Improve bevy_winit
documentation (#7609)
Redo of #7590 since I messed up my branch. # Objective - Revise docs. - Refactor event loop code a little bit to make it easier to follow. ## Solution - Do the above. --- ### Migration Guide - `UpdateMode::Reactive { max_wait: .. }` -> `UpdateMode::Reactive { wait: .. }` - `UpdateMode::ReactiveLowPower { max_wait: .. }` -> `UpdateMode::ReactiveLowPower { wait: .. }` --------- Co-authored-by: Sélène Amanita <134181069+Selene-Amanita@users.noreply.github.com>
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@ -16,17 +16,14 @@ mod winit_config;
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mod winit_windows;
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use bevy_a11y::AccessibilityRequested;
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use bevy_ecs::system::{SystemParam, SystemState};
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#[cfg(not(target_arch = "wasm32"))]
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use bevy_tasks::tick_global_task_pools_on_main_thread;
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use system::{changed_window, create_window, despawn_window, CachedWindow};
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use system::{changed_windows, create_windows, despawn_windows, CachedWindow};
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pub use winit_config::*;
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pub use winit_windows::*;
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use bevy_app::{App, AppExit, Last, Plugin};
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use bevy_ecs::event::{Events, ManualEventReader};
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use bevy_ecs::prelude::*;
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use bevy_ecs::system::{SystemParam, SystemState};
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use bevy_input::{
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keyboard::KeyboardInput,
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mouse::{MouseButtonInput, MouseMotion, MouseScrollUnit, MouseWheel},
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@ -34,9 +31,11 @@ use bevy_input::{
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touchpad::{TouchpadMagnify, TouchpadRotate},
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};
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use bevy_math::{ivec2, DVec2, Vec2};
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#[cfg(not(target_arch = "wasm32"))]
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use bevy_tasks::tick_global_task_pools_on_main_thread;
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use bevy_utils::{
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tracing::{trace, warn},
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Instant,
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Duration, Instant,
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};
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use bevy_window::{
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exit_on_all_closed, CursorEntered, CursorLeft, CursorMoved, FileDragAndDrop, Ime,
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@ -59,18 +58,23 @@ use crate::converters::convert_winit_theme;
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#[cfg(target_arch = "wasm32")]
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use crate::web_resize::{CanvasParentResizeEventChannel, CanvasParentResizePlugin};
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/// [`AndroidApp`] provides an interface to query the application state as well as monitor events (for example lifecycle and input events)
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/// [`AndroidApp`] provides an interface to query the application state as well as monitor events
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/// (for example lifecycle and input events).
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#[cfg(target_os = "android")]
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pub static ANDROID_APP: std::sync::OnceLock<AndroidApp> = std::sync::OnceLock::new();
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/// A [`Plugin`] that utilizes [`winit`] for window creation and event loop management.
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/// A [`Plugin`] that uses [`winit`] to create and manage windows, and receive window and input
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/// events.
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///
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/// This plugin will add systems and resources that sync with the [`winit`] backend and also
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/// replace the exising [`App`] runner with one that constructs an [event loop](EventLoop) to
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/// receive window and input events from the OS.
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#[derive(Default)]
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pub struct WinitPlugin;
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impl Plugin for WinitPlugin {
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fn build(&self, app: &mut App) {
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let mut event_loop_builder = EventLoopBuilder::<()>::with_user_event();
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#[cfg(target_os = "android")]
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{
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use winit::platform::android::EventLoopBuilderExtAndroid;
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@ -82,21 +86,18 @@ impl Plugin for WinitPlugin {
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);
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}
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let event_loop = event_loop_builder.build();
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app.insert_non_send_resource(event_loop);
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app.init_non_send_resource::<WinitWindows>()
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.init_resource::<WinitSettings>()
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.set_runner(winit_runner)
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// exit_on_all_closed only uses the query to determine if the query is empty,
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// and so doesn't care about ordering relative to changed_window
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.add_systems(
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Last,
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(
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changed_window.ambiguous_with(exit_on_all_closed),
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// Update the state of the window before attempting to despawn to ensure consistent event ordering
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despawn_window.after(changed_window),
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),
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// `exit_on_all_closed` only checks if windows exist but doesn't access data,
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// so we don't need to care about its ordering relative to `changed_windows`
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changed_windows.ambiguous_with(exit_on_all_closed),
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despawn_windows,
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)
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.chain(),
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);
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app.add_plugins(AccessibilityPlugin);
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@ -104,10 +105,22 @@ impl Plugin for WinitPlugin {
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#[cfg(target_arch = "wasm32")]
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app.add_plugins(CanvasParentResizePlugin);
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let event_loop = event_loop_builder.build();
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// iOS, macOS, and Android don't like it if you create windows before the event loop is
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// initialized.
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//
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// See:
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// - https://github.com/rust-windowing/winit/blob/master/README.md#macos
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// - https://github.com/rust-windowing/winit/blob/master/README.md#ios
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#[cfg(not(any(target_os = "android", target_os = "ios", target_os = "macos")))]
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{
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// Otherwise, we want to create a window before `bevy_render` initializes the renderer
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// so that we have a surface to use as a hint. This improves compatibility with `wgpu`
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// backends, especially WASM/WebGL2.
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#[cfg(not(target_arch = "wasm32"))]
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let mut create_window_system_state: SystemState<(
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Commands,
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NonSendMut<EventLoop<()>>,
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Query<(Entity, &mut Window)>,
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EventWriter<WindowCreated>,
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NonSendMut<WinitWindows>,
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@ -119,7 +132,6 @@ impl Plugin for WinitPlugin {
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#[cfg(target_arch = "wasm32")]
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let mut create_window_system_state: SystemState<(
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Commands,
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NonSendMut<EventLoop<()>>,
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Query<(Entity, &mut Window)>,
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EventWriter<WindowCreated>,
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NonSendMut<WinitWindows>,
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@ -129,15 +141,10 @@ impl Plugin for WinitPlugin {
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ResMut<CanvasParentResizeEventChannel>,
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)> = SystemState::from_world(&mut app.world);
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// And for ios and macos, we should not create window early, all ui related code should be executed inside
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// UIApplicationMain/NSApplicationMain.
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#[cfg(not(any(target_os = "android", target_os = "ios", target_os = "macos")))]
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{
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#[cfg(not(target_arch = "wasm32"))]
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let (
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commands,
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event_loop,
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mut new_windows,
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mut windows,
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event_writer,
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winit_windows,
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adapters,
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@ -148,8 +155,7 @@ impl Plugin for WinitPlugin {
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#[cfg(target_arch = "wasm32")]
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let (
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commands,
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event_loop,
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mut new_windows,
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mut windows,
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event_writer,
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winit_windows,
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adapters,
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@ -158,13 +164,10 @@ impl Plugin for WinitPlugin {
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event_channel,
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) = create_window_system_state.get_mut(&mut app.world);
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// Here we need to create a winit-window and give it a WindowHandle which the renderer can use.
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// It needs to be spawned before the start of the startup schedule, so we cannot use a regular system.
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// Instead we need to create the window and spawn it using direct world access
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create_window(
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commands,
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create_windows(
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&event_loop,
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new_windows.iter_mut(),
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commands,
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windows.iter_mut(),
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event_writer,
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winit_windows,
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adapters,
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@ -173,22 +176,23 @@ impl Plugin for WinitPlugin {
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#[cfg(target_arch = "wasm32")]
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event_channel,
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);
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}
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create_window_system_state.apply(&mut app.world);
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}
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// `winit`'s windows are bound to the event loop that created them, so the event loop must
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// be inserted as a resource here to pass it onto the runner.
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app.insert_non_send_resource(event_loop);
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}
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}
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fn run<F>(event_loop: EventLoop<()>, event_handler: F) -> !
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fn run<F, T>(event_loop: EventLoop<T>, event_handler: F) -> !
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where
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F: 'static + FnMut(Event<'_, ()>, &EventLoopWindowTarget<()>, &mut ControlFlow),
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F: 'static + FnMut(Event<'_, T>, &EventLoopWindowTarget<T>, &mut ControlFlow),
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{
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event_loop.run(event_handler)
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}
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// TODO: It may be worth moving this cfg into a procedural macro so that it can be referenced by
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// a single name instead of being copied around.
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// https://gist.github.com/jakerr/231dee4a138f7a5f25148ea8f39b382e seems to work.
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#[cfg(any(
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target_os = "windows",
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target_os = "macos",
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@ -198,9 +202,9 @@ where
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target_os = "netbsd",
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target_os = "openbsd"
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))]
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fn run_return<F>(event_loop: &mut EventLoop<()>, event_handler: F)
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fn run_return<F, T>(event_loop: &mut EventLoop<T>, event_handler: F)
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where
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F: FnMut(Event<'_, ()>, &EventLoopWindowTarget<()>, &mut ControlFlow),
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F: FnMut(Event<'_, T>, &EventLoopWindowTarget<T>, &mut ControlFlow),
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{
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use winit::platform::run_return::EventLoopExtRunReturn;
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event_loop.run_return(event_handler);
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@ -215,15 +219,16 @@ where
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target_os = "netbsd",
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target_os = "openbsd"
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)))]
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fn run_return<F>(_event_loop: &mut EventLoop<()>, _event_handler: F)
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fn run_return<F, T>(_event_loop: &mut EventLoop<T>, _event_handler: F)
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where
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F: FnMut(Event<'_, ()>, &EventLoopWindowTarget<()>, &mut ControlFlow),
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F: FnMut(Event<'_, T>, &EventLoopWindowTarget<T>, &mut ControlFlow),
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{
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panic!("Run return is not supported on this platform!")
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}
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#[derive(SystemParam)]
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struct WindowEvents<'w> {
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struct WindowAndInputEventWriters<'w> {
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// `winit` `WindowEvent`s
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window_resized: EventWriter<'w, WindowResized>,
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window_close_requested: EventWriter<'w, WindowCloseRequested>,
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window_scale_factor_changed: EventWriter<'w, WindowScaleFactorChanged>,
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@ -232,10 +237,6 @@ struct WindowEvents<'w> {
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window_moved: EventWriter<'w, WindowMoved>,
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window_theme_changed: EventWriter<'w, WindowThemeChanged>,
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window_destroyed: EventWriter<'w, WindowDestroyed>,
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}
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#[derive(SystemParam)]
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struct InputEvents<'w> {
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keyboard_input: EventWriter<'w, KeyboardInput>,
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character_input: EventWriter<'w, ReceivedCharacter>,
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mouse_button_input: EventWriter<'w, MouseButtonInput>,
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@ -244,74 +245,73 @@ struct InputEvents<'w> {
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mouse_wheel_input: EventWriter<'w, MouseWheel>,
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touch_input: EventWriter<'w, TouchInput>,
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ime_input: EventWriter<'w, Ime>,
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}
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#[derive(SystemParam)]
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struct CursorEvents<'w> {
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file_drag_and_drop: EventWriter<'w, FileDragAndDrop>,
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cursor_moved: EventWriter<'w, CursorMoved>,
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cursor_entered: EventWriter<'w, CursorEntered>,
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cursor_left: EventWriter<'w, CursorLeft>,
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// `winit` `DeviceEvent`s
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mouse_motion: EventWriter<'w, MouseMotion>,
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}
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// #[cfg(any(
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// target_os = "linux",
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// target_os = "dragonfly",
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// target_os = "freebsd",
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// target_os = "netbsd",
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// target_os = "openbsd"
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// ))]
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// pub fn winit_runner_any_thread(app: App) {
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// winit_runner_with(app, EventLoop::new_any_thread());
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// }
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/// Stores state that must persist between frames.
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struct WinitPersistentState {
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/// Tracks whether or not the application is active or suspended.
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active: bool,
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/// Tracks whether or not an event has occurred this frame that would trigger an update in low
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/// power mode. Should be reset at the end of every frame.
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low_power_event: bool,
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/// Tracks whether the event loop was started this frame because of a redraw request.
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redraw_request_sent: bool,
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/// Tracks if the event loop was started this frame because of a [`ControlFlow::WaitUntil`]
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/// timeout.
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timeout_reached: bool,
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/// Persistent state that is used to run the [`App`] according to the current
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/// [`UpdateMode`].
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struct WinitAppRunnerState {
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/// Is `true` if the app is running and not suspended.
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is_active: bool,
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/// Is `true` if a new [`WindowEvent`] has been received since the last update.
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window_event_received: bool,
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/// Is `true` if the app has requested a redraw since the last update.
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redraw_requested: bool,
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/// Is `true` if enough time has elapsed since `last_update` to run another update.
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wait_elapsed: bool,
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/// The time the last update started.
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last_update: Instant,
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/// The time the next update is scheduled to start.
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scheduled_update: Option<Instant>,
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}
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impl Default for WinitPersistentState {
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impl Default for WinitAppRunnerState {
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fn default() -> Self {
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Self {
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active: false,
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low_power_event: false,
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redraw_request_sent: false,
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timeout_reached: false,
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is_active: false,
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window_event_received: false,
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redraw_requested: false,
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wait_elapsed: false,
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last_update: Instant::now(),
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scheduled_update: None,
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}
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}
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}
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/// The default [`App::runner`] for the [`WinitPlugin`] plugin.
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///
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/// Overriding the app's [runner](bevy_app::App::runner) while using `WinitPlugin` will bypass the `EventLoop`.
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/// Overriding the app's [runner](bevy_app::App::runner) while using `WinitPlugin` will bypass the
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/// `EventLoop`.
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pub fn winit_runner(mut app: App) {
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// We remove this so that we have ownership over it.
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let mut event_loop = app
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.world
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.remove_non_send_resource::<EventLoop<()>>()
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.unwrap();
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let mut app_exit_event_reader = ManualEventReader::<AppExit>::default();
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let mut redraw_event_reader = ManualEventReader::<RequestRedraw>::default();
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let mut winit_state = WinitPersistentState::default();
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let return_from_run = app.world.resource::<WinitSettings>().return_from_run;
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app.world
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.insert_non_send_resource(event_loop.create_proxy());
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let return_from_run = app.world.resource::<WinitSettings>().return_from_run;
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let mut runner_state = WinitAppRunnerState::default();
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trace!("Entering winit event loop");
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// prepare structures to access data in the world
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let mut app_exit_event_reader = ManualEventReader::<AppExit>::default();
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let mut redraw_event_reader = ManualEventReader::<RequestRedraw>::default();
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let mut focused_window_state: SystemState<(Res<WinitSettings>, Query<&Window>)> =
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SystemState::from_world(&mut app.world);
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let mut focused_windows_state: SystemState<(Res<WinitSettings>, Query<&Window>)> =
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SystemState::new(&mut app.world);
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let mut event_writer_system_state: SystemState<(
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WindowAndInputEventWriters,
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NonSend<WinitWindows>,
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Query<(&mut Window, &mut CachedWindow)>,
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)> = SystemState::new(&mut app.world);
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#[cfg(not(target_arch = "wasm32"))]
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let mut create_window_system_state: SystemState<(
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@ -338,6 +338,7 @@ pub fn winit_runner(mut app: App) {
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let mut finished_and_setup_done = false;
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// setup up the event loop
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let event_handler = move |event: Event<()>,
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event_loop: &EventLoopWindowTarget<()>,
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control_flow: &mut ControlFlow| {
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@ -353,7 +354,6 @@ pub fn winit_runner(mut app: App) {
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app.cleanup();
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finished_and_setup_done = true;
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}
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}
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if let Some(app_exit_events) = app.world.get_resource::<Events<AppExit>>() {
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if app_exit_event_reader.iter(app_exit_events).last().is_some() {
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@ -361,69 +361,75 @@ pub fn winit_runner(mut app: App) {
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return;
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}
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}
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}
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match event {
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event::Event::NewEvents(start) => {
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let (winit_config, window_focused_query) = focused_window_state.get(&app.world);
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let app_focused = window_focused_query.iter().any(|window| window.focused);
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// Check if either the `WaitUntil` timeout was triggered by winit, or that same
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// amount of time has elapsed since the last app update. This manual check is needed
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// because we don't know if the criteria for an app update were met until the end of
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// the frame.
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let auto_timeout_reached = matches!(start, StartCause::ResumeTimeReached { .. });
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let now = Instant::now();
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let manual_timeout_reached = match winit_config.update_mode(app_focused) {
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UpdateMode::Continuous => false,
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UpdateMode::Reactive { max_wait }
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| UpdateMode::ReactiveLowPower { max_wait } => {
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now.duration_since(winit_state.last_update) >= *max_wait
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}
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};
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// The low_power_event state and timeout must be reset at the start of every frame.
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winit_state.low_power_event = false;
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winit_state.timeout_reached = auto_timeout_reached || manual_timeout_reached;
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}
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event::Event::WindowEvent {
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event,
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window_id: winit_window_id,
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..
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} => {
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// Fetch and prepare details from the world
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let mut system_state: SystemState<(
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NonSend<WinitWindows>,
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Query<(&mut Window, &mut CachedWindow)>,
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WindowEvents,
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InputEvents,
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CursorEvents,
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EventWriter<FileDragAndDrop>,
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)> = SystemState::new(&mut app.world);
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event::Event::NewEvents(start_cause) => match start_cause {
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StartCause::Init => {
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#[cfg(any(target_os = "android", target_os = "ios", target_os = "macos"))]
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{
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#[cfg(not(target_arch = "wasm32"))]
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||||
let (
|
||||
commands,
|
||||
mut windows,
|
||||
event_writer,
|
||||
winit_windows,
|
||||
mut window_query,
|
||||
mut window_events,
|
||||
mut input_events,
|
||||
mut cursor_events,
|
||||
mut file_drag_and_drop_events,
|
||||
) = system_state.get_mut(&mut app.world);
|
||||
adapters,
|
||||
handlers,
|
||||
accessibility_requested,
|
||||
) = create_window_system_state.get_mut(&mut app.world);
|
||||
|
||||
// Entity of this window
|
||||
let window_entity =
|
||||
if let Some(entity) = winit_windows.get_window_entity(winit_window_id) {
|
||||
entity
|
||||
} else {
|
||||
#[cfg(target_arch = "wasm32")]
|
||||
let (
|
||||
commands,
|
||||
mut windows,
|
||||
event_writer,
|
||||
winit_windows,
|
||||
adapters,
|
||||
handlers,
|
||||
accessibility_requested,
|
||||
event_channel,
|
||||
) = create_window_system_state.get_mut(&mut app.world);
|
||||
|
||||
create_windows(
|
||||
event_loop,
|
||||
commands,
|
||||
windows.iter_mut(),
|
||||
event_writer,
|
||||
winit_windows,
|
||||
adapters,
|
||||
handlers,
|
||||
accessibility_requested,
|
||||
#[cfg(target_arch = "wasm32")]
|
||||
event_channel,
|
||||
);
|
||||
|
||||
create_window_system_state.apply(&mut app.world);
|
||||
}
|
||||
}
|
||||
_ => {
|
||||
if let Some(t) = runner_state.scheduled_update {
|
||||
let now = Instant::now();
|
||||
let remaining = t.checked_duration_since(now).unwrap_or(Duration::ZERO);
|
||||
runner_state.wait_elapsed = remaining.is_zero();
|
||||
}
|
||||
}
|
||||
},
|
||||
event::Event::WindowEvent {
|
||||
event, window_id, ..
|
||||
} => {
|
||||
let (mut event_writers, winit_windows, mut windows) =
|
||||
event_writer_system_state.get_mut(&mut app.world);
|
||||
|
||||
let Some(window_entity) = winit_windows.get_window_entity(window_id) else {
|
||||
warn!(
|
||||
"Skipped event {:?} for unknown winit Window Id {:?}",
|
||||
event, winit_window_id
|
||||
event, window_id
|
||||
);
|
||||
return;
|
||||
};
|
||||
|
||||
let (mut window, mut cache) =
|
||||
if let Ok((window, info)) = window_query.get_mut(window_entity) {
|
||||
(window, info)
|
||||
} else {
|
||||
let Ok((mut window, mut cache)) = windows.get_mut(window_entity) else {
|
||||
warn!(
|
||||
"Window {:?} is missing `Window` component, skipping event {:?}",
|
||||
window_entity, event
|
||||
@ -431,7 +437,7 @@ pub fn winit_runner(mut app: App) {
|
||||
return;
|
||||
};
|
||||
|
||||
winit_state.low_power_event = true;
|
||||
runner_state.window_event_received = true;
|
||||
|
||||
match event {
|
||||
WindowEvent::Resized(size) => {
|
||||
@ -439,67 +445,64 @@ pub fn winit_runner(mut app: App) {
|
||||
.resolution
|
||||
.set_physical_resolution(size.width, size.height);
|
||||
|
||||
window_events.window_resized.send(WindowResized {
|
||||
event_writers.window_resized.send(WindowResized {
|
||||
window: window_entity,
|
||||
width: window.width(),
|
||||
height: window.height(),
|
||||
});
|
||||
}
|
||||
WindowEvent::CloseRequested => {
|
||||
window_events
|
||||
event_writers
|
||||
.window_close_requested
|
||||
.send(WindowCloseRequested {
|
||||
window: window_entity,
|
||||
});
|
||||
}
|
||||
WindowEvent::KeyboardInput { ref input, .. } => {
|
||||
input_events
|
||||
event_writers
|
||||
.keyboard_input
|
||||
.send(converters::convert_keyboard_input(input, window_entity));
|
||||
}
|
||||
WindowEvent::CursorMoved { position, .. } => {
|
||||
let physical_position = DVec2::new(position.x, position.y);
|
||||
|
||||
window.set_physical_cursor_position(Some(physical_position));
|
||||
|
||||
cursor_events.cursor_moved.send(CursorMoved {
|
||||
event_writers.cursor_moved.send(CursorMoved {
|
||||
window: window_entity,
|
||||
position: (physical_position / window.resolution.scale_factor())
|
||||
.as_vec2(),
|
||||
});
|
||||
}
|
||||
WindowEvent::CursorEntered { .. } => {
|
||||
cursor_events.cursor_entered.send(CursorEntered {
|
||||
event_writers.cursor_entered.send(CursorEntered {
|
||||
window: window_entity,
|
||||
});
|
||||
}
|
||||
WindowEvent::CursorLeft { .. } => {
|
||||
window.set_physical_cursor_position(None);
|
||||
|
||||
cursor_events.cursor_left.send(CursorLeft {
|
||||
event_writers.cursor_left.send(CursorLeft {
|
||||
window: window_entity,
|
||||
});
|
||||
}
|
||||
WindowEvent::MouseInput { state, button, .. } => {
|
||||
input_events.mouse_button_input.send(MouseButtonInput {
|
||||
event_writers.mouse_button_input.send(MouseButtonInput {
|
||||
button: converters::convert_mouse_button(button),
|
||||
state: converters::convert_element_state(state),
|
||||
window: window_entity,
|
||||
});
|
||||
}
|
||||
WindowEvent::TouchpadMagnify { delta, .. } => {
|
||||
input_events
|
||||
event_writers
|
||||
.touchpad_magnify_input
|
||||
.send(TouchpadMagnify(delta as f32));
|
||||
}
|
||||
WindowEvent::TouchpadRotate { delta, .. } => {
|
||||
input_events
|
||||
event_writers
|
||||
.touchpad_rotate_input
|
||||
.send(TouchpadRotate(delta));
|
||||
}
|
||||
WindowEvent::MouseWheel { delta, .. } => match delta {
|
||||
event::MouseScrollDelta::LineDelta(x, y) => {
|
||||
input_events.mouse_wheel_input.send(MouseWheel {
|
||||
event_writers.mouse_wheel_input.send(MouseWheel {
|
||||
unit: MouseScrollUnit::Line,
|
||||
x,
|
||||
y,
|
||||
@ -507,7 +510,7 @@ pub fn winit_runner(mut app: App) {
|
||||
});
|
||||
}
|
||||
event::MouseScrollDelta::PixelDelta(p) => {
|
||||
input_events.mouse_wheel_input.send(MouseWheel {
|
||||
event_writers.mouse_wheel_input.send(MouseWheel {
|
||||
unit: MouseScrollUnit::Pixel,
|
||||
x: p.x as f32,
|
||||
y: p.y as f32,
|
||||
@ -517,23 +520,21 @@ pub fn winit_runner(mut app: App) {
|
||||
},
|
||||
WindowEvent::Touch(touch) => {
|
||||
let location = touch.location.to_logical(window.resolution.scale_factor());
|
||||
|
||||
// Event
|
||||
input_events
|
||||
event_writers
|
||||
.touch_input
|
||||
.send(converters::convert_touch_input(touch, location));
|
||||
}
|
||||
WindowEvent::ReceivedCharacter(c) => {
|
||||
input_events.character_input.send(ReceivedCharacter {
|
||||
WindowEvent::ReceivedCharacter(char) => {
|
||||
event_writers.character_input.send(ReceivedCharacter {
|
||||
window: window_entity,
|
||||
char: c,
|
||||
char,
|
||||
});
|
||||
}
|
||||
WindowEvent::ScaleFactorChanged {
|
||||
scale_factor,
|
||||
new_inner_size,
|
||||
} => {
|
||||
window_events.window_backend_scale_factor_changed.send(
|
||||
event_writers.window_backend_scale_factor_changed.send(
|
||||
WindowBackendScaleFactorChanged {
|
||||
window: window_entity,
|
||||
scale_factor,
|
||||
@ -545,17 +546,14 @@ pub fn winit_runner(mut app: App) {
|
||||
let new_factor = window.resolution.scale_factor();
|
||||
|
||||
if let Some(forced_factor) = window.resolution.scale_factor_override() {
|
||||
// If there is a scale factor override, then force that to be used
|
||||
// Otherwise, use the OS suggested size
|
||||
// We have already told the OS about our resize constraints, so
|
||||
// the new_inner_size should take those into account
|
||||
// This window is overriding the OS-suggested DPI, so its physical size
|
||||
// should be set based on the overriding value. Its logical size already
|
||||
// incorporates any resize constraints.
|
||||
*new_inner_size =
|
||||
winit::dpi::LogicalSize::new(window.width(), window.height())
|
||||
.to_physical::<u32>(forced_factor);
|
||||
// TODO: Should this not trigger a WindowsScaleFactorChanged?
|
||||
} else if approx::relative_ne!(new_factor, prior_factor) {
|
||||
// Trigger a change event if they are approximately different
|
||||
window_events.window_scale_factor_changed.send(
|
||||
event_writers.window_scale_factor_changed.send(
|
||||
WindowScaleFactorChanged {
|
||||
window: window_entity,
|
||||
scale_factor,
|
||||
@ -568,7 +566,7 @@ pub fn winit_runner(mut app: App) {
|
||||
if approx::relative_ne!(window.width(), new_logical_width)
|
||||
|| approx::relative_ne!(window.height(), new_logical_height)
|
||||
{
|
||||
window_events.window_resized.send(WindowResized {
|
||||
event_writers.window_resized.send(WindowResized {
|
||||
window: window_entity,
|
||||
width: new_logical_width,
|
||||
height: new_logical_height,
|
||||
@ -579,68 +577,70 @@ pub fn winit_runner(mut app: App) {
|
||||
.set_physical_resolution(new_inner_size.width, new_inner_size.height);
|
||||
}
|
||||
WindowEvent::Focused(focused) => {
|
||||
// Component
|
||||
window.focused = focused;
|
||||
|
||||
window_events.window_focused.send(WindowFocused {
|
||||
event_writers.window_focused.send(WindowFocused {
|
||||
window: window_entity,
|
||||
focused,
|
||||
});
|
||||
}
|
||||
WindowEvent::DroppedFile(path_buf) => {
|
||||
file_drag_and_drop_events.send(FileDragAndDrop::DroppedFile {
|
||||
event_writers
|
||||
.file_drag_and_drop
|
||||
.send(FileDragAndDrop::DroppedFile {
|
||||
window: window_entity,
|
||||
path_buf,
|
||||
});
|
||||
}
|
||||
WindowEvent::HoveredFile(path_buf) => {
|
||||
file_drag_and_drop_events.send(FileDragAndDrop::HoveredFile {
|
||||
event_writers
|
||||
.file_drag_and_drop
|
||||
.send(FileDragAndDrop::HoveredFile {
|
||||
window: window_entity,
|
||||
path_buf,
|
||||
});
|
||||
}
|
||||
WindowEvent::HoveredFileCancelled => {
|
||||
file_drag_and_drop_events.send(FileDragAndDrop::HoveredFileCanceled {
|
||||
event_writers.file_drag_and_drop.send(
|
||||
FileDragAndDrop::HoveredFileCanceled {
|
||||
window: window_entity,
|
||||
});
|
||||
},
|
||||
);
|
||||
}
|
||||
WindowEvent::Moved(position) => {
|
||||
let position = ivec2(position.x, position.y);
|
||||
|
||||
window.position.set(position);
|
||||
|
||||
window_events.window_moved.send(WindowMoved {
|
||||
event_writers.window_moved.send(WindowMoved {
|
||||
entity: window_entity,
|
||||
position,
|
||||
});
|
||||
}
|
||||
WindowEvent::Ime(event) => match event {
|
||||
event::Ime::Preedit(value, cursor) => {
|
||||
input_events.ime_input.send(Ime::Preedit {
|
||||
event_writers.ime_input.send(Ime::Preedit {
|
||||
window: window_entity,
|
||||
value,
|
||||
cursor,
|
||||
});
|
||||
}
|
||||
event::Ime::Commit(value) => input_events.ime_input.send(Ime::Commit {
|
||||
event::Ime::Commit(value) => event_writers.ime_input.send(Ime::Commit {
|
||||
window: window_entity,
|
||||
value,
|
||||
}),
|
||||
event::Ime::Enabled => input_events.ime_input.send(Ime::Enabled {
|
||||
event::Ime::Enabled => event_writers.ime_input.send(Ime::Enabled {
|
||||
window: window_entity,
|
||||
}),
|
||||
event::Ime::Disabled => input_events.ime_input.send(Ime::Disabled {
|
||||
event::Ime::Disabled => event_writers.ime_input.send(Ime::Disabled {
|
||||
window: window_entity,
|
||||
}),
|
||||
},
|
||||
WindowEvent::ThemeChanged(theme) => {
|
||||
window_events.window_theme_changed.send(WindowThemeChanged {
|
||||
event_writers.window_theme_changed.send(WindowThemeChanged {
|
||||
window: window_entity,
|
||||
theme: convert_winit_theme(theme),
|
||||
});
|
||||
}
|
||||
WindowEvent::Destroyed => {
|
||||
window_events.window_destroyed.send(WindowDestroyed {
|
||||
event_writers.window_destroyed.send(WindowDestroyed {
|
||||
window: window_entity,
|
||||
});
|
||||
}
|
||||
@ -655,95 +655,94 @@ pub fn winit_runner(mut app: App) {
|
||||
event: DeviceEvent::MouseMotion { delta: (x, y) },
|
||||
..
|
||||
} => {
|
||||
let mut system_state: SystemState<EventWriter<MouseMotion>> =
|
||||
SystemState::new(&mut app.world);
|
||||
let mut mouse_motion = system_state.get_mut(&mut app.world);
|
||||
|
||||
mouse_motion.send(MouseMotion {
|
||||
let (mut event_writers, _, _) = event_writer_system_state.get_mut(&mut app.world);
|
||||
event_writers.mouse_motion.send(MouseMotion {
|
||||
delta: Vec2::new(x as f32, y as f32),
|
||||
});
|
||||
}
|
||||
event::Event::Suspended => {
|
||||
winit_state.active = false;
|
||||
runner_state.is_active = false;
|
||||
#[cfg(target_os = "android")]
|
||||
{
|
||||
// Bevy doesn't support suspend/resume so we just exit
|
||||
// and Android will restart the application on resume
|
||||
// TODO: Save save some state and load on resume
|
||||
// Android sending this event invalidates all render surfaces.
|
||||
// TODO
|
||||
// Upon resume, check if the new render surfaces are compatible with the
|
||||
// existing render device. If not (which should basically never happen),
|
||||
// then try to rebuild the renderer.
|
||||
*control_flow = ControlFlow::Exit;
|
||||
}
|
||||
}
|
||||
event::Event::Resumed => {
|
||||
winit_state.active = true;
|
||||
runner_state.is_active = true;
|
||||
}
|
||||
event::Event::MainEventsCleared => {
|
||||
let (winit_config, window_focused_query) = focused_window_state.get(&app.world);
|
||||
|
||||
let update = if winit_state.active {
|
||||
// True if _any_ windows are currently being focused
|
||||
let app_focused = window_focused_query.iter().any(|window| window.focused);
|
||||
match winit_config.update_mode(app_focused) {
|
||||
UpdateMode::Continuous | UpdateMode::Reactive { .. } => true,
|
||||
if runner_state.is_active {
|
||||
let (config, windows) = focused_windows_state.get(&app.world);
|
||||
let focused = windows.iter().any(|window| window.focused);
|
||||
let should_update = match config.update_mode(focused) {
|
||||
UpdateMode::Continuous | UpdateMode::Reactive { .. } => {
|
||||
// `Reactive`: In order for `event_handler` to have been called, either
|
||||
// we received a window or raw input event, the `wait` elapsed, or a
|
||||
// redraw was requested (by the app or the OS). There are no other
|
||||
// conditions, so we can just return `true` here.
|
||||
true
|
||||
}
|
||||
UpdateMode::ReactiveLowPower { .. } => {
|
||||
winit_state.low_power_event
|
||||
|| winit_state.redraw_request_sent
|
||||
|| winit_state.timeout_reached
|
||||
runner_state.wait_elapsed
|
||||
|| runner_state.redraw_requested
|
||||
|| runner_state.window_event_received
|
||||
}
|
||||
}
|
||||
} else {
|
||||
false
|
||||
};
|
||||
|
||||
if update && finished_and_setup_done {
|
||||
winit_state.last_update = Instant::now();
|
||||
if finished_and_setup_done && should_update {
|
||||
// reset these on each update
|
||||
runner_state.wait_elapsed = false;
|
||||
runner_state.window_event_received = false;
|
||||
runner_state.redraw_requested = false;
|
||||
runner_state.last_update = Instant::now();
|
||||
|
||||
app.update();
|
||||
}
|
||||
}
|
||||
Event::RedrawEventsCleared => {
|
||||
{
|
||||
// Fetch from world
|
||||
let (winit_config, window_focused_query) = focused_window_state.get(&app.world);
|
||||
|
||||
// True if _any_ windows are currently being focused
|
||||
let app_focused = window_focused_query.iter().any(|window| window.focused);
|
||||
|
||||
let now = Instant::now();
|
||||
use UpdateMode::*;
|
||||
*control_flow = match winit_config.update_mode(app_focused) {
|
||||
Continuous => ControlFlow::Poll,
|
||||
Reactive { max_wait } | ReactiveLowPower { max_wait } => {
|
||||
if let Some(instant) = now.checked_add(*max_wait) {
|
||||
ControlFlow::WaitUntil(instant)
|
||||
// decide when to run the next update
|
||||
let (config, windows) = focused_windows_state.get(&app.world);
|
||||
let focused = windows.iter().any(|window| window.focused);
|
||||
match config.update_mode(focused) {
|
||||
UpdateMode::Continuous => *control_flow = ControlFlow::Poll,
|
||||
UpdateMode::Reactive { wait }
|
||||
| UpdateMode::ReactiveLowPower { wait } => {
|
||||
if let Some(next) = runner_state.last_update.checked_add(*wait) {
|
||||
runner_state.scheduled_update = Some(next);
|
||||
*control_flow = ControlFlow::WaitUntil(next);
|
||||
} else {
|
||||
ControlFlow::Wait
|
||||
runner_state.scheduled_update = None;
|
||||
*control_flow = ControlFlow::Wait;
|
||||
}
|
||||
}
|
||||
};
|
||||
}
|
||||
|
||||
// This block needs to run after `app.update()` in `MainEventsCleared`. Otherwise,
|
||||
// we won't be able to see redraw requests until the next event, defeating the
|
||||
// purpose of a redraw request!
|
||||
let mut redraw = false;
|
||||
if let Some(app_redraw_events) = app.world.get_resource::<Events<RequestRedraw>>() {
|
||||
if let Some(app_redraw_events) =
|
||||
app.world.get_resource::<Events<RequestRedraw>>()
|
||||
{
|
||||
if redraw_event_reader.iter(app_redraw_events).last().is_some() {
|
||||
runner_state.redraw_requested = true;
|
||||
*control_flow = ControlFlow::Poll;
|
||||
redraw = true;
|
||||
}
|
||||
}
|
||||
|
||||
winit_state.redraw_request_sent = redraw;
|
||||
if let Some(app_exit_events) = app.world.get_resource::<Events<AppExit>>() {
|
||||
if app_exit_event_reader.iter(app_exit_events).last().is_some() {
|
||||
*control_flow = ControlFlow::Exit;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
_ => (),
|
||||
}
|
||||
|
||||
if winit_state.active {
|
||||
// create any new windows
|
||||
// (even if app did not update, some may have been created by plugin setup)
|
||||
#[cfg(not(target_arch = "wasm32"))]
|
||||
let (
|
||||
commands,
|
||||
mut new_windows,
|
||||
created_window_writer,
|
||||
mut windows,
|
||||
event_writer,
|
||||
winit_windows,
|
||||
adapters,
|
||||
handlers,
|
||||
@ -753,34 +752,36 @@ pub fn winit_runner(mut app: App) {
|
||||
#[cfg(target_arch = "wasm32")]
|
||||
let (
|
||||
commands,
|
||||
mut new_windows,
|
||||
created_window_writer,
|
||||
mut windows,
|
||||
event_writer,
|
||||
winit_windows,
|
||||
adapters,
|
||||
handlers,
|
||||
accessibility_requested,
|
||||
canvas_parent_resize_channel,
|
||||
event_channel,
|
||||
) = create_window_system_state.get_mut(&mut app.world);
|
||||
|
||||
// Responsible for creating new windows
|
||||
create_window(
|
||||
commands,
|
||||
create_windows(
|
||||
event_loop,
|
||||
new_windows.iter_mut(),
|
||||
created_window_writer,
|
||||
commands,
|
||||
windows.iter_mut(),
|
||||
event_writer,
|
||||
winit_windows,
|
||||
adapters,
|
||||
handlers,
|
||||
accessibility_requested,
|
||||
#[cfg(target_arch = "wasm32")]
|
||||
canvas_parent_resize_channel,
|
||||
event_channel,
|
||||
);
|
||||
|
||||
create_window_system_state.apply(&mut app.world);
|
||||
}
|
||||
}
|
||||
_ => (),
|
||||
}
|
||||
};
|
||||
|
||||
// If true, returns control from Winit back to the main Bevy loop
|
||||
trace!("starting winit event loop");
|
||||
if return_from_run {
|
||||
run_return(&mut event_loop, event_handler);
|
||||
} else {
|
||||
|
@ -30,14 +30,15 @@ use crate::{
|
||||
get_best_videomode, get_fitting_videomode, WinitWindows,
|
||||
};
|
||||
|
||||
/// System responsible for creating new windows whenever a [`Window`] component is added
|
||||
/// to an entity.
|
||||
/// Creates new windows on the [`winit`] backend for each entity with a newly-added
|
||||
/// [`Window`] component.
|
||||
///
|
||||
/// This will default any necessary components if they are not already added.
|
||||
/// If any of these entities are missing required components, those will be added with their
|
||||
/// default values.
|
||||
#[allow(clippy::too_many_arguments)]
|
||||
pub(crate) fn create_window<'a>(
|
||||
mut commands: Commands,
|
||||
pub(crate) fn create_windows<'a>(
|
||||
event_loop: &EventLoopWindowTarget<()>,
|
||||
mut commands: Commands,
|
||||
created_windows: impl Iterator<Item = (Entity, Mut<'a, Window>)>,
|
||||
mut event_writer: EventWriter<WindowCreated>,
|
||||
mut winit_windows: NonSendMut<WinitWindows>,
|
||||
@ -103,7 +104,7 @@ pub(crate) fn create_window<'a>(
|
||||
#[derive(Debug, Clone, Resource)]
|
||||
pub struct WindowTitleCache(HashMap<Entity, String>);
|
||||
|
||||
pub(crate) fn despawn_window(
|
||||
pub(crate) fn despawn_windows(
|
||||
mut closed: RemovedComponents<Window>,
|
||||
window_entities: Query<&Window>,
|
||||
mut close_events: EventWriter<WindowClosed>,
|
||||
@ -126,14 +127,15 @@ pub struct CachedWindow {
|
||||
pub window: Window,
|
||||
}
|
||||
|
||||
// Detect changes to the window and update the winit window accordingly.
|
||||
//
|
||||
// Notes:
|
||||
// - [`Window::present_mode`] and [`Window::composite_alpha_mode`] updating should be handled in the bevy render crate.
|
||||
// - [`Window::transparent`] currently cannot be updated after startup for winit.
|
||||
// - [`Window::canvas`] currently cannot be updated after startup, not entirely sure if it would work well with the
|
||||
// event channel stuff.
|
||||
pub(crate) fn changed_window(
|
||||
/// Propagates changes from [`Window`] entities to the [`winit`] backend.
|
||||
///
|
||||
/// # Notes
|
||||
///
|
||||
/// - [`Window::present_mode`] and [`Window::composite_alpha_mode`] changes are handled by the `bevy_render` crate.
|
||||
/// - [`Window::transparent`] cannot be changed after the window is created.
|
||||
/// - [`Window::canvas`] cannot be changed after the window is created.
|
||||
/// - [`Window::focused`] cannot be manually changed to `false` after the window is created.
|
||||
pub(crate) fn changed_windows(
|
||||
mut changed_windows: Query<(Entity, &mut Window, &mut CachedWindow), Changed<Window>>,
|
||||
winit_windows: NonSendMut<WinitWindows>,
|
||||
) {
|
||||
|
@ -1,57 +1,66 @@
|
||||
use bevy_ecs::system::Resource;
|
||||
use bevy_utils::Duration;
|
||||
|
||||
/// A resource for configuring usage of the [`winit`] library.
|
||||
/// Settings for the [`WinitPlugin`](super::WinitPlugin).
|
||||
#[derive(Debug, Resource)]
|
||||
pub struct WinitSettings {
|
||||
/// Configures `winit` to return control to the caller after exiting the
|
||||
/// event loop, enabling [`App::run()`](bevy_app::App::run()) to return.
|
||||
/// Controls how the [`EventLoop`](winit::event_loop::EventLoop) is deployed.
|
||||
///
|
||||
/// By default, [`return_from_run`](Self::return_from_run) is `false` and *Bevy*
|
||||
/// will use `winit`'s
|
||||
/// [`EventLoop::run()`](https://docs.rs/winit/latest/winit/event_loop/struct.EventLoop.html#method.run)
|
||||
/// to initiate the event loop.
|
||||
/// [`EventLoop::run()`](https://docs.rs/winit/latest/winit/event_loop/struct.EventLoop.html#method.run)
|
||||
/// will never return but will terminate the process after the event loop exits.
|
||||
/// - If this value is set to `false` (default), [`run`] is called, and exiting the loop will
|
||||
/// terminate the program.
|
||||
/// - If this value is set to `true`, [`run_return`] is called, and exiting the loop will
|
||||
/// return control to the caller.
|
||||
///
|
||||
/// Setting [`return_from_run`](Self::return_from_run) to `true` will cause *Bevy*
|
||||
/// to use `winit`'s
|
||||
/// [`EventLoopExtRunReturn::run_return()`](https://docs.rs/winit/latest/winit/platform/run_return/trait.EventLoopExtRunReturn.html#tymethod.run_return)
|
||||
/// instead which is strongly discouraged by the `winit` authors.
|
||||
/// **Note:** This cannot be changed while the loop is running. `winit` also discourages use of
|
||||
/// `run_return`.
|
||||
///
|
||||
/// # Supported platforms
|
||||
///
|
||||
/// This feature is only available on the following desktop `target_os` configurations:
|
||||
/// `windows`, `macos`, `linux`, `dragonfly`, `freebsd`, `netbsd`, and `openbsd`.
|
||||
/// `run_return` is only available on the following `target_os` environments:
|
||||
/// - `windows`
|
||||
/// - `macos`
|
||||
/// - `linux`
|
||||
/// - `freebsd`
|
||||
/// - `openbsd`
|
||||
/// - `netbsd`
|
||||
/// - `dragonfly`
|
||||
///
|
||||
/// Setting [`return_from_run`](Self::return_from_run) to `true` on
|
||||
/// unsupported platforms will cause [`App::run()`](bevy_app::App::run()) to panic!
|
||||
/// The runner will panic if this is set to `true` on other platforms.
|
||||
///
|
||||
/// [`run`]: https://docs.rs/winit/latest/winit/event_loop/struct.EventLoop.html#method.run
|
||||
/// [`run_return`]: https://docs.rs/winit/latest/winit/platform/run_return/trait.EventLoopExtRunReturn.html#tymethod.run_return
|
||||
pub return_from_run: bool,
|
||||
/// Configures how the winit event loop updates while the window is focused.
|
||||
/// Determines how frequently the application can update when it has focus.
|
||||
pub focused_mode: UpdateMode,
|
||||
/// Configures how the winit event loop updates while the window is *not* focused.
|
||||
/// Determines how frequently the application can update when it's out of focus.
|
||||
pub unfocused_mode: UpdateMode,
|
||||
}
|
||||
|
||||
impl WinitSettings {
|
||||
/// Configure winit with common settings for a game.
|
||||
/// Default settings for games.
|
||||
pub fn game() -> Self {
|
||||
WinitSettings::default()
|
||||
}
|
||||
|
||||
/// Configure winit with common settings for a desktop application.
|
||||
/// Default settings for desktop applications.
|
||||
///
|
||||
/// [`Reactive`](UpdateMode::Reactive) if windows have focus,
|
||||
/// [`ReactiveLowPower`](UpdateMode::ReactiveLowPower) otherwise.
|
||||
pub fn desktop_app() -> Self {
|
||||
WinitSettings {
|
||||
focused_mode: UpdateMode::Reactive {
|
||||
max_wait: Duration::from_secs(5),
|
||||
wait: Duration::from_secs(5),
|
||||
},
|
||||
unfocused_mode: UpdateMode::ReactiveLowPower {
|
||||
max_wait: Duration::from_secs(60),
|
||||
wait: Duration::from_secs(60),
|
||||
},
|
||||
..Default::default()
|
||||
}
|
||||
}
|
||||
|
||||
/// Gets the configured [`UpdateMode`] depending on whether the window is focused or not
|
||||
/// Returns the current [`UpdateMode`].
|
||||
///
|
||||
/// **Note:** The output depends on whether the window has focus or not.
|
||||
pub fn update_mode(&self, focused: bool) -> &UpdateMode {
|
||||
match focused {
|
||||
true => &self.focused_mode,
|
||||
@ -59,6 +68,7 @@ impl WinitSettings {
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
impl Default for WinitSettings {
|
||||
fn default() -> Self {
|
||||
WinitSettings {
|
||||
@ -69,45 +79,45 @@ impl Default for WinitSettings {
|
||||
}
|
||||
}
|
||||
|
||||
/// Configure how the winit event loop should update.
|
||||
#[derive(Debug)]
|
||||
#[allow(clippy::doc_markdown)]
|
||||
/// Determines how frequently an [`App`](bevy_app::App) should update.
|
||||
///
|
||||
/// **Note:** This setting is independent of VSync. VSync is controlled by a window's
|
||||
/// [`PresentMode`](bevy_window::PresentMode) setting. If an app can update faster than the refresh
|
||||
/// rate, but VSync is enabled, the update rate will be indirectly limited by the renderer.
|
||||
#[derive(Debug, Clone, Copy)]
|
||||
pub enum UpdateMode {
|
||||
/// The event loop will update continuously, running as fast as possible.
|
||||
/// The [`App`](bevy_app::App) will update over and over, as fast as it possibly can, until an
|
||||
/// [`AppExit`](bevy_app::AppExit) event appears.
|
||||
Continuous,
|
||||
/// The event loop will only update if there is a winit event, a redraw is requested, or the
|
||||
/// maximum wait time has elapsed.
|
||||
///
|
||||
/// ## Note
|
||||
///
|
||||
/// Once the app has executed all bevy systems and reaches the end of the event loop, there is
|
||||
/// no way to force the app to wake and update again, unless a `winit` event (such as user
|
||||
/// input, or the window being resized) is received or the time limit is reached.
|
||||
/// The [`App`](bevy_app::App) will update in response to the following, until an
|
||||
/// [`AppExit`](bevy_app::AppExit) event appears:
|
||||
/// - `wait` time has elapsed since the previous update
|
||||
/// - a redraw has been requested by [`RequestRedraw`](bevy_window::RequestRedraw)
|
||||
/// - new [window](`winit::event::WindowEvent`) or [raw input](`winit::event::DeviceEvent`)
|
||||
/// events have appeared
|
||||
Reactive {
|
||||
/// The maximum time to wait before the event loop runs again.
|
||||
/// The minimum time from the start of one update to the next.
|
||||
///
|
||||
/// Note that Bevy will wait indefinitely if the duration is too high (such as [`Duration::MAX`]).
|
||||
max_wait: Duration,
|
||||
/// **Note:** This has no upper limit.
|
||||
/// The [`App`](bevy_app::App) will wait indefinitely if you set this to [`Duration::MAX`].
|
||||
wait: Duration,
|
||||
},
|
||||
/// The event loop will only update if there is a winit event from direct interaction with the
|
||||
/// window (e.g. mouseover), a redraw is requested, or the maximum wait time has elapsed.
|
||||
/// The [`App`](bevy_app::App) will update in response to the following, until an
|
||||
/// [`AppExit`](bevy_app::AppExit) event appears:
|
||||
/// - `wait` time has elapsed since the previous update
|
||||
/// - a redraw has been requested by [`RequestRedraw`](bevy_window::RequestRedraw)
|
||||
/// - new [window events](`winit::event::WindowEvent`) have appeared
|
||||
///
|
||||
/// ## Note
|
||||
///
|
||||
/// Once the app has executed all bevy systems and reaches the end of the event loop, there is
|
||||
/// no way to force the app to wake and update again, unless a `winit` event (such as user
|
||||
/// input, or the window being resized) is received or the time limit is reached.
|
||||
///
|
||||
/// ## Differences from [`UpdateMode::Reactive`]
|
||||
///
|
||||
/// Unlike [`UpdateMode::Reactive`], this mode will ignore winit events that aren't directly
|
||||
/// caused by interaction with the window. For example, you might want to use this mode when the
|
||||
/// window is not focused, to only re-draw your bevy app when the cursor is over the window, but
|
||||
/// not when the mouse moves somewhere else on the screen. This helps to significantly reduce
|
||||
/// power consumption by only updated the app when absolutely necessary.
|
||||
/// **Note:** Unlike [`Reactive`](`UpdateMode::Reactive`), this mode will ignore events that
|
||||
/// don't come from interacting with a window, like [`MouseMotion`](winit::event::DeviceEvent::MouseMotion).
|
||||
/// Use this mode if, for example, you only want your app to update when the mouse cursor is
|
||||
/// moving over a window, not just moving in general. This can greatly reduce power consumption.
|
||||
ReactiveLowPower {
|
||||
/// The maximum time to wait before the event loop runs again.
|
||||
/// The minimum time from the start of one update to the next.
|
||||
///
|
||||
/// Note that Bevy will wait indefinitely if the duration is too high (such as [`Duration::MAX`]).
|
||||
max_wait: Duration,
|
||||
/// **Note:** This has no upper limit.
|
||||
/// The [`App`](bevy_app::App) will wait indefinitely if you set this to [`Duration::MAX`].
|
||||
wait: Duration,
|
||||
},
|
||||
}
|
||||
|
@ -21,7 +21,8 @@ use crate::{
|
||||
converters::{convert_enabled_buttons, convert_window_level, convert_window_theme},
|
||||
};
|
||||
|
||||
/// A resource which maps window entities to [`winit`] library windows.
|
||||
/// A resource mapping window entities to their [`winit`]-backend [`Window`](winit::window::Window)
|
||||
/// states.
|
||||
#[derive(Debug, Default)]
|
||||
pub struct WinitWindows {
|
||||
/// Stores [`winit`] windows by window identifier.
|
||||
@ -30,10 +31,9 @@ pub struct WinitWindows {
|
||||
pub entity_to_winit: HashMap<Entity, winit::window::WindowId>,
|
||||
/// Maps `winit` window identifiers to entities.
|
||||
pub winit_to_entity: HashMap<winit::window::WindowId, Entity>,
|
||||
|
||||
// Some winit functions, such as `set_window_icon` can only be used from the main thread. If
|
||||
// they are used in another thread, the app will hang. This marker ensures `WinitWindows` is
|
||||
// only ever accessed with bevy's non-send functions and in NonSend systems.
|
||||
// Many `winit` window functions (e.g. `set_window_icon`) can only be called on the main thread.
|
||||
// If they're called on other threads, the program might hang. This marker indicates that this
|
||||
// type is not thread-safe and will be `!Send` and `!Sync`.
|
||||
_not_send_sync: core::marker::PhantomData<*const ()>,
|
||||
}
|
||||
|
||||
@ -169,15 +169,15 @@ impl WinitWindows {
|
||||
handlers.insert(entity, handler);
|
||||
winit_window.set_visible(true);
|
||||
|
||||
// Do not set the grab mode on window creation if it's none, this can fail on mobile
|
||||
// Do not set the grab mode on window creation if it's none. It can fail on mobile.
|
||||
if window.cursor.grab_mode != CursorGrabMode::None {
|
||||
attempt_grab(&winit_window, window.cursor.grab_mode);
|
||||
}
|
||||
|
||||
winit_window.set_cursor_visible(window.cursor.visible);
|
||||
|
||||
// Do not set the cursor hittest on window creation if it's false, as it will always fail on some
|
||||
// platforms and log an unfixable warning.
|
||||
// Do not set the cursor hittest on window creation if it's false, as it will always fail on
|
||||
// some platforms and log an unfixable warning.
|
||||
if !window.cursor.hit_test {
|
||||
if let Err(err) = winit_window.set_cursor_hittest(window.cursor.hit_test) {
|
||||
warn!(
|
||||
@ -231,7 +231,7 @@ impl WinitWindows {
|
||||
/// This should mostly just be called when the window is closing.
|
||||
pub fn remove_window(&mut self, entity: Entity) -> Option<winit::window::Window> {
|
||||
let winit_id = self.entity_to_winit.remove(&entity)?;
|
||||
// Don't remove from winit_to_window_id, to track that we used to know about this winit window
|
||||
// Don't remove from `winit_to_window_id` so we know the window used to exist.
|
||||
self.windows.remove(&winit_id)
|
||||
}
|
||||
}
|
||||
@ -346,8 +346,8 @@ pub fn winit_window_position(
|
||||
if let Some(monitor) = maybe_monitor {
|
||||
let screen_size = monitor.size();
|
||||
|
||||
// We use the monitors scale factor here since WindowResolution.scale_factor
|
||||
// is not yet populated when windows are created at plugin setup
|
||||
// We use the monitors scale factor here since `WindowResolution.scale_factor` is
|
||||
// not yet populated when windows are created during plugin setup.
|
||||
let scale_factor = monitor.scale_factor();
|
||||
|
||||
// Logical to physical window size
|
||||
|
@ -20,7 +20,7 @@ fn main() {
|
||||
.insert_resource(WinitSettings {
|
||||
focused_mode: bevy::winit::UpdateMode::Continuous,
|
||||
unfocused_mode: bevy::winit::UpdateMode::ReactiveLowPower {
|
||||
max_wait: Duration::from_millis(10),
|
||||
wait: Duration::from_millis(10),
|
||||
},
|
||||
..default()
|
||||
})
|
||||
|
Loading…
Reference in New Issue
Block a user