
# 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>
188 lines
6.7 KiB
Rust
188 lines
6.7 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 std::sync::{Arc, Mutex};
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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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#[allow(deprecated)]
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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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#[allow(deprecated)]
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app.add_event::<WindowResized>()
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.add_event::<WindowCreated>()
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.add_event::<WindowClosing>()
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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::<AppLifecycle>();
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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_mut()
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.spawn(primary_window.clone())
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.insert((
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PrimaryWindow,
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RawHandleWrapperHolder(Arc::new(Mutex::new(None))),
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))
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.id();
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if let Some(mut focus) = app.world_mut().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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#[allow(deprecated)]
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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::<WindowClosing>()
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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::<AppLifecycle>();
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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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