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Feature/issue 1031 window icon #2268
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KirmesBude
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aa8cae7
issue-1031: Add base functionality to change window icon at runtime
KirmesBude 2cd4c3f
issue-1031: Change window icon at runtime
KirmesBude f69eff8
issue-1031: Texture Handle solution with cyclic dependency
KirmesBude b6d555e
issue-1031: Fix simple review comments
KirmesBude 9fde637
issue-1031: Establish dependency on bevy_render in bevy_winit
KirmesBude bca3954
issue-1031: Add set_icon_path, set_icon and clear_icon
KirmesBude 177b8c9
issue-1031: initial icon_path solution
KirmesBude 9f041c4
issue-1031: implement better (?) system for window icon changes
KirmesBude 8a6a1e2
issue-1031: Implement some improvements
KirmesBude f70a098
issue-1031: Do not expose command queue
KirmesBude 7dc13a2
issue-1031: Quick fix so icon is not loaded every loop
KirmesBude 796f854
issue-1031: Some small fixes
KirmesBude 3bfd68c
issue-1031: Use Entry API
KirmesBude 984a8e4
issue-1031: Further improve the map handling
KirmesBude 85e870d
issue-1031: reimplement winit BadIcon error
KirmesBude d6eb2f5
issue-1031: Unwrap texture from handle
KirmesBude cba2b2e
issue-1031: Small changes, documentation, comments
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Something to consider with this system, is that it gets executed each frame.
I'm curious if we can find some fun way to only have it execute when a window's icon is updated, or when the asset server has loaded it's value.
Probably not, but it's something to think about 😅
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Hmm, yes.
We could do a roundabout way via a command to bevy_winit and an event from there, but I dont think we should involve bevy_winit for that.