//! This example illustrates how to resize windows, and how to respond to a window being resized. use bevy::{prelude::*, window::WindowResized}; fn main() { App::new() .insert_resource(ResolutionSettings { large: Vec2::new(1920.0, 1080.0), medium: Vec2::new(800.0, 600.0), small: Vec2::new(640.0, 360.0), }) .add_plugins(DefaultPlugins) .add_systems(Startup, (setup_camera, setup_ui)) .add_systems(Update, (on_resize_system, toggle_resolution)) .run(); } /// Marker component for the text that displays the current resolution. #[derive(Component)] struct ResolutionText; /// Stores the various window-resolutions we can select between. #[derive(Resource)] struct ResolutionSettings { large: Vec2, medium: Vec2, small: Vec2, } // Spawns the camera that draws UI fn setup_camera(mut commands: Commands) { commands.spawn(Camera2d); } // Spawns the UI fn setup_ui(mut commands: Commands) { // Node that fills entire background commands .spawn(Node { width: Val::Percent(100.), ..default() }) // Text where we display current resolution .with_child(( Text::new("Resolution"), TextFont { font_size: 42.0, ..default() }, ResolutionText, )); } /// This system shows how to request the window to a new resolution fn toggle_resolution( keys: Res>, mut window: Single<&mut Window>, resolution: Res, ) { 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 respond to a window being resized. /// Whenever the window is resized, the text will update with the new resolution. fn on_resize_system( mut text: Single<&mut Text, With>, mut resize_reader: EventReader, ) { for e in resize_reader.read() { // When resolution is being changed text.0 = format!("{:.1} x {:.1}", e.width, e.height); } }