chore: simplified layer shell example
- The layer shell example now opens only one window instead of opening multiple windows.
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@@ -28,12 +28,8 @@ fn main() {
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}),
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WaylandPlugin,
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))
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.init_resource::<NewWindowInfo>()
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.add_systems(Startup, setup)
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.add_systems(
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Update,
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(button_system, spawn_window, setup_new_window, exit_on_esc),
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)
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.add_systems(Update, (button_system, exit_on_esc))
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.run();
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}
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@@ -72,18 +68,13 @@ fn button_system(
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}
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}
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#[derive(Component, Deref, DerefMut)]
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struct WindowTimer(Timer);
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fn setup(mut commands: Commands, assets: Res<AssetServer>, windows: Query<Entity, With<Window>>) {
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for entity in &windows {
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commands.entity(entity).insert((
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LayerShellSettings {
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anchor: Anchor::TOP | Anchor::LEFT,
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layer: Layer::Bottom,
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..Default::default()
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},
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InputRegion(Rect::new(0., 0., 200., 200.)),
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));
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commands.entity(entity).insert((LayerShellSettings {
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anchor: Anchor::TOP | Anchor::LEFT,
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layer: Layer::Bottom,
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..Default::default()
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},));
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}
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// ui camera
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commands.spawn(Camera2d);
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@@ -96,69 +87,6 @@ fn exit_on_esc(keys: Res<ButtonInput<KeyCode>>) {
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}
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}
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fn spawn_window(
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mut commands: Commands,
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mut windows: Query<(Entity, &mut WindowTimer)>,
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mut new_window_info: ResMut<NewWindowInfo>,
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keys: Res<ButtonInput<KeyCode>>,
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time: Res<Time>,
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) {
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if keys.pressed(KeyCode::KeyN) {
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println!("Pressed");
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let new_window_entity = commands
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.spawn((
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Window {
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title: "UI Only Window".to_string(),
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resolution: (400., 50.).into(),
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..default()
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},
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LayerShellSettings {
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layer: Layer::Top,
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anchor: Anchor::TOP | Anchor::LEFT,
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..default()
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},
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WindowTimer(Timer::new(Duration::from_secs(5), TimerMode::Once)),
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))
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.id();
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new_window_info.entity = Some(new_window_entity);
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new_window_info.is_setup_pending = true;
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}
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}
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#[derive(Resource, Default)]
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struct NewWindowInfo {
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entity: Option<Entity>,
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is_setup_pending: bool,
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}
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fn setup_new_window(
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mut commands: Commands,
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mut window_created_events: EventReader<WindowCreated>,
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mut new_window_info: ResMut<NewWindowInfo>,
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asset_server: Res<AssetServer>, // For fonts
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) {
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for event in window_created_events.read() {
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if Some(event.window) == new_window_info.entity && new_window_info.is_setup_pending {
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info!(
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"New UI window created (ID: {:?}), setting up its camera and UI.",
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event.window
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);
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commands.spawn((
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Camera {
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target: bevy::render::camera::RenderTarget::Window(
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bevy::window::WindowRef::Entity(event.window),
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),
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clear_color: ClearColorConfig::Custom(Color::default()),
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..default()
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},
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Camera2d,
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));
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new_window_info.is_setup_pending = false; // Mark as setup complete
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}
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}
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}
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fn button(asset_server: &AssetServer) -> impl Bundle + use<> {
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(
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Node {
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