bevy 0.19.0

A refreshingly simple data-driven game engine and app framework
Documentation
//! Demonstrates persistence of window position settings.
//!
//! This app saves the app window’s settings. You may resize the window, move it
//! around, and make it full screen; this example will remember those settings.
//!
//! If you close the app and restart it, the app should initialize back to the previous window position,
//! size, and mode (i.e. fullscreen) it had at closing.
use std::time::Duration;

use bevy::{
    prelude::*,
    settings::{
        ReflectSettingsGroup, SaveSettingsDeferred, SaveSettingsSync, SettingsGroup, SettingsPlugin,
    },
    window::{ExitCondition, WindowCloseRequested, WindowMode, WindowResized, WindowResolution},
};

fn main() {
    App::new()
        .add_plugins(DefaultPlugins.set(WindowPlugin {
            // We want to intercept the exit so that we can save settings.
            exit_condition: ExitCondition::DontExit,
            primary_window: Some(Window {
                title: "Settings Window".into(),
                ..default()
            }),
            ..default()
        }))
        .add_plugins(SettingsPlugin::new(
            "org.bevy.examples.persisting_window_settings",
        ))
        .add_systems(Startup, setup)
        .add_systems(Update, (on_window_close, update_window_settings))
        .add_plugins(init_window_pos)
        .run();
}

/// Settings group which remembers the current window position and size
#[derive(Resource, SettingsGroup, Reflect, Default, Clone, PartialEq)]
#[reflect(Resource, SettingsGroup, Default)]
#[settings_group(group = "window")]
struct WindowSettings {
    position: Option<IVec2>,
    size: Option<UVec2>,
    fullscreen: bool,
}

/// A "glue" plugin that copies the window settings to the actual window entity.
fn init_window_pos(app: &mut App) {
    let world = app.world_mut();
    let Some(window_settings) = world.get_resource::<WindowSettings>() else {
        return;
    };
    let window_settings = window_settings.clone();

    let Ok(mut window) = world.query::<&mut Window>().single_mut(world) else {
        warn!("window not found");
        return;
    };

    if let Some(position) = window_settings.position {
        window.position = WindowPosition::new(position);
    }

    if let Some(size) = window_settings.size {
        window.resolution = WindowResolution::new(size.x, size.y);
    }

    window.mode = if window_settings.fullscreen {
        WindowMode::BorderlessFullscreen(MonitorSelection::Current)
    } else {
        WindowMode::Windowed
    };
}

fn setup(mut commands: Commands) {
    commands.spawn((Camera::default(), Camera2d));
    commands.spawn(Node {
        width: percent(100),
        height: percent(100),
        display: Display::Flex,
        flex_direction: FlexDirection::Column,
        align_items: AlignItems::Center,
        justify_content: JustifyContent::Center,
        ..default()
    });
}

/// System which keeps the window settings up to date when the user resizes or moves the window.
fn update_window_settings(
    mut move_events: MessageReader<WindowMoved>,
    mut resize_events: MessageReader<WindowResized>,
    windows: Query<&mut Window>,
    window_settings: ResMut<WindowSettings>,
    mut commands: Commands,
) {
    let Ok(window) = windows.single() else {
        return;
    };

    let mut window_changed = false;
    for _ in move_events.read() {
        window_changed = true;
    }

    for _ in resize_events.read() {
        window_changed = true;
    }

    if window_changed && store_window_settings(window_settings, window) {
        commands.queue(SaveSettingsDeferred(Duration::from_secs_f32(0.5)));
    }
}

fn store_window_settings(mut window_settings: ResMut<WindowSettings>, window: &Window) -> bool {
    window_settings.set_if_neq(WindowSettings {
        position: match window.position {
            WindowPosition::At(pos) => Some(pos),
            _ => None,
        },
        size: Some(UVec2::new(
            window.resolution.width() as u32,
            window.resolution.height() as u32,
        )),
        fullscreen: window.mode != WindowMode::Windowed,
    })
}

fn on_window_close(mut close: MessageReader<WindowCloseRequested>, mut commands: Commands) {
    // Save settings immediately, then quit.
    if let Some(_close_event) = close.read().next() {
        commands.queue(SaveSettingsSync::IfChanged);
        commands.write_message(AppExit::Success);
    }
}