) {
let time_speed = (time.relative_speed() + DELTA as f32)
.round()
.clamp(0.25, 5.);
// set the speed of the virtual time to speed it up or slow it down
time.set_relative_speed(time_speed);
}
|
Update the speed of `Time<Virtual>.` by `DELTA`
|
change_time_speed
|
rust
|
bevyengine/bevy
|
examples/time/virtual_time.rs
|
https://github.com/bevyengine/bevy/blob/master/examples/time/virtual_time.rs
|
Apache-2.0
|
fn update_real_time_info_text(time: Res<Time<Real>>, mut query: Query<&mut Text, With<RealTime>>) {
for mut text in &mut query {
**text = format!(
"REAL TIME\nElapsed: {:.1}\nDelta: {:.5}\n",
time.elapsed_secs(),
time.delta_secs(),
);
}
}
|
Update the `Real` time info text
|
update_real_time_info_text
|
rust
|
bevyengine/bevy
|
examples/time/virtual_time.rs
|
https://github.com/bevyengine/bevy/blob/master/examples/time/virtual_time.rs
|
Apache-2.0
|
fn update_virtual_time_info_text(
time: Res<Time<Virtual>>,
mut query: Query<&mut Text, With<VirtualTime>>,
) {
for mut text in &mut query {
**text = format!(
"VIRTUAL TIME\nElapsed: {:.1}\nDelta: {:.5}\nSpeed: {:.2}",
time.elapsed_secs(),
time.delta_secs(),
time.relative_speed()
);
}
}
|
Update the `Virtual` time info text
|
update_virtual_time_info_text
|
rust
|
bevyengine/bevy
|
examples/time/virtual_time.rs
|
https://github.com/bevyengine/bevy/blob/master/examples/time/virtual_time.rs
|
Apache-2.0
|
fn assign_clips(
mut players: Query<&mut AnimationPlayer>,
targets: Query<(Entity, &AnimationTarget)>,
children: Query<&ChildOf>,
scene_handle: Res<SceneHandle>,
clips: Res<Assets<AnimationClip>>,
gltf_assets: Res<Assets<Gltf>>,
assets: Res<AssetServer>,
mut graphs: ResMut<Assets<AnimationGraph>>,
mut commands: Commands,
mut setup: Local<bool>,
) {
if scene_handle.is_loaded && !*setup {
*setup = true;
} else {
return;
}
let gltf = gltf_assets.get(&scene_handle.gltf_handle).unwrap();
let animations = &gltf.animations;
if animations.is_empty() {
return;
}
let count = animations.len();
let plural = if count == 1 { "" } else { "s" };
info!("Found {} animation{plural}", animations.len());
let names: Vec<_> = gltf.named_animations.keys().collect();
info!("Animation names: {names:?}");
// Map animation target IDs to entities.
let animation_target_id_to_entity: HashMap<_, _> = targets
.iter()
.map(|(entity, target)| (target.id, entity))
.collect();
// Build up a list of all animation clips that belong to each player. A clip
// is considered to belong to an animation player if all targets of the clip
// refer to entities whose nearest ancestor player is that animation player.
let mut player_to_graph: EntityHashMap<(AnimationGraph, Vec<AnimationNodeIndex>)> =
EntityHashMap::default();
for (clip_id, clip) in clips.iter() {
let mut ancestor_player = None;
for target_id in clip.curves().keys() {
// If the animation clip refers to entities that aren't present in
// the scene, bail.
let Some(&target) = animation_target_id_to_entity.get(target_id) else {
continue;
};
// Find the nearest ancestor animation player.
let mut current = Some(target);
while let Some(entity) = current {
if players.contains(entity) {
match ancestor_player {
None => {
// If we haven't found a player yet, record the one
// we found.
ancestor_player = Some(entity);
}
Some(ancestor) => {
// If we have found a player, then make sure it's
// the same player we located before.
if ancestor != entity {
// It's a different player. Bail.
ancestor_player = None;
break;
}
}
}
}
// Go to the next parent.
current = children.get(entity).ok().map(ChildOf::parent);
}
}
let Some(ancestor_player) = ancestor_player else {
warn!(
"Unexpected animation hierarchy for animation clip {}; ignoring.",
clip_id
);
continue;
};
let Some(clip_handle) = assets.get_id_handle(clip_id) else {
warn!("Clip {} wasn't loaded.", clip_id);
continue;
};
let &mut (ref mut graph, ref mut clip_indices) =
player_to_graph.entry(ancestor_player).or_default();
let node_index = graph.add_clip(clip_handle, 1.0, graph.root);
clip_indices.push(node_index);
}
// Now that we've built up a list of all clips that belong to each player,
// package them up into a `Clips` component, play the first such animation,
// and add that component to the player.
for (player_entity, (graph, clips)) in player_to_graph {
let Ok(mut player) = players.get_mut(player_entity) else {
warn!("Animation targets referenced a nonexistent player. This shouldn't happen.");
continue;
};
let graph = graphs.add(graph);
let animations = Clips::new(clips);
player.play(animations.current()).repeat();
commands
.entity(player_entity)
.insert(animations)
.insert(AnimationGraphHandle(graph));
}
}
|
Automatically assign [`AnimationClip`]s to [`AnimationPlayer`] and play
them, if the clips refer to descendants of the animation player (which is
the common case).
|
assign_clips
|
rust
|
bevyengine/bevy
|
examples/tools/scene_viewer/animation_plugin.rs
|
https://github.com/bevyengine/bevy/blob/master/examples/tools/scene_viewer/animation_plugin.rs
|
Apache-2.0
|
fn update_button_style2(
mut buttons: Query<
(
Has<Pressed>,
&Hovered,
Has<InteractionDisabled>,
&mut BackgroundColor,
&mut BorderColor,
&Children,
),
With<DemoButton>,
>,
mut removed_depressed: RemovedComponents<Pressed>,
mut removed_disabled: RemovedComponents<InteractionDisabled>,
mut text_query: Query<&mut Text>,
) {
removed_depressed.read().for_each(|entity| {
if let Ok((pressed, hovered, disabled, mut color, mut border_color, children)) =
buttons.get_mut(entity)
{
let mut text = text_query.get_mut(children[0]).unwrap();
set_button_style(
disabled,
hovered.get(),
pressed,
&mut color,
&mut border_color,
&mut text,
);
}
});
removed_disabled.read().for_each(|entity| {
if let Ok((pressed, hovered, disabled, mut color, mut border_color, children)) =
buttons.get_mut(entity)
{
let mut text = text_query.get_mut(children[0]).unwrap();
set_button_style(
disabled,
hovered.get(),
pressed,
&mut color,
&mut border_color,
&mut text,
);
}
});
}
|
Supplementary system to detect removed marker components
|
update_button_style2
|
rust
|
bevyengine/bevy
|
examples/ui/core_widgets.rs
|
https://github.com/bevyengine/bevy/blob/master/examples/ui/core_widgets.rs
|
Apache-2.0
|
fn update_widget_values(
res: Res<DemoWidgetStates>,
mut sliders: Query<Entity, With<DemoSlider>>,
mut commands: Commands,
) {
if res.is_changed() {
for slider_ent in sliders.iter_mut() {
commands
.entity(slider_ent)
.insert(SliderValue(res.slider_value));
}
}
}
|
Update the widget states based on the changing resource.
|
update_widget_values
|
rust
|
bevyengine/bevy
|
examples/ui/core_widgets.rs
|
https://github.com/bevyengine/bevy/blob/master/examples/ui/core_widgets.rs
|
Apache-2.0
|
fn update_slider_style(
sliders: Query<
(
Entity,
&SliderValue,
&SliderRange,
&Hovered,
Has<InteractionDisabled>,
),
(
Or<(
Changed<SliderValue>,
Changed<SliderRange>,
Changed<Hovered>,
Added<InteractionDisabled>,
)>,
With<DemoSlider>,
),
>,
children: Query<&Children>,
mut thumbs: Query<(&mut Node, &mut BackgroundColor, Has<DemoSliderThumb>), Without<DemoSlider>>,
) {
for (slider_ent, value, range, hovered, disabled) in sliders.iter() {
for child in children.iter_descendants(slider_ent) {
if let Ok((mut thumb_node, mut thumb_bg, is_thumb)) = thumbs.get_mut(child) {
if is_thumb {
thumb_node.left = Val::Percent(range.thumb_position(value.0) * 100.0);
thumb_bg.0 = thumb_color(disabled, hovered.0);
}
}
}
}
}
|
Update the visuals of the slider based on the slider state.
|
update_slider_style
|
rust
|
bevyengine/bevy
|
examples/ui/core_widgets.rs
|
https://github.com/bevyengine/bevy/blob/master/examples/ui/core_widgets.rs
|
Apache-2.0
|
fn update_widget_values(
res: Res<DemoWidgetStates>,
mut sliders: Query<Entity, With<DemoSlider>>,
mut commands: Commands,
) {
if res.is_changed() {
for slider_ent in sliders.iter_mut() {
commands
.entity(slider_ent)
.insert(SliderValue(res.slider_value));
}
}
}
|
Update the widget states based on the changing resource.
|
update_widget_values
|
rust
|
bevyengine/bevy
|
examples/ui/core_widgets_observers.rs
|
https://github.com/bevyengine/bevy/blob/master/examples/ui/core_widgets_observers.rs
|
Apache-2.0
|
fn item_rect(builder: &mut ChildSpawnerCommands, color: Srgba) {
builder
.spawn((
Node {
display: Display::Grid,
padding: UiRect::all(Val::Px(3.0)),
..default()
},
BackgroundColor(BLACK.into()),
))
.with_children(|builder| {
builder.spawn((Node::default(), BackgroundColor(color.into())));
});
}
|
Create a colored rectangle node. The node has size as it is assumed that it will be
spawned as a child of a Grid container with `AlignItems::Stretch` and `JustifyItems::Stretch`
which will allow it to take its size from the size of the grid area it occupies.
|
item_rect
|
rust
|
bevyengine/bevy
|
examples/ui/grid.rs
|
https://github.com/bevyengine/bevy/blob/master/examples/ui/grid.rs
|
Apache-2.0
|
fn relative_cursor_position_system(
relative_cursor_position: Single<&RelativeCursorPosition>,
output_query: Single<(&mut Text, &mut TextColor)>,
) {
let (mut output, mut text_color) = output_query.into_inner();
**output = if let Some(relative_cursor_position) = relative_cursor_position.normalized {
format!(
"({:.1}, {:.1})",
relative_cursor_position.x, relative_cursor_position.y
)
} else {
"unknown".to_string()
};
text_color.0 = if relative_cursor_position.cursor_over() {
Color::srgb(0.1, 0.9, 0.1)
} else {
Color::srgb(0.9, 0.1, 0.1)
};
}
|
This systems polls the relative cursor position and displays its value in a text component.
|
relative_cursor_position_system
|
rust
|
bevyengine/bevy
|
examples/ui/relative_cursor_position.rs
|
https://github.com/bevyengine/bevy/blob/master/examples/ui/relative_cursor_position.rs
|
Apache-2.0
|
pub fn update_scroll_position(
mut mouse_wheel_events: EventReader<MouseWheel>,
hover_map: Res<HoverMap>,
mut scrolled_node_query: Query<&mut ScrollPosition>,
keyboard_input: Res<ButtonInput<KeyCode>>,
) {
for mouse_wheel_event in mouse_wheel_events.read() {
let (mut dx, mut dy) = match mouse_wheel_event.unit {
MouseScrollUnit::Line => (
mouse_wheel_event.x * LINE_HEIGHT,
mouse_wheel_event.y * LINE_HEIGHT,
),
MouseScrollUnit::Pixel => (mouse_wheel_event.x, mouse_wheel_event.y),
};
if keyboard_input.pressed(KeyCode::ControlLeft)
|| keyboard_input.pressed(KeyCode::ControlRight)
{
std::mem::swap(&mut dx, &mut dy);
}
for (_pointer, pointer_map) in hover_map.iter() {
for (entity, _hit) in pointer_map.iter() {
if let Ok(mut scroll_position) = scrolled_node_query.get_mut(*entity) {
scroll_position.offset_x -= dx;
scroll_position.offset_y -= dy;
}
}
}
}
}
|
Updates the scroll position of scrollable nodes in response to mouse input
|
update_scroll_position
|
rust
|
bevyengine/bevy
|
examples/ui/scroll.rs
|
https://github.com/bevyengine/bevy/blob/master/examples/ui/scroll.rs
|
Apache-2.0
|
fn change_scaling(input: Res<ButtonInput<KeyCode>>, mut ui_scale: ResMut<TargetScale>) {
if input.just_pressed(KeyCode::ArrowUp) {
let scale = (ui_scale.target_scale * 2.0).min(8.);
ui_scale.set_scale(scale);
info!("Scaling up! Scale: {}", ui_scale.target_scale);
}
if input.just_pressed(KeyCode::ArrowDown) {
let scale = (ui_scale.target_scale / 2.0).max(1. / 8.);
ui_scale.set_scale(scale);
info!("Scaling down! Scale: {}", ui_scale.target_scale);
}
}
|
System that changes the scale of the ui when pressing up or down on the keyboard.
|
change_scaling
|
rust
|
bevyengine/bevy
|
examples/ui/ui_scaling.rs
|
https://github.com/bevyengine/bevy/blob/master/examples/ui/ui_scaling.rs
|
Apache-2.0
|
fn text_color_on_hover<T: Debug + Clone + Reflect>(
color: Color,
) -> impl FnMut(On<Pointer<T>>, Query<&mut TextColor>, Query<&Children>) {
move |mut trigger: On<Pointer<T>>,
mut text_color: Query<&mut TextColor>,
children: Query<&Children>| {
let Ok(children) = children.get(trigger.original_target()) else {
return;
};
trigger.propagate(false);
// find the text among children and change its color
for child in children.iter() {
if let Ok(mut col) = text_color.get_mut(child) {
col.0 = color;
}
}
}
}
|
helper function to reduce code duplication when generating almost identical observers for the hover text color change effect
|
text_color_on_hover
|
rust
|
bevyengine/bevy
|
examples/usages/context_menu.rs
|
https://github.com/bevyengine/bevy/blob/master/examples/usages/context_menu.rs
|
Apache-2.0
|
fn execute_animation(time: Res<Time>, mut query: Query<(&mut AnimationConfig, &mut CursorIcon)>) {
for (mut config, mut cursor_icon) in &mut query {
if let CursorIcon::Custom(CustomCursor::Image(ref mut image)) = *cursor_icon {
config.frame_timer.tick(time.delta());
if config.frame_timer.is_finished() {
if let Some(atlas) = image.texture_atlas.as_mut() {
atlas.index += config.increment;
if atlas.index > config.last_sprite_index {
atlas.index = config.first_sprite_index;
}
config.frame_timer = AnimationConfig::timer_from_fps(config.fps);
}
}
}
}
}
|
This system loops through all the sprites in the [`CursorIcon`]'s
[`TextureAtlas`], from [`AnimationConfig`]'s `first_sprite_index` to
`last_sprite_index`.
|
execute_animation
|
rust
|
bevyengine/bevy
|
examples/window/custom_cursor_image.rs
|
https://github.com/bevyengine/bevy/blob/master/examples/window/custom_cursor_image.rs
|
Apache-2.0
|
fn cycle_rect(input: Res<ButtonInput<KeyCode>>, mut query: Query<&mut CursorIcon, With<Window>>) {
if !input.just_pressed(KeyCode::KeyC) {
return;
}
const RECT_SIZE: u32 = 32; // half the size of a tile in the texture atlas
const SECTIONS: [Option<URect>; 5] = [
Some(URect {
min: UVec2::ZERO,
max: UVec2::splat(RECT_SIZE),
}),
Some(URect {
min: UVec2::new(RECT_SIZE, 0),
max: UVec2::new(2 * RECT_SIZE, RECT_SIZE),
}),
Some(URect {
min: UVec2::new(0, RECT_SIZE),
max: UVec2::new(RECT_SIZE, 2 * RECT_SIZE),
}),
Some(URect {
min: UVec2::new(RECT_SIZE, RECT_SIZE),
max: UVec2::splat(2 * RECT_SIZE),
}),
None, // reset to None
];
for mut cursor_icon in &mut query {
if let CursorIcon::Custom(CustomCursor::Image(ref mut image)) = *cursor_icon {
let next_rect = SECTIONS
.iter()
.cycle()
.skip_while(|&&corner| corner != image.rect)
.nth(1) // move to the next element
.unwrap_or(&None);
image.rect = *next_rect;
}
}
}
|
This system alternates the [`CursorIcon`]'s `rect` field between `None` and
4 sections/rectangles of the cursor's image.
|
cycle_rect
|
rust
|
bevyengine/bevy
|
examples/window/custom_cursor_image.rs
|
https://github.com/bevyengine/bevy/blob/master/examples/window/custom_cursor_image.rs
|
Apache-2.0
|
fn update_winit(
mode: Res<ExampleMode>,
mut winit_config: ResMut<WinitSettings>,
event_loop_proxy: Res<EventLoopProxyWrapper<WakeUp>>,
mut redraw_request_events: EventWriter<RequestRedraw>,
) {
use ExampleMode::*;
*winit_config = match *mode {
Game => {
// In the default `WinitSettings::game()` mode:
// * When focused: the event loop runs as fast as possible
// * When not focused: the app will update when the window is directly interacted with
// (e.g. the mouse hovers over a visible part of the out of focus window), a
// [`RequestRedraw`] event is received, or one sixtieth of a second has passed
// without the app updating (60 Hz refresh rate max).
WinitSettings::game()
}
Application => {
// While in `WinitSettings::desktop_app()` mode:
// * When focused: the app will update any time a winit event (e.g. the window is
// moved/resized, the mouse moves, a button is pressed, etc.), a [`RequestRedraw`]
// event is received, or after 5 seconds if the app has not updated.
// * When not focused: the app will update when the window is directly interacted with
// (e.g. the mouse hovers over a visible part of the out of focus window), a
// [`RequestRedraw`] event is received, or one minute has passed without the app
// updating.
WinitSettings::desktop_app()
}
ApplicationWithRequestRedraw => {
// Sending a `RequestRedraw` event is useful when you want the app to update the next
// frame regardless of any user input. For example, your application might use
// `WinitSettings::desktop_app()` to reduce power use, but UI animations need to play even
// when there are no inputs, so you send redraw requests while the animation is playing.
// Note that in this example the RequestRedraw winit event will make the app run in the same
// way as continuous
redraw_request_events.write(RequestRedraw);
WinitSettings::desktop_app()
}
ApplicationWithWakeUp => {
// Sending a `WakeUp` event is useful when you want the app to update the next
// frame regardless of any user input. This can be used from outside Bevy, see example
// `window/custom_user_event.rs` for an example usage from outside.
// Note that in this example the `WakeUp` winit event will make the app run in the same
// way as continuous
let _ = event_loop_proxy.send_event(WakeUp);
WinitSettings::desktop_app()
}
};
}
|
Update winit based on the current `ExampleMode`
|
update_winit
|
rust
|
bevyengine/bevy
|
examples/window/low_power.rs
|
https://github.com/bevyengine/bevy/blob/master/examples/window/low_power.rs
|
Apache-2.0
|
pub(crate) fn cycle_modes(
mut mode: ResMut<ExampleMode>,
button_input: Res<ButtonInput<KeyCode>>,
) {
if button_input.just_pressed(KeyCode::Space) {
*mode = match *mode {
ExampleMode::Game => ExampleMode::Application,
ExampleMode::Application => ExampleMode::ApplicationWithRequestRedraw,
ExampleMode::ApplicationWithRequestRedraw => ExampleMode::ApplicationWithWakeUp,
ExampleMode::ApplicationWithWakeUp => ExampleMode::Game,
};
}
}
|
Switch between update modes when the spacebar is pressed.
|
cycle_modes
|
rust
|
bevyengine/bevy
|
examples/window/low_power.rs
|
https://github.com/bevyengine/bevy/blob/master/examples/window/low_power.rs
|
Apache-2.0
|
pub(crate) fn rotate_cube(
time: Res<Time>,
mut cube_transform: Query<&mut Transform, With<Rotator>>,
) {
for mut transform in &mut cube_transform {
transform.rotate_x(time.delta_secs());
transform.rotate_local_y(time.delta_secs());
}
}
|
Rotate the cube to make it clear when the app is updating
|
rotate_cube
|
rust
|
bevyengine/bevy
|
examples/window/low_power.rs
|
https://github.com/bevyengine/bevy/blob/master/examples/window/low_power.rs
|
Apache-2.0
|
pub fn setup(
mut commands: Commands,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<StandardMaterial>>,
mut event: EventWriter<RequestRedraw>,
) {
commands.spawn((
Mesh3d(meshes.add(Cuboid::new(0.5, 0.5, 0.5))),
MeshMaterial3d(materials.add(Color::srgb(0.8, 0.7, 0.6))),
Rotator,
));
commands.spawn((
DirectionalLight::default(),
Transform::from_xyz(1.0, 1.0, 1.0).looking_at(Vec3::ZERO, Vec3::Y),
));
commands.spawn((
Camera3d::default(),
Transform::from_xyz(-2.0, 2.0, 2.0).looking_at(Vec3::ZERO, Vec3::Y),
));
event.write(RequestRedraw);
commands
.spawn((
Text::default(),
Node {
align_self: AlignSelf::FlexStart,
position_type: PositionType::Absolute,
top: Val::Px(12.0),
left: Val::Px(12.0),
..default()
},
ModeText,
))
.with_children(|p| {
p.spawn(TextSpan::new("Press space bar to cycle modes\n"));
p.spawn((TextSpan::default(), TextColor(LIME.into())));
p.spawn((TextSpan::new("\nFrame: "), TextColor(YELLOW.into())));
p.spawn((TextSpan::new(""), TextColor(YELLOW.into())));
});
}
|
Set up a scene with a cube and some text
|
setup
|
rust
|
bevyengine/bevy
|
examples/window/low_power.rs
|
https://github.com/bevyengine/bevy/blob/master/examples/window/low_power.rs
|
Apache-2.0
|
fn display_override(
mut window: Single<&mut Window>,
mut custom_text: Single<&mut Text, With<CustomText>>,
) {
let text = format!(
"Scale factor: {:.1} {}",
window.scale_factor(),
if window.resolution.scale_factor_override().is_some() {
"(overridden)"
} else {
"(default)"
}
);
window.title.clone_from(&text);
custom_text.0 = text;
}
|
Set the title of the window to the current override
|
display_override
|
rust
|
bevyengine/bevy
|
examples/window/scale_factor_override.rs
|
https://github.com/bevyengine/bevy/blob/master/examples/window/scale_factor_override.rs
|
Apache-2.0
|
fn toggle_override(input: Res<ButtonInput<KeyCode>>, mut window: Single<&mut Window>) {
if input.just_pressed(KeyCode::Enter) {
let scale_factor_override = window.resolution.scale_factor_override();
window
.resolution
.set_scale_factor_override(scale_factor_override.xor(Some(1.0)));
}
}
|
This system toggles scale factor overrides when enter is pressed
|
toggle_override
|
rust
|
bevyengine/bevy
|
examples/window/scale_factor_override.rs
|
https://github.com/bevyengine/bevy/blob/master/examples/window/scale_factor_override.rs
|
Apache-2.0
|
fn change_scale_factor(input: Res<ButtonInput<KeyCode>>, mut window: Single<&mut Window>) {
let scale_factor_override = window.resolution.scale_factor_override();
if input.just_pressed(KeyCode::ArrowUp) {
window
.resolution
.set_scale_factor_override(scale_factor_override.map(|n| n + 1.0));
} else if input.just_pressed(KeyCode::ArrowDown) {
window
.resolution
.set_scale_factor_override(scale_factor_override.map(|n| (n - 1.0).max(1.0)));
}
}
|
This system changes the scale factor override when up or down is pressed
|
change_scale_factor
|
rust
|
bevyengine/bevy
|
examples/window/scale_factor_override.rs
|
https://github.com/bevyengine/bevy/blob/master/examples/window/scale_factor_override.rs
|
Apache-2.0
|
fn toggle_resolution(
keys: Res<ButtonInput<KeyCode>>,
mut window: Single<&mut Window>,
resolution: Res<ResolutionSettings>,
) {
if keys.just_pressed(KeyCode::Digit1) {
let res = resolution.small;
window.resolution.set(res.x, res.y);
}
if keys.just_pressed(KeyCode::Digit2) {
let res = resolution.medium;
window.resolution.set(res.x, res.y);
}
if keys.just_pressed(KeyCode::Digit3) {
let res = resolution.large;
window.resolution.set(res.x, res.y);
}
}
|
This system shows how to request the window to a new resolution
|
toggle_resolution
|
rust
|
bevyengine/bevy
|
examples/window/window_resizing.rs
|
https://github.com/bevyengine/bevy/blob/master/examples/window/window_resizing.rs
|
Apache-2.0
|
fn on_resize_system(
mut text: Single<&mut Text, With<ResolutionText>>,
mut resize_reader: EventReader<WindowResized>,
) {
for e in resize_reader.read() {
// When resolution is being changed
text.0 = format!("{:.1} x {:.1}", e.width, e.height);
}
}
|
This system shows how to respond to a window being resized.
Whenever the window is resized, the text will update with the new resolution.
|
on_resize_system
|
rust
|
bevyengine/bevy
|
examples/window/window_resizing.rs
|
https://github.com/bevyengine/bevy/blob/master/examples/window/window_resizing.rs
|
Apache-2.0
|
fn toggle_vsync(input: Res<ButtonInput<KeyCode>>, mut window: Single<&mut Window>) {
if input.just_pressed(KeyCode::KeyV) {
window.present_mode = if matches!(window.present_mode, PresentMode::AutoVsync) {
PresentMode::AutoNoVsync
} else {
PresentMode::AutoVsync
};
info!("PRESENT_MODE: {:?}", window.present_mode);
}
}
|
This system toggles the vsync mode when pressing the button V.
You'll see fps increase displayed in the console.
|
toggle_vsync
|
rust
|
bevyengine/bevy
|
examples/window/window_settings.rs
|
https://github.com/bevyengine/bevy/blob/master/examples/window/window_settings.rs
|
Apache-2.0
|
fn switch_level(input: Res<ButtonInput<KeyCode>>, mut window: Single<&mut Window>) {
if input.just_pressed(KeyCode::KeyT) {
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 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.
|
switch_level
|
rust
|
bevyengine/bevy
|
examples/window/window_settings.rs
|
https://github.com/bevyengine/bevy/blob/master/examples/window/window_settings.rs
|
Apache-2.0
|
fn toggle_window_controls(input: Res<ButtonInput<KeyCode>>, mut window: Single<&mut Window>) {
let toggle_minimize = input.just_pressed(KeyCode::Digit1);
let toggle_maximize = input.just_pressed(KeyCode::Digit2);
let toggle_close = input.just_pressed(KeyCode::Digit3);
if toggle_minimize || toggle_maximize || toggle_close {
if toggle_minimize {
window.enabled_buttons.minimize = !window.enabled_buttons.minimize;
}
if toggle_maximize {
window.enabled_buttons.maximize = !window.enabled_buttons.maximize;
}
if toggle_close {
window.enabled_buttons.close = !window.enabled_buttons.close;
}
}
}
|
This system toggles the window controls when pressing buttons 1, 2 and 3
This feature only works on some platforms. Please check the
[documentation](https://docs.rs/bevy/latest/bevy/prelude/struct.Window.html#structfield.enabled_buttons)
for more details.
|
toggle_window_controls
|
rust
|
bevyengine/bevy
|
examples/window/window_settings.rs
|
https://github.com/bevyengine/bevy/blob/master/examples/window/window_settings.rs
|
Apache-2.0
|
fn change_title(mut window: Single<&mut Window>, time: Res<Time>) {
window.title = format!(
"Seconds since startup: {}",
time.elapsed().as_secs_f32().round()
);
}
|
This system will then change the title during execution
|
change_title
|
rust
|
bevyengine/bevy
|
examples/window/window_settings.rs
|
https://github.com/bevyengine/bevy/blob/master/examples/window/window_settings.rs
|
Apache-2.0
|
fn cycle_cursor_icon(
mut commands: Commands,
window: Single<Entity, With<Window>>,
input: Res<ButtonInput<MouseButton>>,
mut index: Local<usize>,
cursor_icons: Res<CursorIcons>,
) {
if input.just_pressed(MouseButton::Left) {
*index = (*index + 1) % cursor_icons.0.len();
commands
.entity(*window)
.insert(cursor_icons.0[*index].clone());
} else if input.just_pressed(MouseButton::Right) {
*index = if *index == 0 {
cursor_icons.0.len() - 1
} else {
*index - 1
};
commands
.entity(*window)
.insert(cursor_icons.0[*index].clone());
}
}
|
This system cycles the cursor's icon through a small set of icons when clicking
|
cycle_cursor_icon
|
rust
|
bevyengine/bevy
|
examples/window/window_settings.rs
|
https://github.com/bevyengine/bevy/blob/master/examples/window/window_settings.rs
|
Apache-2.0
|
fn game_plugin(app: &mut App) {
app.add_systems(Startup, (spawn_player, window_title_system).chain());
app.add_systems(Update, spell_casting);
}
|
Splitting a Bevy project into multiple smaller plugins can make it more testable. We can
write tests for individual plugins in isolation, as well as for the entire project.
|
game_plugin
|
rust
|
bevyengine/bevy
|
tests/how_to_test_apps.rs
|
https://github.com/bevyengine/bevy/blob/master/tests/how_to_test_apps.rs
|
Apache-2.0
|
fn count_ambiguities(sub_app: &SubApp) -> AmbiguitiesCount {
let schedules = sub_app.world().resource::<Schedules>();
let mut ambiguities = <HashMap<_, _>>::default();
for (_, schedule) in schedules.iter() {
let ambiguities_in_schedule = schedule.graph().conflicting_systems().len();
ambiguities.insert(schedule.label(), ambiguities_in_schedule);
}
AmbiguitiesCount(ambiguities)
}
|
Returns the number of conflicting systems per schedule.
|
count_ambiguities
|
rust
|
bevyengine/bevy
|
tests/ecs/ambiguity_detection.rs
|
https://github.com/bevyengine/bevy/blob/master/tests/ecs/ambiguity_detection.rs
|
Apache-2.0
|
fn setup_3d(
mut commands: Commands,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<StandardMaterial>>,
) {
// plane
commands.spawn((
Mesh3d(meshes.add(Plane3d::default().mesh().size(5.0, 5.0))),
MeshMaterial3d(materials.add(Color::srgb(0.3, 0.5, 0.3))),
));
// cube
commands.spawn((
Mesh3d(meshes.add(Cuboid::default())),
MeshMaterial3d(materials.add(Color::srgb(0.8, 0.7, 0.6))),
Transform::from_xyz(0.0, 0.5, 0.0),
));
// light
commands.spawn((
PointLight {
shadows_enabled: true,
..default()
},
Transform::from_xyz(4.0, 8.0, 4.0),
));
// camera
commands.spawn((
Camera3d::default(),
Transform::from_xyz(-2.0, 2.5, 5.0).looking_at(Vec3::ZERO, Vec3::Y),
));
}
|
A simple 3d scene, taken from the `3d_scene` example
|
setup_3d
|
rust
|
bevyengine/bevy
|
tests/window/minimizing.rs
|
https://github.com/bevyengine/bevy/blob/master/tests/window/minimizing.rs
|
Apache-2.0
|
fn setup_2d(mut commands: Commands) {
commands.spawn((
Camera2d,
Camera {
// render the 2d camera after the 3d camera
order: 1,
// do not use a clear color
clear_color: ClearColorConfig::None,
..default()
},
));
commands.spawn(Sprite::from_color(
Color::srgb(0.25, 0.25, 0.75),
Vec2::new(50.0, 50.0),
));
}
|
A simple 2d scene, taken from the `rect` example
|
setup_2d
|
rust
|
bevyengine/bevy
|
tests/window/minimizing.rs
|
https://github.com/bevyengine/bevy/blob/master/tests/window/minimizing.rs
|
Apache-2.0
|
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