# Objective - Upgrade winit to v0.30 - Fixes https://github.com/bevyengine/bevy/issues/13331 ## Solution This is a rewrite/adaptation of the new trait system described and implemented in `winit` v0.30. ## Migration Guide The custom UserEvent is now renamed as WakeUp, used to wake up the loop if anything happens outside the app (a new [custom_user_event](https://github.com/bevyengine/bevy/pull/13366/files#diff-2de8c0a8d3028d0059a3d80ae31b2bbc1cde2595ce2d317ea378fe3e0cf6ef2d) shows this behavior. The internal `UpdateState` has been removed and replaced internally by the AppLifecycle. When changed, the AppLifecycle is sent as an event. The `UpdateMode` now accepts only two values: `Continuous` and `Reactive`, but the latter exposes 3 new properties to enable reactive to device, user or window events. The previous `UpdateMode::Reactive` is now equivalent to `UpdateMode::reactive()`, while `UpdateMode::ReactiveLowPower` to `UpdateMode::reactive_low_power()`. The `ApplicationLifecycle` has been renamed as `AppLifecycle`, and now contains the possible values of the application state inside the event loop: * `Idle`: the loop has not started yet * `Running` (previously called `Started`): the loop is running * `WillSuspend`: the loop is going to be suspended * `Suspended`: the loop is suspended * `WillResume`: the loop is going to be resumed Note: the `Resumed` state has been removed since the resumed app is just running. Finally, now that `winit` enables this, it extends the `WinitPlugin` to support custom events. ## Test platforms - [x] Windows - [x] MacOs - [x] Linux (x11) - [x] Linux (Wayland) - [x] Android - [x] iOS - [x] WASM/WebGPU - [x] WASM/WebGL2 ## Outstanding issues / regressions - [ ] iOS: build failed in CI - blocking, but may just be flakiness - [x] Cross-platform: when the window is maximised, changes in the scale factor don't apply, to make them apply one has to make the window smaller again. (Re-maximising keeps the updated scale factor) - non-blocking, but good to fix - [ ] Android: it's pretty easy to quickly open and close the app and then the music keeps playing when suspended. - non-blocking but worrying - [ ] Web: the application will hang when switching tabs - Not new, duplicate of https://github.com/bevyengine/bevy/issues/13486 - [ ] Cross-platform?: Screenshot failure, `ERROR present_frames: wgpu_core::present: No work has been submitted for this frame before` taking the first screenshot, but after pressing space - non-blocking, but good to fix --------- Co-authored-by: François <francois.mockers@vleue.com>
		
			
				
	
	
		
			121 lines
		
	
	
		
			3.8 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			121 lines
		
	
	
		
			3.8 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
//! This example illustrates how to override the window scale factor imposed by the
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//! operating system.
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use bevy::{prelude::*, window::WindowResolution};
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#[derive(Component)]
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struct CustomText;
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fn main() {
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    App::new()
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        .add_plugins(DefaultPlugins.set(WindowPlugin {
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            primary_window: Some(Window {
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                resolution: WindowResolution::new(500., 300.).with_scale_factor_override(1.0),
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                ..default()
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            }),
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            ..default()
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        }))
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        .add_systems(Startup, setup)
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        .add_systems(
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            Update,
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            (display_override, toggle_override, change_scale_factor),
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        )
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        .run();
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}
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fn setup(mut commands: Commands) {
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    // camera
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    commands.spawn(Camera2dBundle::default());
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    // root node
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    commands
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        .spawn(NodeBundle {
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            style: Style {
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                width: Val::Percent(100.0),
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                height: Val::Percent(100.0),
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                justify_content: JustifyContent::SpaceBetween,
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                ..default()
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            },
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            ..default()
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        })
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        .with_children(|parent| {
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            // left vertical fill (border)
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            parent
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                .spawn(NodeBundle {
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                    style: Style {
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                        width: Val::Px(300.0),
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                        height: Val::Percent(100.0),
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                        border: UiRect::all(Val::Px(2.0)),
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                        ..default()
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                    },
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                    background_color: Color::srgb(0.65, 0.65, 0.65).into(),
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                    ..default()
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                })
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                .with_children(|parent| {
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                    parent.spawn((
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                        CustomText,
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                        TextBundle::from_section(
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                            "Example text",
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                            TextStyle {
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                                font_size: 30.0,
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                                ..default()
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                            },
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                        )
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                        .with_style(Style {
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                            align_self: AlignSelf::FlexEnd,
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                            ..default()
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                        }),
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                    ));
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                });
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        });
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}
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/// Set the title of the window to the current override
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fn display_override(
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    mut windows: Query<&mut Window>,
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    mut custom_text: Query<&mut Text, With<CustomText>>,
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) {
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    let mut window = windows.single_mut();
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    let text = format!(
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        "Scale factor: {:.1} {}",
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        window.scale_factor(),
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        if window.resolution.scale_factor_override().is_some() {
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            "(overridden)"
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        } else {
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            "(default)"
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        }
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    );
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    window.title.clone_from(&text);
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    let mut custom_text = custom_text.single_mut();
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    custom_text.sections[0].value = text;
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}
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/// This system toggles scale factor overrides when enter is pressed
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fn toggle_override(input: Res<ButtonInput<KeyCode>>, mut windows: Query<&mut Window>) {
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    let mut window = windows.single_mut();
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    if input.just_pressed(KeyCode::Enter) {
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        let scale_factor_override = window.resolution.scale_factor_override();
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        window
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            .resolution
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            .set_scale_factor_override(scale_factor_override.xor(Some(1.0)));
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    }
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}
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/// This system changes the scale factor override when up or down is pressed
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fn change_scale_factor(input: Res<ButtonInput<KeyCode>>, mut windows: Query<&mut Window>) {
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    let mut window = windows.single_mut();
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    let scale_factor_override = window.resolution.scale_factor_override();
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    if input.just_pressed(KeyCode::ArrowUp) {
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        window
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            .resolution
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            .set_scale_factor_override(scale_factor_override.map(|n| n + 1.0));
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    } else if input.just_pressed(KeyCode::ArrowDown) {
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        window
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            .resolution
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            .set_scale_factor_override(scale_factor_override.map(|n| (n - 1.0).max(1.0)));
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    }
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}
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