bevy/crates/bevy_window/src/lib.rs
JoJoJet 3ead10a3e0
Suppress the clippy::type_complexity lint (#8313)
# Objective

The clippy lint `type_complexity` is known not to play well with bevy.
It frequently triggers when writing complex queries, and taking the
lint's advice of using a type alias almost always just obfuscates the
code with no benefit. Because of this, this lint is currently ignored in
CI, but unfortunately it still shows up when viewing bevy code in an
IDE.

As someone who's made a fair amount of pull requests to this repo, I
will say that this issue has been a consistent thorn in my side. Since
bevy code is filled with spurious, ignorable warnings, it can be very
difficult to spot the *real* warnings that must be fixed -- most of the
time I just ignore all warnings, only to later find out that one of them
was real after I'm done when CI runs.

## Solution

Suppress this lint in all bevy crates. This was previously attempted in
#7050, but the review process ended up making it more complicated than
it needs to be and landed on a subpar solution.

The discussion in https://github.com/rust-lang/rust-clippy/pull/10571
explores some better long-term solutions to this problem. Since there is
no timeline on when these solutions may land, we should resolve this
issue in the meantime by locally suppressing these lints.

### Unresolved issues

Currently, these lints are not suppressed in our examples, since that
would require suppressing the lint in every single source file. They are
still ignored in CI.
2023-04-06 21:27:36 +00:00

165 lines
5.9 KiB
Rust

#![allow(clippy::type_complexity)]
#[warn(missing_docs)]
mod cursor;
mod event;
mod raw_handle;
mod system;
mod window;
pub use crate::raw_handle::*;
pub use cursor::*;
pub use event::*;
pub use system::*;
pub use window::*;
pub mod prelude {
#[doc(hidden)]
pub use crate::{
CursorEntered, CursorIcon, CursorLeft, CursorMoved, FileDragAndDrop, Ime, MonitorSelection,
ReceivedCharacter, Window, WindowMoved, WindowPlugin, WindowPosition,
WindowResizeConstraints,
};
}
use bevy_app::prelude::*;
use std::path::PathBuf;
impl Default for WindowPlugin {
fn default() -> Self {
WindowPlugin {
primary_window: Some(Window::default()),
exit_condition: ExitCondition::OnAllClosed,
close_when_requested: true,
}
}
}
/// A [`Plugin`] that defines an interface for windowing support in Bevy.
pub struct WindowPlugin {
/// Settings for the primary window. This will be spawned by
/// default, if you want to run without a primary window you should
/// set this to `None`.
///
/// Note that if there are no windows, by default the App will exit,
/// due to [`exit_on_all_closed`].
pub primary_window: Option<Window>,
/// Whether to exit the app when there are no open windows.
///
/// If disabling this, ensure that you send the [`bevy_app::AppExit`]
/// event when the app should exit. If this does not occur, you will
/// create 'headless' processes (processes without windows), which may
/// surprise your users. It is recommended to leave this setting to
/// either [`ExitCondition::OnAllClosed`] or [`ExitCondition::OnPrimaryClosed`].
///
/// [`ExitCondition::OnAllClosed`] will add [`exit_on_all_closed`] to [`Update`].
/// [`ExitCondition::OnPrimaryClosed`] will add [`exit_on_primary_closed`] to [`Update`].
pub exit_condition: ExitCondition,
/// Whether to close windows when they are requested to be closed (i.e.
/// when the close button is pressed).
///
/// If true, this plugin will add [`close_when_requested`] to [`Update`].
/// If this system (or a replacement) is not running, the close button will have no effect.
/// This may surprise your users. It is recommended to leave this setting as `true`.
pub close_when_requested: bool,
}
impl Plugin for WindowPlugin {
fn build(&self, app: &mut App) {
// User convenience events
app.add_event::<WindowResized>()
.add_event::<WindowCreated>()
.add_event::<WindowClosed>()
.add_event::<WindowCloseRequested>()
.add_event::<RequestRedraw>()
.add_event::<CursorMoved>()
.add_event::<CursorEntered>()
.add_event::<CursorLeft>()
.add_event::<ReceivedCharacter>()
.add_event::<Ime>()
.add_event::<WindowFocused>()
.add_event::<WindowScaleFactorChanged>()
.add_event::<WindowBackendScaleFactorChanged>()
.add_event::<FileDragAndDrop>()
.add_event::<WindowMoved>();
if let Some(primary_window) = &self.primary_window {
app.world
.spawn(primary_window.clone())
.insert(PrimaryWindow);
}
match self.exit_condition {
ExitCondition::OnPrimaryClosed => {
app.add_systems(PostUpdate, exit_on_primary_closed);
}
ExitCondition::OnAllClosed => {
app.add_systems(PostUpdate, exit_on_all_closed);
}
ExitCondition::DontExit => {}
}
if self.close_when_requested {
// Need to run before `exit_on_*` systems
app.add_systems(Update, close_when_requested);
}
// Register event types
app.register_type::<WindowResized>()
.register_type::<RequestRedraw>()
.register_type::<WindowCreated>()
.register_type::<WindowCloseRequested>()
.register_type::<WindowClosed>()
.register_type::<CursorMoved>()
.register_type::<CursorEntered>()
.register_type::<CursorLeft>()
.register_type::<ReceivedCharacter>()
.register_type::<WindowFocused>()
.register_type::<WindowScaleFactorChanged>()
.register_type::<WindowBackendScaleFactorChanged>()
.register_type::<FileDragAndDrop>()
.register_type::<WindowMoved>();
// Register window descriptor and related types
app.register_type::<Window>()
.register_type::<Cursor>()
.register_type::<CursorIcon>()
.register_type::<CursorGrabMode>()
.register_type::<CompositeAlphaMode>()
.register_type::<WindowResolution>()
.register_type::<WindowPosition>()
.register_type::<WindowMode>()
.register_type::<WindowLevel>()
.register_type::<PresentMode>()
.register_type::<InternalWindowState>()
.register_type::<MonitorSelection>()
.register_type::<WindowResizeConstraints>();
// Register `PathBuf` as it's used by `FileDragAndDrop`
app.register_type::<PathBuf>();
}
}
/// Defines the specific conditions the application should exit on
#[derive(Clone)]
pub enum ExitCondition {
/// Close application when the primary window is closed
///
/// The plugin will add [`exit_on_primary_closed`] to [`Update`].
OnPrimaryClosed,
/// Close application when all windows are closed
///
/// The plugin will add [`exit_on_all_closed`] to [`Update`].
OnAllClosed,
/// Keep application running headless even after closing all windows
///
/// If selecting this, ensure that you send the [`bevy_app::AppExit`]
/// event when the app should exit. If this does not occur, you will
/// create 'headless' processes (processes without windows), which may
/// surprise your users.
DontExit,
}