# Objective
Support the parametrization of the WS_CLIPCHILDREN style on Windows.
Fixes#16544
## Solution
Added a window configuration in bevy_winit to control the usage of the
WS_CLIPCHILDREN style.
## Testing
- Did you test these changes? If so, how?
I did. I was able to create a Wry Webview with a transparent HTML
document and was also able to see my Bevy scene behind the webview
elements.
- Are there any parts that need more testing?
I don't believe so. I assume the option is extensively tested within
winit itself.
- How can other people (reviewers) test your changes? Is there anything
specific they need to know?
Test repositiory [here](https://github.com/nicholasc/bevy_wry_test).
Bevy's path will need to be updated in the Cargo.toml
- If relevant, what platforms did you test these changes on, and are
there any important ones you can't test?
This is a Windows specific issue. Should be tested accordingly.
---------
Co-authored-by: jf908 <jf908@users.noreply.github.com>
# Objective
Many instances of `clippy::too_many_arguments` linting happen to be on
systems - functions which we don't call manually, and thus there's not
much reason to worry about the argument count.
## Solution
Allow `clippy::too_many_arguments` globally, and remove all lint
attributes related to it.
# Objective
- https://github.com/bevyengine/bevy/issues/17111
## Solution
Set the `clippy::allow_attributes` and
`clippy::allow_attributes_without_reason` lints to `deny`, and bring
`bevy_winit` in line with the new restrictions.
## Testing
`cargo clippy --tests` was run, and no errors were encountered.
---------
Co-authored-by: Benjamin Brienen <benjamin.brienen@outlook.com>
# Objective
- I want to hide the clock and the battery indicator on iOS
## Solution
- Add the platform specific property `prefers_status_bar_hidden` on
Window creation, and map it to `with_prefers_status_bar_hidden` in
winit.
## Testing
- Tested on iOS
# Objective
- Contributes to #11478
## Solution
- Made `bevy_utils::tracing` `doc(hidden)`
- Re-exported `tracing` from `bevy_log` for end-users
- Added `tracing` directly to crates that need it.
## Testing
- CI
---
## Migration Guide
If you were importing `tracing` via `bevy::utils::tracing`, instead use
`bevy::log::tracing`. Note that many items within `tracing` are also
directly re-exported from `bevy::log` as well, so you may only need
`bevy::log` for the most common items (e.g., `warn!`, `trace!`, etc.).
This also applies to the `log_once!` family of macros.
## Notes
- While this doesn't reduce the line-count in `bevy_utils`, it further
decouples the internal crates from `bevy_utils`, making its eventual
removal more feasible in the future.
- I have just imported `tracing` as we do for all dependencies. However,
a workspace dependency may be more appropriate for version management.
# Objective
Some sort calls and `Ord` impls are unnecessarily complex.
## Solution
Rewrite the "match on cmp, if equal do another cmp" as either a
comparison on tuples, or `Ordering::then_with`, depending on whether the
compare keys need construction.
`sort_by` -> `sort_by_key` when symmetrical. Do the same for
`min_by`/`max_by`.
Note that `total_cmp` can only work with `sort_by`, and not on tuples.
When sorting collected query results that contain
`Entity`/`MainEntity`/`RenderEntity` in their `QueryData`, with that
`Entity` in the sort key:
stable -> unstable sort (all queried entities are unique)
If key construction is not simple, switch to `sort_by_cached_key` when
possible.
Sorts that are only performed to discover the maximal element are
replaced by `max_by_key`.
Dedicated comparison functions and structs are removed where simple.
Derive `PartialOrd`/`Ord` when useful.
Misc. closure style inconsistencies.
## Testing
- Existing tests.
# Objective
Fixes#16104
## Solution
I removed all instances of `:?` and put them back one by one where it
caused an error.
I removed some bevy_utils helper functions that were only used in 2
places and don't add value. See: #11478
## Testing
CI should catch the mistakes
## Migration Guide
`bevy::utils::{dbg,info,warn,error}` were removed. Use
`bevy::utils::tracing::{debug,info,warn,error}` instead.
---------
Co-authored-by: SpecificProtagonist <vincentjunge@posteo.net>
# Objective
- Currently when you attempt to change the cursor_grab_mode it caches
the new value whether the cursor grab succeeded or failed. This change
handles the Result being returned by set_cursor_grab and changes the
cursor_grab_mode back to the cached version in case of an Error.
- Creates a way to handle #16237 and #16238
## Solution
- I changed the signature of winit_windows attempt_grab to return the
Result<(), ExternalError> that winit set_cursor_grab returns. The system
that calls attempt_grab now checks if there's an error returned, and if
there is it sets the grab_mode back to the cached version (similar to
what hit_test does a few lines down).
## Testing
- I tested using this system that previously would not correctly lock
the mouse on Ubuntu/x11
```
pub fn lock_mouse(mut primary_window: Query<&mut Window, With<PrimaryWindow>>) {
let window = &mut primary_window.single_mut();
if window.focused {
window.cursor_options.grab_mode = CursorGrabMode::Confined;
} else {
window.cursor_options.grab_mode = CursorGrabMode::None;
}
}
```
- I only tested on Ubuntu with x11
# Objective
- Fixes#15757
## Solution
- Add the platform specific property `prefers_home_indicator_hidden` to
bevy's Window configuration, and applying it by invoking
`with_prefers_home_indicator_hidden` in `winit`.
## Testing
- I have tested the `bevy_mobile_example` on the iOS platform.
## Showcase
- Currently, the `prefers_home_indicator_hidden` is enabled in the
bevy_mobile_example demo. You can test it with an iOS device. The home
indicator will disappear after several seconds of inactivity in the
bottom areas.
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
# Objective
MacOS has some nice options for controlling the window and titlebar to
make the content appear much more "immersively" in the window. This PR
exposes options for controlling this.
## Solution
Adds new fields to `Window` to control these, with doc comments to
explain what they do and that they're MacOS only.
## Testing
Tested on a MacOS machine (not my own, I don't have one). That's where
the below screenshots were taken.
---
## Showcase
On MacOS, you now have more options for configuring the window titlebar.
You can, for example, make the title bar transparent and only show the
window controls. This provides a more "immersive" experience for your
rendered content.
Before, only this was possible:
<img width="1392" alt="image"
src="https://github.com/user-attachments/assets/abf03da2-d247-4202-a7e7-731c45d80d54">
Now, you can create windows like this:
<img width="1392" alt="image2"
src="https://github.com/user-attachments/assets/3239d0e3-4708-4798-8755-188541e14f93">
This uses the following `bevy_window::Window` settings:
```rs
fullsize_content_view: true,
titlebar_transparent: true,
titlebar_show_title: false,
```
## Migration Guide
`bevy_window::Window` now has extra fields for configuring MacOS window
settings:
```rs
pub movable_by_window_background: bool,
pub fullsize_content_view: bool,
pub has_shadow: bool,
pub titlebar_shown: bool,
pub titlebar_transparent: bool,
pub titlebar_show_title: bool,
pub titlebar_show_buttons: bool,
```
Using `Window::default` keeps the same behaviour as before.
# Objective
- Fixes#6370
- Closes#6581
## Solution
- Added the following lints to the workspace:
- `std_instead_of_core`
- `std_instead_of_alloc`
- `alloc_instead_of_core`
- Used `cargo +nightly fmt` with [item level use
formatting](https://rust-lang.github.io/rustfmt/?version=v1.6.0&search=#Item%5C%3A)
to split all `use` statements into single items.
- Used `cargo clippy --workspace --all-targets --all-features --fix
--allow-dirty` to _attempt_ to resolve the new linting issues, and
intervened where the lint was unable to resolve the issue automatically
(usually due to needing an `extern crate alloc;` statement in a crate
root).
- Manually removed certain uses of `std` where negative feature gating
prevented `--all-features` from finding the offending uses.
- Used `cargo +nightly fmt` with [crate level use
formatting](https://rust-lang.github.io/rustfmt/?version=v1.6.0&search=#Crate%5C%3A)
to re-merge all `use` statements matching Bevy's previous styling.
- Manually fixed cases where the `fmt` tool could not re-merge `use`
statements due to conditional compilation attributes.
## Testing
- Ran CI locally
## Migration Guide
The MSRV is now 1.81. Please update to this version or higher.
## Notes
- This is a _massive_ change to try and push through, which is why I've
outlined the semi-automatic steps I used to create this PR, in case this
fails and someone else tries again in the future.
- Making this change has no impact on user code, but does mean Bevy
contributors will be warned to use `core` and `alloc` instead of `std`
where possible.
- This lint is a critical first step towards investigating `no_std`
options for Bevy.
---------
Co-authored-by: François Mockers <francois.mockers@vleue.com>
# Objective
- Add custom images as cursors
- Fixes#9557
## Solution
- Change cursor type to accommodate both native and image cursors
- I don't really like this solution because I couldn't use
`Handle<Image>` directly. I would need to import `bevy_assets` and that
causes a circular dependency. Alternatively we could use winit's
`CustomCursor` smart pointers, but that seems hard because the event
loop is needed to create those and is not easily accessable for users.
So now I need to copy around rgba buffers which is sad.
- I use a cache because especially on the web creating cursor images is
really slow
- Sorry to #14196 for yoinking, I just wanted to make a quick solution
for myself and thought that I should probably share it too.
Update:
- Now uses `Handle<Image>`, reads rgba data in `bevy_render` and uses
resources to send the data to `bevy_winit`, where the final cursors are
created.
## Testing
- Added example which works fine at least on Linux Wayland (winit side
has been tested with all platforms).
- I haven't tested if the url cursor works.
## Migration Guide
- `CursorIcon` is no longer a field in `Window`, but a separate
component can be inserted to a window entity. It has been changed to an
enum that can hold custom images in addition to system icons.
- `Cursor` is renamed to `CursorOptions` and `cursor` field of `Window`
is renamed to `cursor_options`
- `CursorIcon` is renamed to `SystemCursorIcon`
---------
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: Jan Hohenheim <jan@hohenheim.ch>
# Objective
Adds a new `Monitor` component representing a winit `MonitorHandle` that
can be used to spawn new windows and check for system monitor
information.
Closes#12955.
## Solution
For every winit event, check available monitors and spawn them into the
world as components.
## Testing
TODO:
- [x] Test plugging in and unplugging monitor during app runtime
- [x] Test spawning a window on a second monitor by entity id
- [ ] Since this touches winit, test all platforms
---
## Changelog
- Adds a new `Monitor` component that can be queried for information
about available system monitors.
## Migration Guide
- `WindowMode` variants now take a `MonitorSelection`, which can be set
to `MonitorSelection::Primary` to mirror the old behavior.
---------
Co-authored-by: Pascal Hertleif <pascal@technocreatives.com>
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: Pascal Hertleif <killercup@gmail.com>
# Objective
- Upgrade winit to v0.30
- Fixes https://github.com/bevyengine/bevy/issues/13331
## Solution
This is a rewrite/adaptation of the new trait system described and
implemented in `winit` v0.30.
## Migration Guide
The custom UserEvent is now renamed as WakeUp, used to wake up the loop
if anything happens outside the app (a new
[custom_user_event](https://github.com/bevyengine/bevy/pull/13366/files#diff-2de8c0a8d3028d0059a3d80ae31b2bbc1cde2595ce2d317ea378fe3e0cf6ef2d)
shows this behavior.
The internal `UpdateState` has been removed and replaced internally by
the AppLifecycle. When changed, the AppLifecycle is sent as an event.
The `UpdateMode` now accepts only two values: `Continuous` and
`Reactive`, but the latter exposes 3 new properties to enable reactive
to device, user or window events. The previous `UpdateMode::Reactive` is
now equivalent to `UpdateMode::reactive()`, while
`UpdateMode::ReactiveLowPower` to `UpdateMode::reactive_low_power()`.
The `ApplicationLifecycle` has been renamed as `AppLifecycle`, and now
contains the possible values of the application state inside the event
loop:
* `Idle`: the loop has not started yet
* `Running` (previously called `Started`): the loop is running
* `WillSuspend`: the loop is going to be suspended
* `Suspended`: the loop is suspended
* `WillResume`: the loop is going to be resumed
Note: the `Resumed` state has been removed since the resumed app is just
running.
Finally, now that `winit` enables this, it extends the `WinitPlugin` to
support custom events.
## Test platforms
- [x] Windows
- [x] MacOs
- [x] Linux (x11)
- [x] Linux (Wayland)
- [x] Android
- [x] iOS
- [x] WASM/WebGPU
- [x] WASM/WebGL2
## Outstanding issues / regressions
- [ ] iOS: build failed in CI
- blocking, but may just be flakiness
- [x] Cross-platform: when the window is maximised, changes in the scale
factor don't apply, to make them apply one has to make the window
smaller again. (Re-maximising keeps the updated scale factor)
- non-blocking, but good to fix
- [ ] Android: it's pretty easy to quickly open and close the app and
then the music keeps playing when suspended.
- non-blocking but worrying
- [ ] Web: the application will hang when switching tabs
- Not new, duplicate of https://github.com/bevyengine/bevy/issues/13486
- [ ] Cross-platform?: Screenshot failure, `ERROR present_frames:
wgpu_core::present: No work has been submitted for this frame before`
taking the first screenshot, but after pressing space
- non-blocking, but good to fix
---------
Co-authored-by: François <francois.mockers@vleue.com>
# Objective
A `RawWindowHandle` is only valid as long as the window it was retrieved
from is alive. Extend the lifetime of the window, so that the
`RawWindowHandle` doesn't outlive it, and bevy doesn't crash when
closing a window a pipelined renderer is drawing to.
- Fix#11236
- Fix#11150
- Fix#11734
- Alternative to / Closes#12524
## Solution
Introduce a `WindowWrapper` that takes ownership of the window. Require
it to be used when constructing a `RawHandleWrapper`. This forces
windowing backends to store their window in this wrapper.
The `WindowWrapper` is implemented by storing the window in an `Arc<dyn
Any + Send + Sync>`.
We use dynamic dispatch here because we later want the
`RawHandleWrapper` to be able dynamically hold a reference to any
windowing backend's window.
But alas, the `WindowWrapper` itself is still practically invisible to
windowing backends, because it implements `Deref` to the underlying
window, by storing its type in a `PhantomData`.
---
## Changelog
### Added
- Added `WindowWrapper`, which windowing backends are now required to
use to store their underlying window.
### Fixed
- Fixed a safety problem which caused crashes when closing bevy windows
when using pipelined rendering.
## Migration Guide
- Windowing backends now need to store their window in the new
`WindowWrapper`.
# Objective
- Fixes#13024.
## Solution
- Run `cargo clippy --target wasm32-unknown-unknown` until there are no
more errors.
- I recommend reviewing one commit at a time :)
---
## Changelog
- Fixed Clippy lints for `wasm32-unknown-unknown` target.
- Updated `bevy_transform`'s `README.md`.
# Objective
- Reduce the size of `create_windows` and isolate accessibility setup
logic.
## Solution
- Move accessibility setup for new windows to the `accessibility`
module.
## Comments
This is a small refactor, no behavior changes.
# Objective
- Avoid unbounded HashMap growth for opening/closing windows.
## Solution
- Remove map entry in `WinitWindows::remove_window`.
## Migration Guide
- `WinitWindows::get_window_entity` now returns `None` after a window is
closed, instead of a dead entity.
---
## Comments
The comment this PR replaces was added in
https://github.com/bevyengine/bevy/pull/3575. Since `get_window_entity`
now returns an `Entity` instead of a `WindowId`, this no longer seems
useful. Note that `get_window_entity` is only used
[here](56bcbb0975/crates/bevy_winit/src/lib.rs (L436)),
immediately followed by a warning if the entity returned doesn't exist.
# Objective
Fix Pr CI failing over dead code in tests and main branch CI failing
over a missing semicolon. Fixes#12620.
## Solution
Add dead_code annotations and a semicolon.
# Objective
Resolves#12431.
## Solution
Added a `skip_taskbar` field to the `Window` struct (defaults to
`false`). Used in `create_windows` if the target OS is Windows.
Hi, this is a minimal implementation of #12159. I wasn't sure if the
`EventLoopProxy` should be wrapped somewhat to make it more explicit.
# Objective
Minimal implementation of #12159
When using `UpdateMode::Reactive` it is currently not possible to
request a redraw when a long running task is finished or an external
source has new data.
This makes the following possible which will then run an app update once
``` rust
// EventLoopProxy is Send on most architectures
// The EventLoopProxy can also be saved in a thread local for WASM or a static in other architecturecs
pub fn example(proxy: NonSend<EventLoopProxy<()>>) {
let clone: EventLoopProxy<()> = proxy.clone();
thread::spawn(move || {
// do long work
clone.send_event(());
});
}
```
## Solution
By using the EventLoopProxy one can manually send events from external
threads to the event loop as `UserEvent`s.
This simply sets redraw_requested when a `UserEvent` is received.
## Changelog
- Added the ability to request a redraw from an external source
---------
Co-authored-by: Kellner, Robin <Robin.Kellner@vector.com>
# Objective
Reduce the size of `bevy_utils`
(https://github.com/bevyengine/bevy/issues/11478)
## Solution
Move `EntityHash` related types into `bevy_ecs`. This also allows us
access to `Entity`, which means we no longer need `EntityHashMap`'s
first generic argument.
---
## Changelog
- Moved `bevy::utils::{EntityHash, EntityHasher, EntityHashMap,
EntityHashSet}` into `bevy::ecs::entity::hash` .
- Removed `EntityHashMap`'s first generic argument. It is now hardcoded
to always be `Entity`.
## Migration Guide
- Uses of `bevy::utils::{EntityHash, EntityHasher, EntityHashMap,
EntityHashSet}` now have to be imported from `bevy::ecs::entity::hash`.
- Uses of `EntityHashMap` no longer have to specify the first generic
parameter. It is now hardcoded to always be `Entity`.
# Objective
- Get rid of unwraps in winit fullscreen handling code, which are the
source of some crashes.
- Fix#11275
## Solution
- Replace the unwraps with warnings. Ignore the fullscreen request, do
nothing instead.
# Objective
- Fixes #4188, make users could set application ID for bevy apps.
## Solution
- Add `name` field to `bevy:🪟:Window`. Specifying this field adds
different properties to the window: application ID on `Wayland`,
`WM_CLASS` on `X11`, or window class name on Windows. It has no effect
on other platforms.
---
## Changelog
### Added
- Add `name` to `bevy:🪟:Window`.
## Migration Guide
- Set the `bevy_window::Window`'s `name` field when needed:
```rust
App::new()
.add_plugins(DefaultPlugins.set(WindowPlugin {
primary_window: Some(Window {
title: "I am a window!".into(),
name: Some("SpaceGameCompany.SpaceShooter".into()),
..default()
}),
..default()
}))
.run();
```
---------
Co-authored-by: François <mockersf@gmail.com>
# Objective
Currently the `missing_docs` lint is allowed-by-default and enabled at
crate level when their documentations is complete (see #3492).
This PR proposes to inverse this logic by making `missing_docs`
warn-by-default and mark crates with imcomplete docs allowed.
## Solution
Makes `missing_docs` warn at workspace level and allowed at crate level
when the docs is imcomplete.
# Objective
In the past `winit:🪟:Window` was not Send + Sync on web.
https://github.com/rust-windowing/winit/pull/2834 made
`winit:🪟:Window` Sync + Send so Bevy's `unsafe impl` is no longer
necessary.
## Solution
Remove the unsafe impls.
# Objective
- Update winit dependency to 0.29
## Changelog
### KeyCode changes
- Removed `ScanCode`, as it was [replaced by
KeyCode](https://github.com/rust-windowing/winit/blob/master/CHANGELOG.md#0292).
- `ReceivedCharacter.char` is now a `SmolStr`, [relevant
doc](https://docs.rs/winit/latest/winit/event/struct.KeyEvent.html#structfield.text).
- Changed most `KeyCode` values, and added more.
KeyCode has changed meaning. With this PR, it refers to physical
position on keyboard rather than the printed letter on keyboard keys.
In practice this means:
- On QWERTY keyboard layouts, nothing changes
- On any other keyboard layout, `KeyCode` no longer reflects the label
on key.
- This is "good". In bevy 0.12, when you used WASD for movement, users
with non-QWERTY keyboards couldn't play your game! This was especially
bad for non-latin keyboards. Now, WASD represents the physical keys. A
French player will press the ZQSD keys, which are near each other,
Kyrgyz players will use "Цфыв".
- This is "bad" as well. You can't know in advance what the label of the
key for input is. Your UI says "press WASD to move", even if in reality,
they should be pressing "ZQSD" or "Цфыв". You also no longer can use
`KeyCode` for text inputs. In any case, it was a pretty bad API for text
input. You should use `ReceivedCharacter` now instead.
### Other changes
- Use `web-time` rather than `instant` crate.
(https://github.com/rust-windowing/winit/pull/2836)
- winit did split `run_return` in `run_onDemand` and `pump_events`, I
did the same change in bevy_winit and used `pump_events`.
- Removed `return_from_run` from `WinitSettings` as `winit::run` now
returns on supported platforms.
- I left the example "return_after_run" as I think it's still useful.
- This winit change is done partly to allow to create a new window after
quitting all windows: https://github.com/emilk/egui/issues/1918 ; this
PR doesn't address.
- added `width` and `height` properties in the `canvas` from wasm
example
(https://github.com/bevyengine/bevy/pull/10702#discussion_r1420567168)
## Known regressions (important follow ups?)
- Provide an API for reacting when a specific key from current layout
was released.
- possible solutions: use winit::Key from winit::KeyEvent ; mapping
between KeyCode and Key ; or .
- We don't receive characters through alt+numpad (e.g. alt + 151 = "ù")
anymore ; reproduced on winit example "ime". maybe related to
https://github.com/rust-windowing/winit/issues/2945
- (windows) Window content doesn't refresh at all when resizing. By
reading https://github.com/rust-windowing/winit/issues/2900 ; I suspect
we should just fire a `window.request_redraw();` from `AboutToWait`, and
handle actual redrawing within `RedrawRequested`. I'm not sure how to
move all that code so I'd appreciate it to be a follow up.
- (windows) unreleased winit fix for using set_control_flow in
AboutToWait https://github.com/rust-windowing/winit/issues/3215 ; ⚠️ I'm
not sure what the implications are, but that feels bad 🤔
## Follow up
I'd like to avoid bloating this PR, here are a few follow up tasks
worthy of a separate PR, or new issue to track them once this PR is
closed, as they would either complicate reviews, or at risk of being
controversial:
- remove CanvasParentResizePlugin
(https://github.com/bevyengine/bevy/pull/10702#discussion_r1417068856)
- avoid mentionning explicitly winit in docs from bevy_window ?
- NamedKey integration on bevy_input:
https://github.com/rust-windowing/winit/pull/3143 introduced a new
NamedKey variant. I implemented it only on the converters but we'd
benefit making the same changes to bevy_input.
- Add more info in KeyboardInput
https://github.com/bevyengine/bevy/pull/10702#pullrequestreview-1748336313
- https://github.com/bevyengine/bevy/pull/9905 added a workaround on a
bug allegedly fixed by winit 0.29. We should check if it's still
necessary.
- update to raw_window_handle 0.6
- blocked by wgpu
- Rename `KeyCode` to `PhysicalKeyCode`
https://github.com/bevyengine/bevy/pull/10702#discussion_r1404595015
- remove `instant` dependency, [replaced
by](https://github.com/rust-windowing/winit/pull/2836) `web_time`), we'd
need to update to :
- fastrand >= 2.0
- [`async-executor`](https://github.com/smol-rs/async-executor) >= 1.7
- [`futures-lite`](https://github.com/smol-rs/futures-lite) >= 2.0
- Verify license, see
[discussion](https://github.com/bevyengine/bevy/pull/8745#discussion_r1402439800)
- we might be missing a short notice or description of changes made
- Consider using https://github.com/rust-windowing/cursor-icon directly
rather than vendoring it in bevy.
- investigate [this
unwrap](https://github.com/bevyengine/bevy/pull/8745#discussion_r1387044986)
(`winit_window.canvas().unwrap();`)
- Use more good things about winit's update
- https://github.com/bevyengine/bevy/pull/10689#issuecomment-1823560428
## Migration Guide
This PR should have one.
# Objective
- Finish the work done in #8942 .
## Solution
- Rebase the changes made in #8942 and fix the issues stopping it from
being merged earlier
---------
Co-authored-by: Thomas <1234328+thmsgntz@users.noreply.github.com>
# Objective
- Shorten paths by removing unnecessary prefixes
## Solution
- Remove the prefixes from many paths which do not need them. Finding
the paths was done automatically using built-in refactoring tools in
Jetbrains RustRover.
# Objective
`bevy_a11y` was impossible to integrate into some third-party projects
in part because it insisted on managing the accessibility tree on its
own.
## Solution
The changes in this PR were necessary to get `bevy_egui` working with
Bevy's AccessKit integration. They were tested on a fork of 0.11,
developed against `bevy_egui`, then ported to main and tested against
the `ui` example.
## Changelog
### Changed
* Add `bevy_a11y::ManageAccessibilityUpdates` to indicate whether the
ECS should manage accessibility tree updates.
* Add getter/setter to `bevy_a11y::AccessibilityRequested`.
* Add `bevy_a11y::AccessibilitySystem` `SystemSet` for ordering relative
to accessibility tree updates.
* Upgrade `accesskit` to v0.12.0.
### Fixed
* Correctly set initial accessibility focus to new windows on creation.
## Migration Guide
### Change direct accesses of `AccessibilityRequested` to use
`AccessibilityRequested.::get()`/`AccessibilityRequested::set()`
#### Before
```
use std::sync::atomic::Ordering;
// To access
accessibility_requested.load(Ordering::SeqCst)
// To update
accessibility_requested.store(true, Ordering::SeqCst);
```
#### After
```
// To access
accessibility_requested.get()
// To update
accessibility_requested.set(true);
```
---------
Co-authored-by: StaffEngineer <111751109+StaffEngineer@users.noreply.github.com>
# Objective
I've been collecting some mistakes in the documentation and fixed them
---------
Co-authored-by: Emi <emanuel.boehm@gmail.com>
Co-authored-by: Nicola Papale <nicopap@users.noreply.github.com>
# Objective
- When spawning a window, it will be white until the GPU is ready to
draw the app. To avoid this, we can make the window invisible and then
make it visible once the gpu is ready. Unfortunately, the visible flag
is not available to users.
## Solution
- Let users change the visible flag
## Notes
This is only user controlled. It would be nice if it was done
automatically by bevy instead but I want to keep this PR simple.
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>
# Objective
Implements #9082 but with an option to toggle minimize and close buttons
too.
## Solution
- Added an `enabled_buttons` member to the `Window` struct through which
users can enable or disable specific window control buttons.
---
## Changelog
- Added an `enabled_buttons` member to the `Window` struct through which
users can enable or disable specific window control buttons.
- Added a new system to the `window_settings` example which demonstrates
the toggling functionality.
---
## Migration guide
- Added an `enabled_buttons` member to the `Window` struct through which
users can enable or disable specific window control buttons.
# Objective
- Fixes https://github.com/bevyengine/bevy/issues/8586.
## Solution
- Add `preferred_theme` field to `Window` and set it when window
creation
- Add `window_theme` field to `InternalWindowState` to store current
window theme
- Expose winit `WindowThemeChanged` event
---------
Co-authored-by: hate <15314665+hate@users.noreply.github.com>
Co-authored-by: Nicola Papale <nicopap@users.noreply.github.com>
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: François <mockersf@gmail.com>
# Objective
UIs created for Bevy cannot currently be made accessible. This PR aims to address that.
## Solution
Integrate AccessKit as a dependency, adding accessibility support to existing bevy_ui widgets.
## Changelog
### Added
* Integrate with and expose [AccessKit](https://accesskit.dev) for platform accessibility.
* Add `Label` for marking text specifically as a label for UI controls.
# Objective
- Update winit to 0.28
## Solution
- Small API change
- A security advisory has been added for a unmaintained crate used by a dependency of winit build script for wayland
I didn't do anything for Android support in this PR though it should be fixable, it should be done in a separate one, maybe https://github.com/bevyengine/bevy/pull/6830
---
## Changelog
- `window.always_on_top` has been removed, you can now use `window.window_level`
## Migration Guide
before:
```rust
app.new()
.add_plugins(DefaultPlugins.set(WindowPlugin {
primary_window: Some(Window {
always_on_top: true,
..default()
}),
..default()
}));
```
after:
```rust
app.new()
.add_plugins(DefaultPlugins.set(WindowPlugin {
primary_window: Some(Window {
window_level: bevy:🪟:WindowLevel::AlwaysOnTop,
..default()
}),
..default()
}));
```
# Objective
On wasm, bevy applications currently prevent any of the normal browser hotkeys from working normally (Ctrl+R, F12, F5, Ctrl+F5, tab, etc.).
Some of those events you may want to override, perhaps you can hold the tab key for showing in-game stats?
However, if you want to make a well-behaved game, you probably don't want to needlessly prevent that behavior unless you have a good reason.
Secondary motivation: Also, consider the workaround presented here to get audio working: https://developer.chrome.com/blog/web-audio-autoplay/#moving-forward ; It won't work (for keydown events) if we stop event propagation.
## Solution
- Winit has a field that allows it to not stop event propagation, expose it on the window settings to allow the user to choose the desired behavior. Default to `true` for backwards compatibility.
---
## Changelog
- Added `Window::prevent_default_event_handling` . This allows bevy apps to not override default browser behavior on hotkeys like F5, F12, Ctrl+R etc.
# Objective
Fix https://github.com/bevyengine/bevy/issues/4530
- Make it easier to open/close/modify windows by setting them up as `Entity`s with a `Window` component.
- Make multiple windows very simple to set up. (just add a `Window` component to an entity and it should open)
## Solution
- Move all properties of window descriptor to ~components~ a component.
- Replace `WindowId` with `Entity`.
- ~Use change detection for components to update backend rather than events/commands. (The `CursorMoved`/`WindowResized`/... events are kept for user convenience.~
Check each field individually to see what we need to update, events are still kept for user convenience.
---
## Changelog
- `WindowDescriptor` renamed to `Window`.
- Width/height consolidated into a `WindowResolution` component.
- Requesting maximization/minimization is done on the [`Window::state`] field.
- `WindowId` is now `Entity`.
## Migration Guide
- Replace `WindowDescriptor` with `Window`.
- Change `width` and `height` fields in a `WindowResolution`, either by doing
```rust
WindowResolution::new(width, height) // Explicitly
// or using From<_> for tuples for convenience
(1920., 1080.).into()
```
- Replace any `WindowCommand` code to just modify the `Window`'s fields directly and creating/closing windows is now by spawning/despawning an entity with a `Window` component like so:
```rust
let window = commands.spawn(Window { ... }).id(); // open window
commands.entity(window).despawn(); // close window
```
## Unresolved
- ~How do we tell when a window is minimized by a user?~
~Currently using the `Resize(0, 0)` as an indicator of minimization.~
No longer attempting to tell given how finnicky this was across platforms, now the user can only request that a window be maximized/minimized.
## Future work
- Move `exit_on_close` functionality out from windowing and into app(?)
- https://github.com/bevyengine/bevy/issues/5621
- https://github.com/bevyengine/bevy/issues/7099
- https://github.com/bevyengine/bevy/issues/7098
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
# Objective
- Set the cursor grab mode after the window is built, fix#7007, clean some conversion code.
## Solution
- Set the cursor grab mode after the window is built.