add escape and borderless
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68763ea15c
commit
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2 changed files with 27 additions and 7 deletions
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@ -5,4 +5,4 @@ edition = "2024"
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[dependencies]
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bevy = { version = "0.16.1", features = ["shader_format_glsl"] }
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bevy = "0.16.1"
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32
src/main.rs
32
src/main.rs
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@ -1,11 +1,12 @@
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//! A shader that uses the GLSL shading language.
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//! A shader that uses the WGSL shading language.
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use bevy::{
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input::common_conditions::*,
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prelude::*,
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reflect::TypePath,
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render::render_resource::{AsBindGroup, ShaderRef},
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sprite::{AlphaMode2d, Material2d, Material2dPlugin},
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window::PrimaryWindow,
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window::{PrimaryWindow, WindowMode},
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};
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const SHADER_ASSET_PATH: &str = "shaders/default.wgsl";
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@ -17,7 +18,14 @@ fn main() {
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Material2dPlugin::<CustomMaterial>::default(),
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))
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.add_systems(Startup, setup)
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.add_systems(Update, resize_fullscreen_quad)
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.add_systems(
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Update,
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(
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resize_fullscreen_quad,
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exit_app.run_if(input_just_pressed(KeyCode::Escape)),
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toggle_fullscreen.run_if(input_just_pressed(KeyCode::F11)),
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),
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)
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.run();
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}
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@ -26,9 +34,10 @@ fn setup(
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mut commands: Commands,
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mut meshes: ResMut<Assets<Mesh>>,
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mut materials: ResMut<Assets<CustomMaterial>>,
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primary_window: Single<&Window, With<PrimaryWindow>>,
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mut primary_window: Single<&mut Window, With<PrimaryWindow>>,
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) {
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// camera
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primary_window.decorations = false;
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commands.spawn(Camera2d);
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// quad that fills the whole window
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@ -36,7 +45,6 @@ fn setup(
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primary_window.resolution.width(),
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primary_window.resolution.height(),
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);
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commands.spawn((
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Mesh2d(meshes.add(Rectangle::default())),
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MeshMaterial2d(materials.add(CustomMaterial {})),
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@ -61,6 +69,18 @@ fn resize_fullscreen_quad(
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transform.scale = Vec3::new(size.x, size.y, 1.0);
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}
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fn exit_app(mut exit: EventWriter<AppExit>) {
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exit.write(AppExit::Success);
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}
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fn toggle_fullscreen(mut primary_window: Single<&mut Window, With<PrimaryWindow>>) {
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primary_window.mode = match primary_window.mode {
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WindowMode::BorderlessFullscreen(_) => WindowMode::Windowed,
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WindowMode::Windowed => WindowMode::BorderlessFullscreen(MonitorSelection::Current),
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WindowMode::Fullscreen(_, _) => WindowMode::BorderlessFullscreen(MonitorSelection::Current),
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};
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}
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// This is the struct that will be passed to your shader
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#[derive(Asset, TypePath, AsBindGroup, Clone)]
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struct CustomMaterial {}
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