
# Objective - Update winit dependency to 0.29 ## Changelog ### KeyCode changes - Removed `ScanCode`, as it was [replaced by KeyCode](https://github.com/rust-windowing/winit/blob/master/CHANGELOG.md#0292). - `ReceivedCharacter.char` is now a `SmolStr`, [relevant doc](https://docs.rs/winit/latest/winit/event/struct.KeyEvent.html#structfield.text). - Changed most `KeyCode` values, and added more. KeyCode has changed meaning. With this PR, it refers to physical position on keyboard rather than the printed letter on keyboard keys. In practice this means: - On QWERTY keyboard layouts, nothing changes - On any other keyboard layout, `KeyCode` no longer reflects the label on key. - This is "good". In bevy 0.12, when you used WASD for movement, users with non-QWERTY keyboards couldn't play your game! This was especially bad for non-latin keyboards. Now, WASD represents the physical keys. A French player will press the ZQSD keys, which are near each other, Kyrgyz players will use "Цфыв". - This is "bad" as well. You can't know in advance what the label of the key for input is. Your UI says "press WASD to move", even if in reality, they should be pressing "ZQSD" or "Цфыв". You also no longer can use `KeyCode` for text inputs. In any case, it was a pretty bad API for text input. You should use `ReceivedCharacter` now instead. ### Other changes - Use `web-time` rather than `instant` crate. (https://github.com/rust-windowing/winit/pull/2836) - winit did split `run_return` in `run_onDemand` and `pump_events`, I did the same change in bevy_winit and used `pump_events`. - Removed `return_from_run` from `WinitSettings` as `winit::run` now returns on supported platforms. - I left the example "return_after_run" as I think it's still useful. - This winit change is done partly to allow to create a new window after quitting all windows: https://github.com/emilk/egui/issues/1918 ; this PR doesn't address. - added `width` and `height` properties in the `canvas` from wasm example (https://github.com/bevyengine/bevy/pull/10702#discussion_r1420567168) ## Known regressions (important follow ups?) - Provide an API for reacting when a specific key from current layout was released. - possible solutions: use winit::Key from winit::KeyEvent ; mapping between KeyCode and Key ; or . - We don't receive characters through alt+numpad (e.g. alt + 151 = "ù") anymore ; reproduced on winit example "ime". maybe related to https://github.com/rust-windowing/winit/issues/2945 - (windows) Window content doesn't refresh at all when resizing. By reading https://github.com/rust-windowing/winit/issues/2900 ; I suspect we should just fire a `window.request_redraw();` from `AboutToWait`, and handle actual redrawing within `RedrawRequested`. I'm not sure how to move all that code so I'd appreciate it to be a follow up. - (windows) unreleased winit fix for using set_control_flow in AboutToWait https://github.com/rust-windowing/winit/issues/3215 ; ⚠️ I'm not sure what the implications are, but that feels bad 🤔 ## Follow up I'd like to avoid bloating this PR, here are a few follow up tasks worthy of a separate PR, or new issue to track them once this PR is closed, as they would either complicate reviews, or at risk of being controversial: - remove CanvasParentResizePlugin (https://github.com/bevyengine/bevy/pull/10702#discussion_r1417068856) - avoid mentionning explicitly winit in docs from bevy_window ? - NamedKey integration on bevy_input: https://github.com/rust-windowing/winit/pull/3143 introduced a new NamedKey variant. I implemented it only on the converters but we'd benefit making the same changes to bevy_input. - Add more info in KeyboardInput https://github.com/bevyengine/bevy/pull/10702#pullrequestreview-1748336313 - https://github.com/bevyengine/bevy/pull/9905 added a workaround on a bug allegedly fixed by winit 0.29. We should check if it's still necessary. - update to raw_window_handle 0.6 - blocked by wgpu - Rename `KeyCode` to `PhysicalKeyCode` https://github.com/bevyengine/bevy/pull/10702#discussion_r1404595015 - remove `instant` dependency, [replaced by](https://github.com/rust-windowing/winit/pull/2836) `web_time`), we'd need to update to : - fastrand >= 2.0 - [`async-executor`](https://github.com/smol-rs/async-executor) >= 1.7 - [`futures-lite`](https://github.com/smol-rs/futures-lite) >= 2.0 - Verify license, see [discussion](https://github.com/bevyengine/bevy/pull/8745#discussion_r1402439800) - we might be missing a short notice or description of changes made - Consider using https://github.com/rust-windowing/cursor-icon directly rather than vendoring it in bevy. - investigate [this unwrap](https://github.com/bevyengine/bevy/pull/8745#discussion_r1387044986) (`winit_window.canvas().unwrap();`) - Use more good things about winit's update - https://github.com/bevyengine/bevy/pull/10689#issuecomment-1823560428 ## Migration Guide This PR should have one.
113 lines
3.7 KiB
Rust
113 lines
3.7 KiB
Rust
//! Control animations of entities in the loaded scene.
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use bevy::{gltf::Gltf, prelude::*};
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use crate::scene_viewer_plugin::SceneHandle;
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/// Controls animation clips for a unique entity.
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#[derive(Component)]
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struct Clips {
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clips: Vec<Handle<AnimationClip>>,
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current: usize,
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}
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impl Clips {
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fn new(clips: Vec<Handle<AnimationClip>>) -> Self {
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Clips { clips, current: 0 }
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}
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/// # Panics
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///
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/// When no clips are present.
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fn current(&self) -> Handle<AnimationClip> {
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self.clips[self.current].clone_weak()
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}
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fn advance_to_next(&mut self) {
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self.current = (self.current + 1) % self.clips.len();
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}
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}
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/// Read [`AnimationClip`]s from the loaded [`Gltf`] and assign them to the
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/// entities they control. [`AnimationClip`]s control specific entities, and
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/// trying to play them on an [`AnimationPlayer`] controlling a different
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/// entities will result in odd animations, we take extra care to store
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/// animation clips for given entities in the [`Clips`] component we defined
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/// earlier in this file.
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fn assign_clips(
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mut players: Query<(Entity, &mut AnimationPlayer, &Name)>,
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scene_handle: Res<SceneHandle>,
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clips: Res<Assets<AnimationClip>>,
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gltf_assets: Res<Assets<Gltf>>,
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assets: Res<AssetServer>,
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mut commands: Commands,
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mut setup: Local<bool>,
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) {
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if scene_handle.is_loaded && !*setup {
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*setup = true;
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} else {
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return;
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}
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let gltf = gltf_assets.get(&scene_handle.gltf_handle).unwrap();
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let animations = &gltf.animations;
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if !animations.is_empty() {
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let count = animations.len();
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let plural = if count == 1 { "" } else { "s" };
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info!("Found {} animation{plural}", animations.len());
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let names: Vec<_> = gltf.named_animations.keys().collect();
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info!("Animation names: {names:?}");
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}
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for (entity, mut player, name) in &mut players {
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let clips = clips
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.iter()
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.filter_map(|(k, v)| v.compatible_with(name).then_some(k))
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.map(|id| assets.get_id_handle(id).unwrap())
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.collect();
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let animations = Clips::new(clips);
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player.play(animations.current()).repeat();
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commands.entity(entity).insert(animations);
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}
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}
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fn handle_inputs(
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keyboard_input: Res<ButtonInput<KeyCode>>,
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mut animation_player: Query<(&mut AnimationPlayer, &mut Clips, Entity, Option<&Name>)>,
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) {
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for (mut player, mut clips, entity, name) in &mut animation_player {
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let display_entity_name = match name {
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Some(name) => name.to_string(),
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None => format!("entity {entity:?}"),
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};
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if keyboard_input.just_pressed(KeyCode::Space) {
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if player.is_paused() {
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info!("resuming animation for {display_entity_name}");
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player.resume();
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} else {
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info!("pausing animation for {display_entity_name}");
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player.pause();
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}
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}
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if clips.clips.len() <= 1 {
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continue;
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}
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if keyboard_input.just_pressed(KeyCode::Enter) {
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info!("switching to new animation for {display_entity_name}");
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let resume = !player.is_paused();
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// set the current animation to its start and pause it to reset to its starting state
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player.seek_to(0.0).pause();
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clips.advance_to_next();
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let current_clip = clips.current();
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player.play(current_clip).repeat();
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if resume {
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player.resume();
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}
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}
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}
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}
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pub struct AnimationManipulationPlugin;
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impl Plugin for AnimationManipulationPlugin {
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fn build(&self, app: &mut App) {
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app.add_systems(Update, (handle_inputs, assign_clips));
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}
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}
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