bevy/crates/bevy_window/src/lib.rs
Zachary Harrold 04990fcd27
Move spin to bevy_platform_support out of other crates (#17470)
# Objective

- Contributes to #16877

## Solution

- Expanded `bevy_platform_support::sync` module to provide
API-compatible replacements for `std` items such as `RwLock`, `Mutex`,
and `OnceLock`.
- Removed `spin` from all crates except `bevy_platform_support`.

## Testing

- CI

---

## Notes

- The sync primitives, while verbose, entirely rely on `spin` for their
implementation requiring no `unsafe` and not changing the status-quo on
_how_ locks actually work within Bevy. This is just a refactoring to
consolidate the "hacks" and workarounds required to get a consistent
experience when either using `std::sync` or `spin`.
- I have opted to rely on `std::sync` for `std` compatible locks,
maintaining the status quo. However, now that we have these locks
factored out into the own module, it would be trivial to investigate
alternate locking backends, such as `parking_lot`.
- API for these locking types is entirely based on `std`. I have
implemented methods and types which aren't currently in use within Bevy
(e.g., `LazyLock` and `Once`) for the sake of completeness. As the
standard library is highly stable, I don't expect the Bevy and `std`
implementations to drift apart much if at all.

---------

Co-authored-by: BD103 <59022059+BD103@users.noreply.github.com>
Co-authored-by: Benjamin Brienen <benjamin.brienen@outlook.com>
2025-01-23 05:27:02 +00:00

199 lines
7.0 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"
)]
#![no_std]
//! `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).
#[cfg(feature = "std")]
extern crate std;
extern crate alloc;
use alloc::sync::Arc;
use bevy_platform_support::sync::Mutex;
mod event;
mod monitor;
mod raw_handle;
mod system;
mod system_cursor;
mod window;
pub use crate::raw_handle::*;
#[cfg(target_os = "android")]
pub use android_activity;
pub use event::*;
pub use monitor::*;
pub use system::*;
pub use system_cursor::*;
pub use window::*;
/// The windowing prelude.
///
/// This includes the most common types in this crate, re-exported for your convenience.
pub mod prelude {
#[doc(hidden)]
pub use crate::{
CursorEntered, CursorLeft, CursorMoved, FileDragAndDrop, Ime, MonitorSelection, 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
app.add_event::<WindowEvent>()
.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::<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 {
app.world_mut().spawn(primary_window.clone()).insert((
PrimaryWindow,
RawHandleWrapperHolder(Arc::new(Mutex::new(None))),
));
}
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
#[cfg(feature = "bevy_reflect")]
app.register_type::<WindowEvent>()
.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::<WindowFocused>()
.register_type::<WindowOccluded>()
.register_type::<WindowScaleFactorChanged>()
.register_type::<WindowBackendScaleFactorChanged>()
.register_type::<FileDragAndDrop>()
.register_type::<WindowMoved>()
.register_type::<WindowThemeChanged>()
.register_type::<AppLifecycle>()
.register_type::<Monitor>();
// Register window descriptor and related types
#[cfg(feature = "bevy_reflect")]
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,
}
/// [`AndroidApp`] provides an interface to query the application state as well as monitor events
/// (for example lifecycle and input events).
#[cfg(target_os = "android")]
pub static ANDROID_APP: std::sync::OnceLock<android_activity::AndroidApp> =
std::sync::OnceLock::new();