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>
This commit is contained in:
Cameron 2023-07-31 14:41:59 -07:00 committed by GitHub
parent da59de956f
commit c0510c87ff
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5 changed files with 415 additions and 402 deletions

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@ -16,17 +16,14 @@ mod winit_config;
mod winit_windows;
use bevy_a11y::AccessibilityRequested;
use bevy_ecs::system::{SystemParam, SystemState};
#[cfg(not(target_arch = "wasm32"))]
use bevy_tasks::tick_global_task_pools_on_main_thread;
use system::{changed_window, create_window, despawn_window, CachedWindow};
use system::{changed_windows, create_windows, despawn_windows, CachedWindow};
pub use winit_config::*;
pub use winit_windows::*;
use bevy_app::{App, AppExit, Last, Plugin};
use bevy_ecs::event::{Events, ManualEventReader};
use bevy_ecs::prelude::*;
use bevy_ecs::system::{SystemParam, SystemState};
use bevy_input::{
keyboard::KeyboardInput,
mouse::{MouseButtonInput, MouseMotion, MouseScrollUnit, MouseWheel},
@ -34,9 +31,11 @@ use bevy_input::{
touchpad::{TouchpadMagnify, TouchpadRotate},
};
use bevy_math::{ivec2, DVec2, Vec2};
#[cfg(not(target_arch = "wasm32"))]
use bevy_tasks::tick_global_task_pools_on_main_thread;
use bevy_utils::{
tracing::{trace, warn},
Instant,
Duration, Instant,
};
use bevy_window::{
exit_on_all_closed, CursorEntered, CursorLeft, CursorMoved, FileDragAndDrop, Ime,
@ -59,18 +58,23 @@ use crate::converters::convert_winit_theme;
#[cfg(target_arch = "wasm32")]
use crate::web_resize::{CanvasParentResizeEventChannel, CanvasParentResizePlugin};
/// [`AndroidApp`] provides an interface to query the application state as well as monitor events (for example lifecycle and input events)
/// [`AndroidApp`] provides an interface to query the application state as well as monitor events
/// (for example lifecycle and input events).
#[cfg(target_os = "android")]
pub static ANDROID_APP: std::sync::OnceLock<AndroidApp> = std::sync::OnceLock::new();
/// A [`Plugin`] that utilizes [`winit`] for window creation and event loop management.
/// A [`Plugin`] that uses [`winit`] to create and manage windows, and receive window and input
/// events.
///
/// This plugin will add systems and resources that sync with the [`winit`] backend and also
/// replace the exising [`App`] runner with one that constructs an [event loop](EventLoop) to
/// receive window and input events from the OS.
#[derive(Default)]
pub struct WinitPlugin;
impl Plugin for WinitPlugin {
fn build(&self, app: &mut App) {
let mut event_loop_builder = EventLoopBuilder::<()>::with_user_event();
#[cfg(target_os = "android")]
{
use winit::platform::android::EventLoopBuilderExtAndroid;
@ -82,21 +86,18 @@ impl Plugin for WinitPlugin {
);
}
let event_loop = event_loop_builder.build();
app.insert_non_send_resource(event_loop);
app.init_non_send_resource::<WinitWindows>()
.init_resource::<WinitSettings>()
.set_runner(winit_runner)
// exit_on_all_closed only uses the query to determine if the query is empty,
// and so doesn't care about ordering relative to changed_window
.add_systems(
Last,
(
changed_window.ambiguous_with(exit_on_all_closed),
// Update the state of the window before attempting to despawn to ensure consistent event ordering
despawn_window.after(changed_window),
),
// `exit_on_all_closed` only checks if windows exist but doesn't access data,
// so we don't need to care about its ordering relative to `changed_windows`
changed_windows.ambiguous_with(exit_on_all_closed),
despawn_windows,
)
.chain(),
);
app.add_plugins(AccessibilityPlugin);
@ -104,10 +105,22 @@ impl Plugin for WinitPlugin {
#[cfg(target_arch = "wasm32")]
app.add_plugins(CanvasParentResizePlugin);
let event_loop = event_loop_builder.build();
// iOS, macOS, and Android don't like it if you create windows before the event loop is
// initialized.
//
// See:
// - https://github.com/rust-windowing/winit/blob/master/README.md#macos
// - https://github.com/rust-windowing/winit/blob/master/README.md#ios
#[cfg(not(any(target_os = "android", target_os = "ios", target_os = "macos")))]
{
// Otherwise, we want to create a window before `bevy_render` initializes the renderer
// so that we have a surface to use as a hint. This improves compatibility with `wgpu`
// backends, especially WASM/WebGL2.
#[cfg(not(target_arch = "wasm32"))]
let mut create_window_system_state: SystemState<(
Commands,
NonSendMut<EventLoop<()>>,
Query<(Entity, &mut Window)>,
EventWriter<WindowCreated>,
NonSendMut<WinitWindows>,
@ -119,7 +132,6 @@ impl Plugin for WinitPlugin {
#[cfg(target_arch = "wasm32")]
let mut create_window_system_state: SystemState<(
Commands,
NonSendMut<EventLoop<()>>,
Query<(Entity, &mut Window)>,
EventWriter<WindowCreated>,
NonSendMut<WinitWindows>,
@ -129,15 +141,10 @@ impl Plugin for WinitPlugin {
ResMut<CanvasParentResizeEventChannel>,
)> = SystemState::from_world(&mut app.world);
// And for ios and macos, we should not create window early, all ui related code should be executed inside
// UIApplicationMain/NSApplicationMain.
#[cfg(not(any(target_os = "android", target_os = "ios", target_os = "macos")))]
{
#[cfg(not(target_arch = "wasm32"))]
let (
commands,
event_loop,
mut new_windows,
mut windows,
event_writer,
winit_windows,
adapters,
@ -148,8 +155,7 @@ impl Plugin for WinitPlugin {
#[cfg(target_arch = "wasm32")]
let (
commands,
event_loop,
mut new_windows,
mut windows,
event_writer,
winit_windows,
adapters,
@ -158,13 +164,10 @@ impl Plugin for WinitPlugin {
event_channel,
) = create_window_system_state.get_mut(&mut app.world);
// Here we need to create a winit-window and give it a WindowHandle which the renderer can use.
// It needs to be spawned before the start of the startup schedule, so we cannot use a regular system.
// Instead we need to create the window and spawn it using direct world access
create_window(
commands,
create_windows(
&event_loop,
new_windows.iter_mut(),
commands,
windows.iter_mut(),
event_writer,
winit_windows,
adapters,
@ -173,22 +176,23 @@ impl Plugin for WinitPlugin {
#[cfg(target_arch = "wasm32")]
event_channel,
);
}
create_window_system_state.apply(&mut app.world);
}
// `winit`'s windows are bound to the event loop that created them, so the event loop must
// be inserted as a resource here to pass it onto the runner.
app.insert_non_send_resource(event_loop);
}
}
fn run<F>(event_loop: EventLoop<()>, event_handler: F) -> !
fn run<F, T>(event_loop: EventLoop<T>, event_handler: F) -> !
where
F: 'static + FnMut(Event<'_, ()>, &EventLoopWindowTarget<()>, &mut ControlFlow),
F: 'static + FnMut(Event<'_, T>, &EventLoopWindowTarget<T>, &mut ControlFlow),
{
event_loop.run(event_handler)
}
// TODO: It may be worth moving this cfg into a procedural macro so that it can be referenced by
// a single name instead of being copied around.
// https://gist.github.com/jakerr/231dee4a138f7a5f25148ea8f39b382e seems to work.
#[cfg(any(
target_os = "windows",
target_os = "macos",
@ -198,9 +202,9 @@ where
target_os = "netbsd",
target_os = "openbsd"
))]
fn run_return<F>(event_loop: &mut EventLoop<()>, event_handler: F)
fn run_return<F, T>(event_loop: &mut EventLoop<T>, event_handler: F)
where
F: FnMut(Event<'_, ()>, &EventLoopWindowTarget<()>, &mut ControlFlow),
F: FnMut(Event<'_, T>, &EventLoopWindowTarget<T>, &mut ControlFlow),
{
use winit::platform::run_return::EventLoopExtRunReturn;
event_loop.run_return(event_handler);
@ -215,15 +219,16 @@ where
target_os = "netbsd",
target_os = "openbsd"
)))]
fn run_return<F>(_event_loop: &mut EventLoop<()>, _event_handler: F)
fn run_return<F, T>(_event_loop: &mut EventLoop<T>, _event_handler: F)
where
F: FnMut(Event<'_, ()>, &EventLoopWindowTarget<()>, &mut ControlFlow),
F: FnMut(Event<'_, T>, &EventLoopWindowTarget<T>, &mut ControlFlow),
{
panic!("Run return is not supported on this platform!")
}
#[derive(SystemParam)]
struct WindowEvents<'w> {
struct WindowAndInputEventWriters<'w> {
// `winit` `WindowEvent`s
window_resized: EventWriter<'w, WindowResized>,
window_close_requested: EventWriter<'w, WindowCloseRequested>,
window_scale_factor_changed: EventWriter<'w, WindowScaleFactorChanged>,
@ -232,10 +237,6 @@ struct WindowEvents<'w> {
window_moved: EventWriter<'w, WindowMoved>,
window_theme_changed: EventWriter<'w, WindowThemeChanged>,
window_destroyed: EventWriter<'w, WindowDestroyed>,
}
#[derive(SystemParam)]
struct InputEvents<'w> {
keyboard_input: EventWriter<'w, KeyboardInput>,
character_input: EventWriter<'w, ReceivedCharacter>,
mouse_button_input: EventWriter<'w, MouseButtonInput>,
@ -244,74 +245,73 @@ struct InputEvents<'w> {
mouse_wheel_input: EventWriter<'w, MouseWheel>,
touch_input: EventWriter<'w, TouchInput>,
ime_input: EventWriter<'w, Ime>,
}
#[derive(SystemParam)]
struct CursorEvents<'w> {
file_drag_and_drop: EventWriter<'w, FileDragAndDrop>,
cursor_moved: EventWriter<'w, CursorMoved>,
cursor_entered: EventWriter<'w, CursorEntered>,
cursor_left: EventWriter<'w, CursorLeft>,
// `winit` `DeviceEvent`s
mouse_motion: EventWriter<'w, MouseMotion>,
}
// #[cfg(any(
// target_os = "linux",
// target_os = "dragonfly",
// target_os = "freebsd",
// target_os = "netbsd",
// target_os = "openbsd"
// ))]
// pub fn winit_runner_any_thread(app: App) {
// winit_runner_with(app, EventLoop::new_any_thread());
// }
/// Stores state that must persist between frames.
struct WinitPersistentState {
/// Tracks whether or not the application is active or suspended.
active: bool,
/// Tracks whether or not an event has occurred this frame that would trigger an update in low
/// power mode. Should be reset at the end of every frame.
low_power_event: bool,
/// Tracks whether the event loop was started this frame because of a redraw request.
redraw_request_sent: bool,
/// Tracks if the event loop was started this frame because of a [`ControlFlow::WaitUntil`]
/// timeout.
timeout_reached: bool,
/// Persistent state that is used to run the [`App`] according to the current
/// [`UpdateMode`].
struct WinitAppRunnerState {
/// Is `true` if the app is running and not suspended.
is_active: bool,
/// Is `true` if a new [`WindowEvent`] has been received since the last update.
window_event_received: bool,
/// Is `true` if the app has requested a redraw since the last update.
redraw_requested: bool,
/// Is `true` if enough time has elapsed since `last_update` to run another update.
wait_elapsed: bool,
/// The time the last update started.
last_update: Instant,
/// The time the next update is scheduled to start.
scheduled_update: Option<Instant>,
}
impl Default for WinitPersistentState {
impl Default for WinitAppRunnerState {
fn default() -> Self {
Self {
active: false,
low_power_event: false,
redraw_request_sent: false,
timeout_reached: false,
is_active: false,
window_event_received: false,
redraw_requested: false,
wait_elapsed: false,
last_update: Instant::now(),
scheduled_update: None,
}
}
}
/// The default [`App::runner`] for the [`WinitPlugin`] plugin.
///
/// Overriding the app's [runner](bevy_app::App::runner) while using `WinitPlugin` will bypass the `EventLoop`.
/// Overriding the app's [runner](bevy_app::App::runner) while using `WinitPlugin` will bypass the
/// `EventLoop`.
pub fn winit_runner(mut app: App) {
// We remove this so that we have ownership over it.
let mut event_loop = app
.world
.remove_non_send_resource::<EventLoop<()>>()
.unwrap();
let mut app_exit_event_reader = ManualEventReader::<AppExit>::default();
let mut redraw_event_reader = ManualEventReader::<RequestRedraw>::default();
let mut winit_state = WinitPersistentState::default();
let return_from_run = app.world.resource::<WinitSettings>().return_from_run;
app.world
.insert_non_send_resource(event_loop.create_proxy());
let return_from_run = app.world.resource::<WinitSettings>().return_from_run;
let mut runner_state = WinitAppRunnerState::default();
trace!("Entering winit event loop");
// prepare structures to access data in the world
let mut app_exit_event_reader = ManualEventReader::<AppExit>::default();
let mut redraw_event_reader = ManualEventReader::<RequestRedraw>::default();
let mut focused_window_state: SystemState<(Res<WinitSettings>, Query<&Window>)> =
SystemState::from_world(&mut app.world);
let mut focused_windows_state: SystemState<(Res<WinitSettings>, Query<&Window>)> =
SystemState::new(&mut app.world);
let mut event_writer_system_state: SystemState<(
WindowAndInputEventWriters,
NonSend<WinitWindows>,
Query<(&mut Window, &mut CachedWindow)>,
)> = SystemState::new(&mut app.world);
#[cfg(not(target_arch = "wasm32"))]
let mut create_window_system_state: SystemState<(
@ -338,6 +338,7 @@ pub fn winit_runner(mut app: App) {
let mut finished_and_setup_done = false;
// setup up the event loop
let event_handler = move |event: Event<()>,
event_loop: &EventLoopWindowTarget<()>,
control_flow: &mut ControlFlow| {
@ -353,7 +354,6 @@ pub fn winit_runner(mut app: App) {
app.cleanup();
finished_and_setup_done = true;
}
}
if let Some(app_exit_events) = app.world.get_resource::<Events<AppExit>>() {
if app_exit_event_reader.iter(app_exit_events).last().is_some() {
@ -361,69 +361,75 @@ pub fn winit_runner(mut app: App) {
return;
}
}
}
match event {
event::Event::NewEvents(start) => {
let (winit_config, window_focused_query) = focused_window_state.get(&app.world);
let app_focused = window_focused_query.iter().any(|window| window.focused);
// Check if either the `WaitUntil` timeout was triggered by winit, or that same
// amount of time has elapsed since the last app update. This manual check is needed
// because we don't know if the criteria for an app update were met until the end of
// the frame.
let auto_timeout_reached = matches!(start, StartCause::ResumeTimeReached { .. });
let now = Instant::now();
let manual_timeout_reached = match winit_config.update_mode(app_focused) {
UpdateMode::Continuous => false,
UpdateMode::Reactive { max_wait }
| UpdateMode::ReactiveLowPower { max_wait } => {
now.duration_since(winit_state.last_update) >= *max_wait
}
};
// The low_power_event state and timeout must be reset at the start of every frame.
winit_state.low_power_event = false;
winit_state.timeout_reached = auto_timeout_reached || manual_timeout_reached;
}
event::Event::WindowEvent {
event,
window_id: winit_window_id,
..
} => {
// Fetch and prepare details from the world
let mut system_state: SystemState<(
NonSend<WinitWindows>,
Query<(&mut Window, &mut CachedWindow)>,
WindowEvents,
InputEvents,
CursorEvents,
EventWriter<FileDragAndDrop>,
)> = SystemState::new(&mut app.world);
event::Event::NewEvents(start_cause) => match start_cause {
StartCause::Init => {
#[cfg(any(target_os = "android", target_os = "ios", target_os = "macos"))]
{
#[cfg(not(target_arch = "wasm32"))]
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 {

View File

@ -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>,
) {

View File

@ -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,
},
}

View File

@ -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

View File

@ -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()
})