Split `ExtractedWindows` into entities and respective components
- Dominant language
- Rust
- Stars
- 48.2k
- Forks
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- Avg merge
- 3d 16h
- Merged PRs (30d)
- 171
Description
## What problem does this solve or what need does it fill?
With the [Window as Entities](https://github.com/bevyengine/bevy/pull/5589) PR, @inodentry brought up a good point related to the extraction code for windows: https://github.com/bevyengine/bevy/pull/5589#discussion_r1060369351
## What solution would you like?
Have the extraction code copy over the `Window` component as well as having an `ExtractedWindow` component that would have the swap frame/other rendering specific details in it.
## What alternative(s) have you considered?
Leaving it as is, but this seems like a good code quality improvement.
## Additional context
https://github.com/bevyengine/bevy/pull/5589
https://github.com/bevyengine/bevy/pull/5589#discussion_r1060369351
Contributor guide
Research direction
Start by reading the linked Window as Entities PR (#5589) and its extraction discussion, then locate the current window extraction code in the repository. The work is done when extraction copies the Window component separately from an ExtractedWindow component containing swap-frame and other rendering-specific details.
Written by the indexing model from the issue text.
Assessment
- Tech stack
- rust
- Domain
- computer-graphics, game-dev
- Issue type
- Refactor
- Difficulty
- 4/5
- Estimated time
- 3-5 days
- Activity status
- Stale
- Clarity
- Mostly clear
- Newbie friendliness
- 45/100