Window / Window Settings

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This example is running in WebGL2 and should work in most browsers. You can check the WebGPU examples here.

//! 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 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];
}