bevy/examples/mobile/src/lib.rs
Andrew 6a39c33d49
Use oslog for ios (#13364)
# 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>
2024-10-11 08:58:14 +00:00

190 lines
6.0 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, WindowMode},
};
// the `bevy_main` proc_macro generates the required boilerplate for iOS and Android
#[bevy_main]
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,
..default()
}),
..default()
}),
)
.add_systems(Startup, (setup_scene, setup_music))
.add_systems(Update, (touch_camera, button_handler, handle_lifetime))
.run();
}
fn touch_camera(
windows: Query<&Window>,
mut touches: EventReader<TouchInput>,
mut camera: Query<&mut Transform, With<Camera3d>>,
mut last_position: Local<Option<Vec2>>,
mut rotations: EventReader<RotationGesture>,
) {
let window = windows.single();
for touch in touches.read() {
if touch.phase == TouchPhase::Started {
*last_position = None;
}
if let Some(last_position) = *last_position {
let mut transform = camera.single_mut();
*transform = Transform::from_xyz(
transform.translation.x
+ (touch.position.x - last_position.x) / window.width() * 5.0,
transform.translation.y,
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 mut transform = camera.single_mut();
let forward = transform.forward();
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(ButtonBundle {
style: Style {
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()
},
..default()
})
.with_child((
Text::new("Test Button"),
TextStyle {
font_size: 30.0,
color: Color::BLACK,
..default()
},
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::<AudioSource>(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: Query<&AudioSink>,
) {
let Ok(music_controller) = music_controller.get_single() else {
return;
};
for event in lifecycle_events.read() {
match event {
AppLifecycle::Idle | AppLifecycle::WillSuspend | AppLifecycle::WillResume => {}
AppLifecycle::Suspended => music_controller.pause(),
AppLifecycle::Running => music_controller.play(),
}
}
}