
# Objective On mobile devices, it's best to use the OS's native logging due to the difficulty of accessing the console. This is already done for Android. This is an updated version of https://github.com/bevyengine/bevy/pull/4462. ## Solution This PR uses Absolucy's [tracing-oslog](https://github.com/Absolucy/tracing-oslog) ([ZLib license](https://github.com/Absolucy/tracing-oslog/blob/main/LICENSE.md)) for iOS in order to use Apple's `os_log`. ## Testing I ran `examples/mobile` with the logging from `examples/app/logs.rs` on an iOS device, I then checked the logs could be filtered in the MacOS Console.app. ## Changelog - Change bevy_log to use Apple's os_log on iOS. ## Questions for Reviewers It's worth noting that the dependency this adds hasn't had bug fixes released in a few years, so we may want to consider one or more of: 1. a feature flag to opt-in, and it would also allow `os_log` on MacOS 2. merge as-is and have some (minor?) upstream bugs 3. hold off on this PR until a suitable alternative dependency arises 4. maintain our own implementation ## Future work In a follow-up PR it might be good to make the `subsystem` field have a better default value, like [this one](https://github.com/bevyengine/bevy/blob/main/examples/mobile/bevy_mobile_example.xcodeproj/project.pbxproj#L363). That value can be retrieved programmatically if we bind another system API (For posterity in Swift this is `Bundle.main.bundleIdentifier`, but the C/ObjC equivalent is likely easier to bind). This would almost always be the correct value, while the current default is unlikely to ever be correct. --------- Co-authored-by: Dusty DeWeese <dustin.deweese@gmail.com> Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com> Co-authored-by: Carter Anderson <mcanders1@gmail.com> Co-authored-by: François Mockers <francois.mockers@vleue.com>
190 lines
6.0 KiB
Rust
190 lines
6.0 KiB
Rust
//! A 3d Scene with a button and playing sound.
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use bevy::{
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color::palettes::basic::*,
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input::{gestures::RotationGesture, touch::TouchPhase},
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log::{Level, LogPlugin},
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prelude::*,
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window::{AppLifecycle, WindowMode},
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};
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// the `bevy_main` proc_macro generates the required boilerplate for iOS and Android
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#[bevy_main]
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fn main() {
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let mut app = App::new();
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app.add_plugins(
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DefaultPlugins
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.set(LogPlugin {
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// This will show some log events from Bevy to the native logger.
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level: Level::DEBUG,
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filter: "wgpu=error,bevy_render=info,bevy_ecs=trace".to_string(),
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..Default::default()
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})
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.set(WindowPlugin {
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primary_window: Some(Window {
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resizable: false,
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mode: WindowMode::BorderlessFullscreen(MonitorSelection::Primary),
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// on iOS, gestures must be enabled.
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// This doesn't work on Android
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recognize_rotation_gesture: true,
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..default()
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}),
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..default()
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}),
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)
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.add_systems(Startup, (setup_scene, setup_music))
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.add_systems(Update, (touch_camera, button_handler, handle_lifetime))
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.run();
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}
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fn touch_camera(
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windows: Query<&Window>,
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mut touches: EventReader<TouchInput>,
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mut camera: Query<&mut Transform, With<Camera3d>>,
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mut last_position: Local<Option<Vec2>>,
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mut rotations: EventReader<RotationGesture>,
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) {
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let window = windows.single();
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for touch in touches.read() {
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if touch.phase == TouchPhase::Started {
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*last_position = None;
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}
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if let Some(last_position) = *last_position {
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let mut transform = camera.single_mut();
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*transform = Transform::from_xyz(
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transform.translation.x
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+ (touch.position.x - last_position.x) / window.width() * 5.0,
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transform.translation.y,
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transform.translation.z
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+ (touch.position.y - last_position.y) / window.height() * 5.0,
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)
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.looking_at(Vec3::ZERO, Vec3::Y);
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}
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*last_position = Some(touch.position);
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}
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// Rotation gestures only work on iOS
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for rotation in rotations.read() {
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let mut transform = camera.single_mut();
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let forward = transform.forward();
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transform.rotate_axis(forward, rotation.0 / 10.0);
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}
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}
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/// set up a simple 3D scene
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fn setup_scene(
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mut commands: Commands,
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mut meshes: ResMut<Assets<Mesh>>,
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mut materials: ResMut<Assets<StandardMaterial>>,
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) {
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// plane
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commands.spawn((
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Mesh3d(meshes.add(Plane3d::default().mesh().size(5.0, 5.0))),
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MeshMaterial3d(materials.add(Color::srgb(0.1, 0.2, 0.1))),
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));
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// cube
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commands.spawn((
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Mesh3d(meshes.add(Cuboid::default())),
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MeshMaterial3d(materials.add(Color::srgb(0.5, 0.4, 0.3))),
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Transform::from_xyz(0.0, 0.5, 0.0),
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));
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// sphere
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commands.spawn((
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Mesh3d(meshes.add(Sphere::new(0.5).mesh().ico(4).unwrap())),
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MeshMaterial3d(materials.add(Color::srgb(0.1, 0.4, 0.8))),
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Transform::from_xyz(1.5, 1.5, 1.5),
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));
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// light
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commands.spawn((
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PointLight {
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intensity: 1_000_000.0,
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// Shadows makes some Android devices segfault, this is under investigation
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// https://github.com/bevyengine/bevy/issues/8214
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#[cfg(not(target_os = "android"))]
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shadows_enabled: true,
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..default()
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},
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Transform::from_xyz(4.0, 8.0, 4.0),
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));
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// camera
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commands.spawn((
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Camera3d::default(),
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Transform::from_xyz(-2.0, 2.5, 5.0).looking_at(Vec3::ZERO, Vec3::Y),
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// MSAA makes some Android devices panic, this is under investigation
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// https://github.com/bevyengine/bevy/issues/8229
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#[cfg(target_os = "android")]
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Msaa::Off,
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));
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// Test ui
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commands
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.spawn(ButtonBundle {
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style: Style {
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justify_content: JustifyContent::Center,
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align_items: AlignItems::Center,
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position_type: PositionType::Absolute,
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left: Val::Px(50.0),
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right: Val::Px(50.0),
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bottom: Val::Px(50.0),
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..default()
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},
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..default()
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})
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.with_child((
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Text::new("Test Button"),
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TextStyle {
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font_size: 30.0,
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color: Color::BLACK,
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..default()
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},
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TextLayout::new_with_justify(JustifyText::Center),
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));
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}
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fn button_handler(
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mut interaction_query: Query<
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(&Interaction, &mut BackgroundColor),
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(Changed<Interaction>, With<Button>),
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>,
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) {
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for (interaction, mut color) in &mut interaction_query {
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match *interaction {
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Interaction::Pressed => {
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*color = BLUE.into();
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}
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Interaction::Hovered => {
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*color = GRAY.into();
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}
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Interaction::None => {
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*color = WHITE.into();
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}
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}
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}
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}
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fn setup_music(asset_server: Res<AssetServer>, mut commands: Commands) {
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commands.spawn((
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AudioPlayer::<AudioSource>(asset_server.load("sounds/Windless Slopes.ogg")),
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PlaybackSettings::LOOP,
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));
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}
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// Pause audio when app goes into background and resume when it returns.
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// This is handled by the OS on iOS, but not on Android.
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fn handle_lifetime(
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mut lifecycle_events: EventReader<AppLifecycle>,
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music_controller: Query<&AudioSink>,
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) {
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let Ok(music_controller) = music_controller.get_single() else {
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return;
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};
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for event in lifecycle_events.read() {
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match event {
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AppLifecycle::Idle | AppLifecycle::WillSuspend | AppLifecycle::WillResume => {}
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AppLifecycle::Suspended => music_controller.pause(),
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AppLifecycle::Running => music_controller.play(),
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}
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}
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}
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