
# Objective Currently the built docs only shows the logo and favicon for the top level `bevy` crate. This makes views like https://docs.rs/bevy_ecs/latest/bevy_ecs/ look potentially unrelated to the project at first glance. ## Solution Reproduce the docs attributes for every crate that Bevy publishes. Ideally this would be done with some workspace level Cargo.toml control, but AFAICT, such support does not exist.
178 lines
6.4 KiB
Rust
178 lines
6.4 KiB
Rust
#![cfg_attr(docsrs, feature(doc_auto_cfg))]
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#![doc(
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html_logo_url = "https://bevyengine.org/assets/icon.png",
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html_favicon_url = "https://bevyengine.org/assets/icon.png"
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)]
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//! `bevy_window` provides a platform-agnostic interface for windowing in Bevy.
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//!
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//! This crate contains types for window management and events,
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//! used by windowing implementors such as `bevy_winit`.
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//! The [`WindowPlugin`] sets up some global window-related parameters and
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//! is part of the [`DefaultPlugins`](https://docs.rs/bevy/latest/bevy/struct.DefaultPlugins.html).
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use bevy_a11y::Focus;
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mod cursor;
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mod event;
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mod raw_handle;
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mod system;
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mod window;
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pub use crate::raw_handle::*;
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pub use cursor::*;
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pub use event::*;
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pub use system::*;
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pub use window::*;
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#[allow(missing_docs)]
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pub mod prelude {
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#[doc(hidden)]
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pub use crate::{
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CursorEntered, CursorIcon, CursorLeft, CursorMoved, FileDragAndDrop, Ime, MonitorSelection,
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ReceivedCharacter, Window, WindowMoved, WindowPlugin, WindowPosition,
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WindowResizeConstraints,
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};
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}
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use bevy_app::prelude::*;
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impl Default for WindowPlugin {
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fn default() -> Self {
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WindowPlugin {
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primary_window: Some(Window::default()),
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exit_condition: ExitCondition::OnAllClosed,
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close_when_requested: true,
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}
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}
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}
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/// A [`Plugin`] that defines an interface for windowing support in Bevy.
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pub struct WindowPlugin {
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/// Settings for the primary window.
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///
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/// `Some(custom_window)` will spawn an entity with `custom_window` and [`PrimaryWindow`] as components.
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/// `None` will not spawn a primary window.
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///
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/// Defaults to `Some(Window::default())`.
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///
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/// Note that if there are no windows the App will exit (by default) due to
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/// [`exit_on_all_closed`].
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pub primary_window: Option<Window>,
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/// Whether to exit the app when there are no open windows.
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///
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/// If disabling this, ensure that you send the [`bevy_app::AppExit`]
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/// event when the app should exit. If this does not occur, you will
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/// create 'headless' processes (processes without windows), which may
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/// surprise your users. It is recommended to leave this setting to
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/// either [`ExitCondition::OnAllClosed`] or [`ExitCondition::OnPrimaryClosed`].
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///
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/// [`ExitCondition::OnAllClosed`] will add [`exit_on_all_closed`] to [`Update`].
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/// [`ExitCondition::OnPrimaryClosed`] will add [`exit_on_primary_closed`] to [`Update`].
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pub exit_condition: ExitCondition,
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/// Whether to close windows when they are requested to be closed (i.e.
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/// when the close button is pressed).
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///
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/// If true, this plugin will add [`close_when_requested`] to [`Update`].
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/// If this system (or a replacement) is not running, the close button will have no effect.
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/// This may surprise your users. It is recommended to leave this setting as `true`.
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pub close_when_requested: bool,
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}
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impl Plugin for WindowPlugin {
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fn build(&self, app: &mut App) {
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// User convenience events
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app.add_event::<WindowResized>()
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.add_event::<WindowCreated>()
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.add_event::<WindowClosed>()
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.add_event::<WindowCloseRequested>()
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.add_event::<WindowDestroyed>()
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.add_event::<RequestRedraw>()
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.add_event::<CursorMoved>()
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.add_event::<CursorEntered>()
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.add_event::<CursorLeft>()
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.add_event::<ReceivedCharacter>()
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.add_event::<Ime>()
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.add_event::<WindowFocused>()
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.add_event::<WindowOccluded>()
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.add_event::<WindowScaleFactorChanged>()
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.add_event::<WindowBackendScaleFactorChanged>()
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.add_event::<FileDragAndDrop>()
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.add_event::<WindowMoved>()
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.add_event::<WindowThemeChanged>()
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.add_event::<ApplicationLifetime>();
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if let Some(primary_window) = &self.primary_window {
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let initial_focus = app
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.world
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.spawn(primary_window.clone())
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.insert(PrimaryWindow)
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.id();
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if let Some(mut focus) = app.world.get_resource_mut::<Focus>() {
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**focus = Some(initial_focus);
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}
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}
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match self.exit_condition {
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ExitCondition::OnPrimaryClosed => {
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app.add_systems(PostUpdate, exit_on_primary_closed);
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}
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ExitCondition::OnAllClosed => {
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app.add_systems(PostUpdate, exit_on_all_closed);
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}
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ExitCondition::DontExit => {}
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}
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if self.close_when_requested {
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// Need to run before `exit_on_*` systems
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app.add_systems(Update, close_when_requested);
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}
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// Register event types
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app.register_type::<WindowResized>()
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.register_type::<RequestRedraw>()
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.register_type::<WindowCreated>()
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.register_type::<WindowCloseRequested>()
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.register_type::<WindowClosed>()
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.register_type::<CursorMoved>()
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.register_type::<CursorEntered>()
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.register_type::<CursorLeft>()
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.register_type::<ReceivedCharacter>()
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.register_type::<WindowFocused>()
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.register_type::<WindowOccluded>()
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.register_type::<WindowScaleFactorChanged>()
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.register_type::<WindowBackendScaleFactorChanged>()
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.register_type::<FileDragAndDrop>()
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.register_type::<WindowMoved>()
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.register_type::<WindowThemeChanged>()
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.register_type::<ApplicationLifetime>();
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// Register window descriptor and related types
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app.register_type::<Window>()
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.register_type::<PrimaryWindow>();
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}
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}
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/// Defines the specific conditions the application should exit on
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#[derive(Clone)]
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pub enum ExitCondition {
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/// Close application when the primary window is closed
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///
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/// The plugin will add [`exit_on_primary_closed`] to [`Update`].
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OnPrimaryClosed,
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/// Close application when all windows are closed
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///
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/// The plugin will add [`exit_on_all_closed`] to [`Update`].
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OnAllClosed,
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/// Keep application running headless even after closing all windows
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///
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/// If selecting this, ensure that you send the [`bevy_app::AppExit`]
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/// event when the app should exit. If this does not occur, you will
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/// create 'headless' processes (processes without windows), which may
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/// surprise your users.
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DontExit,
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}
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