bevy/crates/bevy_window/src/lib.rs
Pietro 061bee7e3c
fix: upgrade to winit v0.30 (#13366)
# 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>
2024-06-03 13:06:48 +00:00

188 lines
6.7 KiB
Rust

#![cfg_attr(docsrs, feature(doc_auto_cfg))]
#![doc(
html_logo_url = "https://bevyengine.org/assets/icon.png",
html_favicon_url = "https://bevyengine.org/assets/icon.png"
)]
//! `bevy_window` provides a platform-agnostic interface for windowing in Bevy.
//!
//! This crate contains types for window management and events,
//! used by windowing implementors such as `bevy_winit`.
//! The [`WindowPlugin`] sets up some global window-related parameters and
//! is part of the [`DefaultPlugins`](https://docs.rs/bevy/latest/bevy/struct.DefaultPlugins.html).
use std::sync::{Arc, Mutex};
use bevy_a11y::Focus;
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::*;
#[allow(missing_docs)]
pub mod prelude {
#[allow(deprecated)]
#[doc(hidden)]
pub use crate::{
CursorEntered, CursorIcon, CursorLeft, CursorMoved, FileDragAndDrop, Ime, MonitorSelection,
ReceivedCharacter, Window, WindowMoved, WindowPlugin, WindowPosition,
WindowResizeConstraints,
};
}
use bevy_app::prelude::*;
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.
///
/// `Some(custom_window)` will spawn an entity with `custom_window` and [`PrimaryWindow`] as components.
/// `None` will not spawn a primary window.
///
/// Defaults to `Some(Window::default())`.
///
/// Note that if there are no windows the App will exit (by default) 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
#[allow(deprecated)]
app.add_event::<WindowResized>()
.add_event::<WindowCreated>()
.add_event::<WindowClosing>()
.add_event::<WindowClosed>()
.add_event::<WindowCloseRequested>()
.add_event::<WindowDestroyed>()
.add_event::<RequestRedraw>()
.add_event::<CursorMoved>()
.add_event::<CursorEntered>()
.add_event::<CursorLeft>()
.add_event::<ReceivedCharacter>()
.add_event::<Ime>()
.add_event::<WindowFocused>()
.add_event::<WindowOccluded>()
.add_event::<WindowScaleFactorChanged>()
.add_event::<WindowBackendScaleFactorChanged>()
.add_event::<FileDragAndDrop>()
.add_event::<WindowMoved>()
.add_event::<WindowThemeChanged>()
.add_event::<AppLifecycle>();
if let Some(primary_window) = &self.primary_window {
let initial_focus = app
.world_mut()
.spawn(primary_window.clone())
.insert((
PrimaryWindow,
RawHandleWrapperHolder(Arc::new(Mutex::new(None))),
))
.id();
if let Some(mut focus) = app.world_mut().get_resource_mut::<Focus>() {
**focus = Some(initial_focus);
}
}
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
#[allow(deprecated)]
app.register_type::<WindowResized>()
.register_type::<RequestRedraw>()
.register_type::<WindowCreated>()
.register_type::<WindowCloseRequested>()
.register_type::<WindowClosing>()
.register_type::<WindowClosed>()
.register_type::<CursorMoved>()
.register_type::<CursorEntered>()
.register_type::<CursorLeft>()
.register_type::<ReceivedCharacter>()
.register_type::<WindowFocused>()
.register_type::<WindowOccluded>()
.register_type::<WindowScaleFactorChanged>()
.register_type::<WindowBackendScaleFactorChanged>()
.register_type::<FileDragAndDrop>()
.register_type::<WindowMoved>()
.register_type::<WindowThemeChanged>()
.register_type::<AppLifecycle>();
// Register window descriptor and related types
app.register_type::<Window>()
.register_type::<PrimaryWindow>();
}
}
/// 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,
}