bevy/examples/mobile/src/lib.rs
Peter S. cd67bac544
Expose deferred screen edges setting for ios devices (#18729)
# Objective

- This just exposes the preferred [screen edges deferring system
gestures](https://developer.apple.com/documentation/uikit/uiviewcontroller/preferredscreenedgesdeferringsystemgestures)
setting from
[winit](https://docs.rs/winit/latest/winit/platform/ios/trait.WindowExtIOS.html#tymethod.set_preferred_screen_edges_deferring_system_gestures),
making it accessible in bevy apps.

This setting is useful for ios apps that make use of the screen edges,
letting the app have control of the first edge gesture before relegating
to the os.


## Testing

- Tested on simulator and on an iPhone Xs

---

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: Greeble <166992735+greeble-dev@users.noreply.github.com>
Co-authored-by: François Mockers <mockersf@gmail.com>
2025-04-30 21:24:53 +00:00

207 lines
6.8 KiB
Rust

//! A 3d Scene with a button and playing sound.
use bevy::{
color::palettes::basic::*,
input::{gestures::RotationGesture, touch::TouchPhase},
log::{Level, LogPlugin},
prelude::*,
window::{AppLifecycle, ScreenEdge, WindowMode},
winit::WinitSettings,
};
// the `bevy_main` proc_macro generates the required boilerplate for Android
#[bevy_main]
/// The entry point for the application. Is `pub` so that it can be used from
/// `main.rs`.
pub fn main() {
let mut app = App::new();
app.add_plugins(
DefaultPlugins
.set(LogPlugin {
// This will show some log events from Bevy to the native logger.
level: Level::DEBUG,
filter: "wgpu=error,bevy_render=info,bevy_ecs=trace".to_string(),
..Default::default()
})
.set(WindowPlugin {
primary_window: Some(Window {
resizable: false,
mode: WindowMode::BorderlessFullscreen(MonitorSelection::Primary),
// on iOS, gestures must be enabled.
// This doesn't work on Android
recognize_rotation_gesture: true,
// Only has an effect on iOS
prefers_home_indicator_hidden: true,
// Only has an effect on iOS
prefers_status_bar_hidden: true,
// Only has an effect on iOS
preferred_screen_edges_deferring_system_gestures: ScreenEdge::Bottom,
..default()
}),
..default()
}),
)
// Make the winit loop wait more aggressively when no user input is received
// This can help reduce cpu usage on mobile devices
.insert_resource(WinitSettings::mobile())
.add_systems(Startup, (setup_scene, setup_music))
.add_systems(
Update,
(
touch_camera,
button_handler,
// Only run the lifetime handler when an [`AudioSink`] component exists in the world.
// This ensures we don't try to manage audio that hasn't been initialized yet.
handle_lifetime.run_if(any_with_component::<AudioSink>),
),
)
.run();
}
fn touch_camera(
window: Query<&Window>,
mut touches: EventReader<TouchInput>,
mut camera_transform: Single<&mut Transform, With<Camera3d>>,
mut last_position: Local<Option<Vec2>>,
mut rotations: EventReader<RotationGesture>,
) {
let Ok(window) = window.single() else {
return;
};
for touch in touches.read() {
if touch.phase == TouchPhase::Started {
*last_position = None;
}
if let Some(last_position) = *last_position {
**camera_transform = Transform::from_xyz(
camera_transform.translation.x
+ (touch.position.x - last_position.x) / window.width() * 5.0,
camera_transform.translation.y,
camera_transform.translation.z
+ (touch.position.y - last_position.y) / window.height() * 5.0,
)
.looking_at(Vec3::ZERO, Vec3::Y);
}
*last_position = Some(touch.position);
}
// Rotation gestures only work on iOS
for rotation in rotations.read() {
let forward = camera_transform.forward();
camera_transform.rotate_axis(forward, rotation.0 / 10.0);
}
}
/// set up a simple 3D scene
fn setup_scene(
mut commands: Commands,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<StandardMaterial>>,
) {
// plane
commands.spawn((
Mesh3d(meshes.add(Plane3d::default().mesh().size(5.0, 5.0))),
MeshMaterial3d(materials.add(Color::srgb(0.1, 0.2, 0.1))),
));
// cube
commands.spawn((
Mesh3d(meshes.add(Cuboid::default())),
MeshMaterial3d(materials.add(Color::srgb(0.5, 0.4, 0.3))),
Transform::from_xyz(0.0, 0.5, 0.0),
));
// sphere
commands.spawn((
Mesh3d(meshes.add(Sphere::new(0.5).mesh().ico(4).unwrap())),
MeshMaterial3d(materials.add(Color::srgb(0.1, 0.4, 0.8))),
Transform::from_xyz(1.5, 1.5, 1.5),
));
// light
commands.spawn((
PointLight {
intensity: 1_000_000.0,
// Shadows makes some Android devices segfault, this is under investigation
// https://github.com/bevyengine/bevy/issues/8214
#[cfg(not(target_os = "android"))]
shadows_enabled: true,
..default()
},
Transform::from_xyz(4.0, 8.0, 4.0),
));
// camera
commands.spawn((
Camera3d::default(),
Transform::from_xyz(-2.0, 2.5, 5.0).looking_at(Vec3::ZERO, Vec3::Y),
// MSAA makes some Android devices panic, this is under investigation
// https://github.com/bevyengine/bevy/issues/8229
#[cfg(target_os = "android")]
Msaa::Off,
));
// Test ui
commands
.spawn((
Button,
Node {
justify_content: JustifyContent::Center,
align_items: AlignItems::Center,
position_type: PositionType::Absolute,
left: Val::Px(50.0),
right: Val::Px(50.0),
bottom: Val::Px(50.0),
..default()
},
))
.with_child((
Text::new("Test Button"),
TextFont {
font_size: 30.0,
..default()
},
TextColor::BLACK,
TextLayout::new_with_justify(JustifyText::Center),
));
}
fn button_handler(
mut interaction_query: Query<
(&Interaction, &mut BackgroundColor),
(Changed<Interaction>, With<Button>),
>,
) {
for (interaction, mut color) in &mut interaction_query {
match *interaction {
Interaction::Pressed => {
*color = BLUE.into();
}
Interaction::Hovered => {
*color = GRAY.into();
}
Interaction::None => {
*color = WHITE.into();
}
}
}
}
fn setup_music(asset_server: Res<AssetServer>, mut commands: Commands) {
commands.spawn((
AudioPlayer::new(asset_server.load("sounds/Windless Slopes.ogg")),
PlaybackSettings::LOOP,
));
}
// Pause audio when app goes into background and resume when it returns.
// This is handled by the OS on iOS, but not on Android.
fn handle_lifetime(
mut lifecycle_events: EventReader<AppLifecycle>,
music_controller: Single<&AudioSink>,
) {
for event in lifecycle_events.read() {
match event {
AppLifecycle::Idle | AppLifecycle::WillSuspend | AppLifecycle::WillResume => {}
AppLifecycle::Suspended => music_controller.pause(),
AppLifecycle::Running => music_controller.play(),
}
}
}