use bevy::{prelude::*, render::camera::Viewport, window::WindowMode};
const WINDOW_WIDTH: f32 = 1366.0;
const WINDOW_HEIGHT: f32 = 768.0;
fn main() {
let window = Window {
resolution: (WINDOW_WIDTH, WINDOW_HEIGHT).into(),
..default()
};
let primary_window = Some(window);
App::new()
.add_plugins(DefaultPlugins.set(WindowPlugin {
primary_window,
..default()
}))
.add_systems(Startup, startup)
.add_systems(Update, toggle_window_mode)
.run();
}
fn startup(mut cmds: Commands) {
let physical_position = UVec2::new(0, 0);
let physical_size = Vec2::new(WINDOW_WIDTH, WINDOW_HEIGHT).as_uvec2();
let viewport = Some(Viewport {
physical_position,
physical_size,
..default()
});
cmds.spawn(Camera2d).insert(Camera {
viewport,
..default()
});
}
fn toggle_window_mode(mut qry_window: Query<&mut Window>) {
let Ok(mut window) = qry_window.single_mut() else {
return;
};
window.mode = match window.mode {
WindowMode::Windowed => {
std::thread::sleep(std::time::Duration::from_secs(4));
WindowMode::Fullscreen(
MonitorSelection::Entity(entity),
VideoModeSelection::Current,
)
}
_ => {
std::thread::sleep(std::time::Duration::from_secs(4));
WindowMode::Windowed
}
};
}