Window / Window Settings

Back to examples View in GitHub

Support Warning

WebGPU is currently only supported on Chrome starting with version 113, and only on desktop. If they don't work on your configuration, you can check the WebGL2 examples here.

window_settings.rs:
//! Illustrates how to change window settings and shows how to affect
//! the mouse pointer in various ways.

use bevy::{
    core::FrameCount,
    diagnostic::{FrameTimeDiagnosticsPlugin, LogDiagnosticsPlugin},
    prelude::*,
    window::{CursorGrabMode, PresentMode, WindowLevel, WindowTheme},
};

fn main() {
    App::new()
        .add_plugins((
            DefaultPlugins.set(WindowPlugin {
                primary_window: Some(Window {
                    title: "I am a window!".into(),
                    name: Some("bevy.app".into()),
                    resolution: (500., 300.).into(),
                    present_mode: PresentMode::AutoVsync,
                    // Tells wasm to resize the window according to the available canvas
                    fit_canvas_to_parent: true,
                    // Tells wasm not to override default event handling, like F5, Ctrl+R etc.
                    prevent_default_event_handling: false,
                    window_theme: Some(WindowTheme::Dark),
                    enabled_buttons: bevy::window::EnabledButtons {
                        maximize: false,
                        ..Default::default()
                    },
                    // This will spawn an invisible window
                    // The window will be made visible in the make_visible() system after 3 frames.
                    // This is useful when you want to avoid the white window that shows up before the GPU is ready to render the app.
                    visible: false,
                    ..default()
                }),
                ..default()
            }),
            LogDiagnosticsPlugin::default(),
            FrameTimeDiagnosticsPlugin,
        ))
        .add_systems(
            Update,
            (
                change_title,
                toggle_theme,
                toggle_cursor,
                toggle_vsync,
                toggle_window_controls,
                cycle_cursor_icon,
                switch_level,
                make_visible,
            ),
        )
        .run();
}

fn make_visible(mut window: Query<&mut Window>, frames: Res<FrameCount>) {
    // The delay may be different for your app or system.
    if frames.0 == 3 {
        // At this point the gpu is ready to show the app so we can make the window visible.
        // Alternatively, you could toggle the visibility in Startup.
        // It will work, but it will have one white frame before it starts rendering
        window.single_mut().visible = true;
    }
}

/// This system toggles the vsync mode when pressing the button V.
/// You'll see fps increase displayed in the console.
fn toggle_vsync(input: Res<ButtonInput<KeyCode>>, mut windows: Query<&mut Window>) {
    if input.just_pressed(KeyCode::KeyV) {
        let mut window = windows.single_mut();

        window.present_mode = if matches!(window.present_mode, PresentMode::AutoVsync) {
            PresentMode::AutoNoVsync
        } else {
            PresentMode::AutoVsync
        };
        info!("PRESENT_MODE: {:?}", window.present_mode);
    }
}

/// This system switches the window level when pressing the T button
/// You'll notice it won't be covered by other windows, or will be covered by all the other
/// windows depending on the level.
///
/// This feature only works on some platforms. Please check the
/// [documentation](https://docs.rs/bevy/latest/bevy/prelude/struct.Window.html#structfield.window_level)
/// for more details.

fn switch_level(input: Res<ButtonInput<KeyCode>>, mut windows: Query<&mut Window>) {
    if input.just_pressed(KeyCode::KeyT) {
        let mut window = windows.single_mut();

        window.window_level = match window.window_level {
            WindowLevel::AlwaysOnBottom => WindowLevel::Normal,
            WindowLevel::Normal => WindowLevel::AlwaysOnTop,
            WindowLevel::AlwaysOnTop => WindowLevel::AlwaysOnBottom,
        };
        info!("WINDOW_LEVEL: {:?}", window.window_level);
    }
}

/// This system 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.
fn toggle_window_controls(input: Res<ButtonInput<KeyCode>>, mut windows: Query<&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 {
        let mut window = windows.single_mut();

        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 will then change the title during execution
fn change_title(mut windows: Query<&mut Window>, time: Res<Time>) {
    let mut window = windows.single_mut();
    window.title = format!(
        "Seconds since startup: {}",
        time.elapsed().as_secs_f32().round()
    );
}

fn toggle_cursor(mut windows: Query<&mut Window>, input: Res<ButtonInput<KeyCode>>) {
    if input.just_pressed(KeyCode::Space) {
        let mut window = windows.single_mut();

        window.cursor.visible = !window.cursor.visible;
        window.cursor.grab_mode = match window.cursor.grab_mode {
            CursorGrabMode::None => CursorGrabMode::Locked,
            CursorGrabMode::Locked | CursorGrabMode::Confined => CursorGrabMode::None,
        };
    }
}

// This system will toggle the color theme used by the window
fn toggle_theme(mut windows: Query<&mut Window>, input: Res<ButtonInput<KeyCode>>) {
    if input.just_pressed(KeyCode::KeyF) {
        let mut window = windows.single_mut();

        if let Some(current_theme) = window.window_theme {
            window.window_theme = match current_theme {
                WindowTheme::Light => Some(WindowTheme::Dark),
                WindowTheme::Dark => Some(WindowTheme::Light),
            };
        }
    }
}

/// This system cycles the cursor's icon through a small set of icons when clicking
fn cycle_cursor_icon(
    mut windows: Query<&mut Window>,
    input: Res<ButtonInput<MouseButton>>,
    mut index: Local<usize>,
) {
    let mut window = windows.single_mut();

    const ICONS: &[CursorIcon] = &[
        CursorIcon::Default,
        CursorIcon::Pointer,
        CursorIcon::Wait,
        CursorIcon::Text,
        CursorIcon::Copy,
    ];

    if input.just_pressed(MouseButton::Left) {
        *index = (*index + 1) % ICONS.len();
    } else if input.just_pressed(MouseButton::Right) {
        *index = if *index == 0 {
            ICONS.len() - 1
        } else {
            *index - 1
        };
    }

    window.cursor.icon = ICONS[*index];
}