bevy/crates/bevy_window/src/window.rs
Zachary Harrold 5241e09671
Upgrade to Rust Edition 2024 (#17967)
# Objective

- Fixes #17960

## Solution

- Followed the [edition upgrade
guide](https://doc.rust-lang.org/edition-guide/editions/transitioning-an-existing-project-to-a-new-edition.html)

## Testing

- CI

---

## Summary of Changes

### Documentation Indentation

When using lists in documentation, proper indentation is now linted for.
This means subsequent lines within the same list item must start at the
same indentation level as the item.

```rust
/* Valid */
/// - Item 1
///   Run-on sentence.
/// - Item 2
struct Foo;

/* Invalid */
/// - Item 1
///     Run-on sentence.
/// - Item 2
struct Foo;
```

### Implicit `!` to `()` Conversion

`!` (the never return type, returned by `panic!`, etc.) no longer
implicitly converts to `()`. This is particularly painful for systems
with `todo!` or `panic!` statements, as they will no longer be functions
returning `()` (or `Result<()>`), making them invalid systems for
functions like `add_systems`. The ideal fix would be to accept functions
returning `!` (or rather, _not_ returning), but this is blocked on the
[stabilisation of the `!` type
itself](https://doc.rust-lang.org/std/primitive.never.html), which is
not done.

The "simple" fix would be to add an explicit `-> ()` to system
signatures (e.g., `|| { todo!() }` becomes `|| -> () { todo!() }`).
However, this is _also_ banned, as there is an existing lint which (IMO,
incorrectly) marks this as an unnecessary annotation.

So, the "fix" (read: workaround) is to put these kinds of `|| -> ! { ...
}` closuers into variables and give the variable an explicit type (e.g.,
`fn()`).

```rust
// Valid
let system: fn() = || todo!("Not implemented yet!");
app.add_systems(..., system);

// Invalid
app.add_systems(..., || todo!("Not implemented yet!"));
```

### Temporary Variable Lifetimes

The order in which temporary variables are dropped has changed. The
simple fix here is _usually_ to just assign temporaries to a named
variable before use.

### `gen` is a keyword

We can no longer use the name `gen` as it is reserved for a future
generator syntax. This involved replacing uses of the name `gen` with
`r#gen` (the raw-identifier syntax).

### Formatting has changed

Use statements have had the order of imports changed, causing a
substantial +/-3,000 diff when applied. For now, I have opted-out of
this change by amending `rustfmt.toml`

```toml
style_edition = "2021"
```

This preserves the original formatting for now, reducing the size of
this PR. It would be a simple followup to update this to 2024 and run
`cargo fmt`.

### New `use<>` Opt-Out Syntax

Lifetimes are now implicitly included in RPIT types. There was a handful
of instances where it needed to be added to satisfy the borrow checker,
but there may be more cases where it _should_ be added to avoid
breakages in user code.

### `MyUnitStruct { .. }` is an invalid pattern

Previously, you could match against unit structs (and unit enum
variants) with a `{ .. }` destructuring. This is no longer valid.

### Pretty much every use of `ref` and `mut` are gone

Pattern binding has changed to the point where these terms are largely
unused now. They still serve a purpose, but it is far more niche now.

### `iter::repeat(...).take(...)` is bad

New lint recommends using the more explicit `iter::repeat_n(..., ...)`
instead.

## Migration Guide

The lifetimes of functions using return-position impl-trait (RPIT) are
likely _more_ conservative than they had been previously. If you
encounter lifetime issues with such a function, please create an issue
to investigate the addition of `+ use<...>`.

## Notes

- Check the individual commits for a clearer breakdown for what
_actually_ changed.

---------

Co-authored-by: François Mockers <francois.mockers@vleue.com>
2025-02-24 03:54:47 +00:00

1460 lines
56 KiB
Rust

use alloc::{borrow::ToOwned, string::String};
use core::num::NonZero;
use bevy_ecs::{
entity::{Entity, EntityBorrow, VisitEntities, VisitEntitiesMut},
prelude::Component,
};
use bevy_math::{CompassOctant, DVec2, IVec2, UVec2, Vec2};
use log::warn;
#[cfg(feature = "bevy_reflect")]
use {
bevy_ecs::prelude::ReflectComponent,
bevy_reflect::{std_traits::ReflectDefault, Reflect},
};
#[cfg(all(feature = "serialize", feature = "bevy_reflect"))]
use bevy_reflect::{ReflectDeserialize, ReflectSerialize};
/// Marker [`Component`] for the window considered the primary window.
///
/// Currently this is assumed to only exist on 1 entity at a time.
///
/// [`WindowPlugin`](crate::WindowPlugin) will spawn a [`Window`] entity
/// with this component if [`primary_window`](crate::WindowPlugin::primary_window)
/// is `Some`.
#[derive(Default, Debug, Component, PartialEq, Eq, PartialOrd, Ord, Copy, Clone)]
#[cfg_attr(
feature = "bevy_reflect",
derive(Reflect),
reflect(Component, Debug, Default, PartialEq)
)]
pub struct PrimaryWindow;
/// Reference to a [`Window`], whether it be a direct link to a specific entity or
/// a more vague defaulting choice.
#[repr(C)]
#[derive(Default, Copy, Clone, Debug)]
#[cfg_attr(feature = "bevy_reflect", derive(Reflect), reflect(Debug, Default))]
#[cfg_attr(feature = "serialize", derive(serde::Serialize, serde::Deserialize))]
#[cfg_attr(
all(feature = "serialize", feature = "bevy_reflect"),
reflect(Serialize, Deserialize)
)]
pub enum WindowRef {
/// This will be linked to the primary window that is created by default
/// in the [`WindowPlugin`](crate::WindowPlugin::primary_window).
#[default]
Primary,
/// A more direct link to a window entity.
///
/// Use this if you want to reference a secondary/tertiary/... window.
///
/// To create a new window you can spawn an entity with a [`Window`],
/// then you can use that entity here for usage in cameras.
Entity(Entity),
}
impl WindowRef {
/// Normalize the window reference so that it can be compared to other window references.
pub fn normalize(&self, primary_window: Option<Entity>) -> Option<NormalizedWindowRef> {
let entity = match self {
Self::Primary => primary_window,
Self::Entity(entity) => Some(*entity),
};
entity.map(NormalizedWindowRef)
}
}
impl VisitEntities for WindowRef {
fn visit_entities<F: FnMut(Entity)>(&self, mut f: F) {
match self {
Self::Entity(entity) => f(*entity),
Self::Primary => {}
}
}
}
impl VisitEntitiesMut for WindowRef {
fn visit_entities_mut<F: FnMut(&mut Entity)>(&mut self, mut f: F) {
match self {
Self::Entity(entity) => f(entity),
Self::Primary => {}
}
}
}
/// A flattened representation of a window reference for equality/hashing purposes.
///
/// For most purposes you probably want to use the unnormalized version [`WindowRef`].
#[repr(C)]
#[derive(Copy, Clone, Debug, PartialEq, Eq, PartialOrd, Ord, Hash)]
#[cfg_attr(feature = "bevy_reflect", derive(Reflect), reflect(Debug, PartialEq))]
#[cfg_attr(feature = "serialize", derive(serde::Serialize, serde::Deserialize))]
#[cfg_attr(
all(feature = "serialize", feature = "bevy_reflect"),
reflect(Serialize, Deserialize)
)]
pub struct NormalizedWindowRef(Entity);
impl EntityBorrow for NormalizedWindowRef {
fn entity(&self) -> Entity {
self.0
}
}
/// The defining [`Component`] for window entities,
/// storing information about how it should appear and behave.
///
/// Each window corresponds to an entity, and is uniquely identified by the value of their [`Entity`].
/// When the [`Window`] component is added to an entity, a new window will be opened.
/// When it is removed or the entity is despawned, the window will close.
///
/// The primary window entity (and the corresponding window) is spawned by default
/// by [`WindowPlugin`](crate::WindowPlugin) and is marked with the [`PrimaryWindow`] component.
///
/// This component is synchronized with `winit` through `bevy_winit`:
/// it will reflect the current state of the window and can be modified to change this state.
///
/// # Example
///
/// Because this component is synchronized with `winit`, it can be used to perform
/// OS-integrated windowing operations. For example, here's a simple system
/// to change the window mode:
///
/// ```
/// # use bevy_ecs::query::With;
/// # use bevy_ecs::system::Query;
/// # use bevy_window::{WindowMode, PrimaryWindow, Window, MonitorSelection};
/// fn change_window_mode(mut windows: Query<&mut Window, With<PrimaryWindow>>) {
/// // Query returns one window typically.
/// for mut window in windows.iter_mut() {
/// window.mode = WindowMode::Fullscreen(MonitorSelection::Current);
/// }
/// }
/// ```
#[derive(Component, Debug, Clone)]
#[cfg_attr(
feature = "bevy_reflect",
derive(Reflect),
reflect(Component, Default, Debug)
)]
#[cfg_attr(feature = "serialize", derive(serde::Serialize, serde::Deserialize))]
#[cfg_attr(
all(feature = "serialize", feature = "bevy_reflect"),
reflect(Serialize, Deserialize)
)]
pub struct Window {
/// The cursor options of this window. Cursor icons are set with the `Cursor` component on the
/// window entity.
pub cursor_options: CursorOptions,
/// What presentation mode to give the window.
pub present_mode: PresentMode,
/// Which fullscreen or windowing mode should be used.
pub mode: WindowMode,
/// Where the window should be placed.
pub position: WindowPosition,
/// What resolution the window should have.
pub resolution: WindowResolution,
/// Stores the title of the window.
pub title: String,
/// Stores the application ID (on **`Wayland`**), `WM_CLASS` (on **`X11`**) or window class name (on **`Windows`**) of the window.
///
/// For details about application ID conventions, see the [Desktop Entry Spec](https://specifications.freedesktop.org/desktop-entry-spec/desktop-entry-spec-latest.html#desktop-file-id).
/// For details about `WM_CLASS`, see the [X11 Manual Pages](https://www.x.org/releases/current/doc/man/man3/XAllocClassHint.3.xhtml).
/// For details about **`Windows`**'s window class names, see [About Window Classes](https://learn.microsoft.com/en-us/windows/win32/winmsg/about-window-classes).
///
/// ## Platform-specific
///
/// - **`Windows`**: Can only be set while building the window, setting the window's window class name.
/// - **`Wayland`**: Can only be set while building the window, setting the window's application ID.
/// - **`X11`**: Can only be set while building the window, setting the window's `WM_CLASS`.
/// - **`macOS`**, **`iOS`**, **`Android`**, and **`Web`**: not applicable.
///
/// Notes: Changing this field during runtime will have no effect for now.
pub name: Option<String>,
/// How the alpha channel of textures should be handled while compositing.
pub composite_alpha_mode: CompositeAlphaMode,
/// The limits of the window's logical size
/// (found in its [`resolution`](WindowResolution)) when resizing.
pub resize_constraints: WindowResizeConstraints,
/// Should the window be resizable?
///
/// Note: This does not stop the program from fullscreening/setting
/// the size programmatically.
pub resizable: bool,
/// Specifies which window control buttons should be enabled.
///
/// ## Platform-specific
///
/// **`iOS`**, **`Android`**, and the **`Web`** do not have window control buttons.
///
/// On some **`Linux`** environments these values have no effect.
pub enabled_buttons: EnabledButtons,
/// Should the window have decorations enabled?
///
/// (Decorations are the minimize, maximize, and close buttons on desktop apps)
///
/// ## Platform-specific
///
/// **`iOS`**, **`Android`**, and the **`Web`** do not have decorations.
pub decorations: bool,
/// Should the window be transparent?
///
/// Defines whether the background of the window should be transparent.
///
/// ## Platform-specific
/// - iOS / Android / Web: Unsupported.
/// - macOS: Not working as expected.
///
/// macOS transparent works with winit out of the box, so this issue might be related to: <https://github.com/gfx-rs/wgpu/issues/687>.
/// You should also set the window `composite_alpha_mode` to `CompositeAlphaMode::PostMultiplied`.
pub transparent: bool,
/// Get/set whether the window is focused.
pub focused: bool,
/// Where should the window appear relative to other overlapping window.
///
/// ## Platform-specific
///
/// - iOS / Android / Web / Wayland: Unsupported.
pub window_level: WindowLevel,
/// The "html canvas" element selector.
///
/// If set, this selector will be used to find a matching html canvas element,
/// rather than creating a new one.
/// Uses the [CSS selector format](https://developer.mozilla.org/en-US/docs/Web/API/Document/querySelector).
///
/// This value has no effect on non-web platforms.
pub canvas: Option<String>,
/// Whether or not to fit the canvas element's size to its parent element's size.
///
/// **Warning**: this will not behave as expected for parents that set their size according to the size of their
/// children. This creates a "feedback loop" that will result in the canvas growing on each resize. When using this
/// feature, ensure the parent's size is not affected by its children.
///
/// This value has no effect on non-web platforms.
pub fit_canvas_to_parent: bool,
/// Whether or not to stop events from propagating out of the canvas element
///
/// When `true`, this will prevent common browser hotkeys like F5, F12, Ctrl+R, tab, etc.
/// from performing their default behavior while the bevy app has focus.
///
/// This value has no effect on non-web platforms.
pub prevent_default_event_handling: bool,
/// Stores internal state that isn't directly accessible.
pub internal: InternalWindowState,
/// Should the window use Input Method Editor?
///
/// If enabled, the window will receive [`Ime`](crate::Ime) events instead of
/// `KeyboardInput` from `bevy_input`.
///
/// IME should be enabled during text input, but not when you expect to get the exact key pressed.
///
/// ## Platform-specific
///
/// - iOS / Android / Web: Unsupported.
pub ime_enabled: bool,
/// Sets location of IME candidate box in client area coordinates relative to the top left.
///
/// ## Platform-specific
///
/// - iOS / Android / Web: Unsupported.
pub ime_position: Vec2,
/// Sets a specific theme for the window.
///
/// If `None` is provided, the window will use the system theme.
///
/// ## Platform-specific
///
/// - iOS / Android / Web: Unsupported.
pub window_theme: Option<WindowTheme>,
/// Sets the window's visibility.
///
/// If `false`, this will hide the window completely, it won't appear on the screen or in the task bar.
/// If `true`, this will show the window.
/// Note that this doesn't change its focused or minimized state.
///
/// ## Platform-specific
///
/// - **Android / Wayland / Web:** Unsupported.
pub visible: bool,
/// Sets whether the window should be shown in the taskbar.
///
/// If `true`, the window will not appear in the taskbar.
/// If `false`, the window will appear in the taskbar.
///
/// Note that this will only take effect on window creation.
///
/// ## Platform-specific
///
/// - Only supported on Windows.
pub skip_taskbar: bool,
/// Sets whether the window should draw over its child windows.
///
/// If `true`, the window excludes drawing over areas obscured by child windows.
/// If `false`, the window can draw over child windows.
///
/// ## Platform-specific
///
/// - Only supported on Windows.
pub clip_children: bool,
/// Optional hint given to the rendering API regarding the maximum number of queued frames admissible on the GPU.
///
/// Given values are usually within the 1-3 range. If not provided, this will default to 2.
///
/// See [`wgpu::SurfaceConfiguration::desired_maximum_frame_latency`].
///
/// [`wgpu::SurfaceConfiguration::desired_maximum_frame_latency`]:
/// https://docs.rs/wgpu/latest/wgpu/type.SurfaceConfiguration.html#structfield.desired_maximum_frame_latency
pub desired_maximum_frame_latency: Option<NonZero<u32>>,
/// Sets whether this window recognizes [`PinchGesture`](https://docs.rs/bevy/latest/bevy/input/gestures/struct.PinchGesture.html)
///
/// ## Platform-specific
///
/// - Only used on iOS.
/// - On macOS, they are recognized by default and can't be disabled.
pub recognize_pinch_gesture: bool,
/// Sets whether this window recognizes [`RotationGesture`](https://docs.rs/bevy/latest/bevy/input/gestures/struct.RotationGesture.html)
///
/// ## Platform-specific
///
/// - Only used on iOS.
/// - On macOS, they are recognized by default and can't be disabled.
pub recognize_rotation_gesture: bool,
/// Sets whether this window recognizes [`DoubleTapGesture`](https://docs.rs/bevy/latest/bevy/input/gestures/struct.DoubleTapGesture.html)
///
/// ## Platform-specific
///
/// - Only used on iOS.
/// - On macOS, they are recognized by default and can't be disabled.
pub recognize_doubletap_gesture: bool,
/// Sets whether this window recognizes [`PanGesture`](https://docs.rs/bevy/latest/bevy/input/gestures/struct.PanGesture.html),
/// with a number of fingers between the first value and the last.
///
/// ## Platform-specific
///
/// - Only used on iOS.
pub recognize_pan_gesture: Option<(u8, u8)>,
/// Enables click-and-drag behavior for the entire window, not just the titlebar.
///
/// Corresponds to [`WindowAttributesExtMacOS::with_movable_by_window_background`].
///
/// # Platform-specific
///
/// - Only used on macOS.
///
/// [`WindowAttributesExtMacOS::with_movable_by_window_background`]: https://docs.rs/winit/latest/x86_64-apple-darwin/winit/platform/macos/trait.WindowAttributesExtMacOS.html#tymethod.with_movable_by_window_background
pub movable_by_window_background: bool,
/// Makes the window content appear behind the titlebar.
///
/// Corresponds to [`WindowAttributesExtMacOS::with_fullsize_content_view`].
///
/// For apps which want to render the window buttons on top of the apps
/// itself, this should be enabled along with [`titlebar_transparent`].
///
/// # Platform-specific
///
/// - Only used on macOS.
///
/// [`WindowAttributesExtMacOS::with_fullsize_content_view`]: https://docs.rs/winit/latest/x86_64-apple-darwin/winit/platform/macos/trait.WindowAttributesExtMacOS.html#tymethod.with_fullsize_content_view
/// [`titlebar_transparent`]: Self::titlebar_transparent
pub fullsize_content_view: bool,
/// Toggles drawing the drop shadow behind the window.
///
/// Corresponds to [`WindowAttributesExtMacOS::with_has_shadow`].
///
/// # Platform-specific
///
/// - Only used on macOS.
///
/// [`WindowAttributesExtMacOS::with_has_shadow`]: https://docs.rs/winit/latest/x86_64-apple-darwin/winit/platform/macos/trait.WindowAttributesExtMacOS.html#tymethod.with_has_shadow
pub has_shadow: bool,
/// Toggles drawing the titlebar.
///
/// Corresponds to [`WindowAttributesExtMacOS::with_titlebar_hidden`].
///
/// # Platform-specific
///
/// - Only used on macOS.
///
/// [`WindowAttributesExtMacOS::with_titlebar_hidden`]: https://docs.rs/winit/latest/x86_64-apple-darwin/winit/platform/macos/trait.WindowAttributesExtMacOS.html#tymethod.with_titlebar_hidden
pub titlebar_shown: bool,
/// Makes the titlebar transparent, allowing the app content to appear behind it.
///
/// Corresponds to [`WindowAttributesExtMacOS::with_titlebar_transparent`].
///
/// # Platform-specific
///
/// - Only used on macOS.
///
/// [`WindowAttributesExtMacOS::with_titlebar_transparent`]: https://docs.rs/winit/latest/x86_64-apple-darwin/winit/platform/macos/trait.WindowAttributesExtMacOS.html#tymethod.with_titlebar_transparent
pub titlebar_transparent: bool,
/// Toggles showing the window title.
///
/// Corresponds to [`WindowAttributesExtMacOS::with_title_hidden`].
///
/// # Platform-specific
///
/// - Only used on macOS.
///
/// [`WindowAttributesExtMacOS::with_title_hidden`]: https://docs.rs/winit/latest/x86_64-apple-darwin/winit/platform/macos/trait.WindowAttributesExtMacOS.html#tymethod.with_title_hidden
pub titlebar_show_title: bool,
/// Toggles showing the traffic light window buttons.
///
/// Corresponds to [`WindowAttributesExtMacOS::with_titlebar_buttons_hidden`].
///
/// # Platform-specific
///
/// - Only used on macOS.
///
/// [`WindowAttributesExtMacOS::with_titlebar_buttons_hidden`]: https://docs.rs/winit/latest/x86_64-apple-darwin/winit/platform/macos/trait.WindowAttributesExtMacOS.html#tymethod.with_titlebar_buttons_hidden
pub titlebar_show_buttons: bool,
/// Sets whether the Window prefers the home indicator hidden.
///
/// Corresponds to [`WindowAttributesExtIOS::with_prefers_home_indicator_hidden`].
///
/// # Platform-specific
///
/// - Only used on iOS.
///
/// [`WindowAttributesExtIOS::with_prefers_home_indicator_hidden`]: https://docs.rs/winit/latest/x86_64-apple-darwin/winit/platform/ios/trait.WindowAttributesExtIOS.html#tymethod.with_prefers_home_indicator_hidden
pub prefers_home_indicator_hidden: bool,
/// Sets whether the Window prefers the status bar hidden.
///
/// Corresponds to [`WindowAttributesExtIOS::with_prefers_status_bar_hidden`].
///
/// # Platform-specific
///
/// - Only used on iOS.
///
/// [`WindowAttributesExtIOS::with_prefers_status_bar_hidden`]: https://docs.rs/winit/latest/x86_64-apple-darwin/winit/platform/ios/trait.WindowAttributesExtIOS.html#tymethod.with_prefers_status_bar_hidden
pub prefers_status_bar_hidden: bool,
}
impl Default for Window {
fn default() -> Self {
Self {
title: "App".to_owned(),
name: None,
cursor_options: Default::default(),
present_mode: Default::default(),
mode: Default::default(),
position: Default::default(),
resolution: Default::default(),
internal: Default::default(),
composite_alpha_mode: Default::default(),
resize_constraints: Default::default(),
ime_enabled: Default::default(),
ime_position: Default::default(),
resizable: true,
enabled_buttons: Default::default(),
decorations: true,
transparent: false,
focused: true,
window_level: Default::default(),
fit_canvas_to_parent: false,
prevent_default_event_handling: true,
canvas: None,
window_theme: None,
visible: true,
skip_taskbar: false,
clip_children: true,
desired_maximum_frame_latency: None,
recognize_pinch_gesture: false,
recognize_rotation_gesture: false,
recognize_doubletap_gesture: false,
recognize_pan_gesture: None,
movable_by_window_background: false,
fullsize_content_view: false,
has_shadow: true,
titlebar_shown: true,
titlebar_transparent: false,
titlebar_show_title: true,
titlebar_show_buttons: true,
prefers_home_indicator_hidden: false,
prefers_status_bar_hidden: false,
}
}
}
impl Window {
/// Setting to true will attempt to maximize the window.
///
/// Setting to false will attempt to un-maximize the window.
pub fn set_maximized(&mut self, maximized: bool) {
self.internal.maximize_request = Some(maximized);
}
/// Setting to true will attempt to minimize the window.
///
/// Setting to false will attempt to un-minimize the window.
pub fn set_minimized(&mut self, minimized: bool) {
self.internal.minimize_request = Some(minimized);
}
/// Calling this will attempt to start a drag-move of the window.
///
/// There is no guarantee that this will work unless the left mouse button was
/// pressed immediately before this function was called.
pub fn start_drag_move(&mut self) {
self.internal.drag_move_request = true;
}
/// Calling this will attempt to start a drag-resize of the window.
///
/// There is no guarantee that this will work unless the left mouse button was
/// pressed immediately before this function was called.
pub fn start_drag_resize(&mut self, direction: CompassOctant) {
self.internal.drag_resize_request = Some(direction);
}
/// The window's client area width in logical pixels.
///
/// See [`WindowResolution`] for an explanation about logical/physical sizes.
#[inline]
pub fn width(&self) -> f32 {
self.resolution.width()
}
/// The window's client area height in logical pixels.
///
/// See [`WindowResolution`] for an explanation about logical/physical sizes.
#[inline]
pub fn height(&self) -> f32 {
self.resolution.height()
}
/// The window's client size in logical pixels
///
/// See [`WindowResolution`] for an explanation about logical/physical sizes.
#[inline]
pub fn size(&self) -> Vec2 {
self.resolution.size()
}
/// The window's client area width in physical pixels.
///
/// See [`WindowResolution`] for an explanation about logical/physical sizes.
#[inline]
pub fn physical_width(&self) -> u32 {
self.resolution.physical_width()
}
/// The window's client area height in physical pixels.
///
/// See [`WindowResolution`] for an explanation about logical/physical sizes.
#[inline]
pub fn physical_height(&self) -> u32 {
self.resolution.physical_height()
}
/// The window's client size in physical pixels
///
/// See [`WindowResolution`] for an explanation about logical/physical sizes.
#[inline]
pub fn physical_size(&self) -> UVec2 {
self.resolution.physical_size()
}
/// The window's scale factor.
///
/// Ratio of physical size to logical size, see [`WindowResolution`].
#[inline]
pub fn scale_factor(&self) -> f32 {
self.resolution.scale_factor()
}
/// The cursor position in this window in logical pixels.
///
/// Returns `None` if the cursor is outside the window area.
///
/// See [`WindowResolution`] for an explanation about logical/physical sizes.
#[inline]
pub fn cursor_position(&self) -> Option<Vec2> {
self.physical_cursor_position()
.map(|position| (position.as_dvec2() / self.scale_factor() as f64).as_vec2())
}
/// The cursor position in this window in physical pixels.
///
/// Returns `None` if the cursor is outside the window area.
///
/// See [`WindowResolution`] for an explanation about logical/physical sizes.
#[inline]
pub fn physical_cursor_position(&self) -> Option<Vec2> {
match self.internal.physical_cursor_position {
Some(position) => {
if position.x >= 0.
&& position.y >= 0.
&& position.x < self.physical_width() as f64
&& position.y < self.physical_height() as f64
{
Some(position.as_vec2())
} else {
None
}
}
None => None,
}
}
/// Set the cursor position in this window in logical pixels.
///
/// See [`WindowResolution`] for an explanation about logical/physical sizes.
pub fn set_cursor_position(&mut self, position: Option<Vec2>) {
self.internal.physical_cursor_position =
position.map(|p| p.as_dvec2() * self.scale_factor() as f64);
}
/// Set the cursor position in this window in physical pixels.
///
/// See [`WindowResolution`] for an explanation about logical/physical sizes.
pub fn set_physical_cursor_position(&mut self, position: Option<DVec2>) {
self.internal.physical_cursor_position = position;
}
}
/// The size limits on a [`Window`].
///
/// These values are measured in logical pixels (see [`WindowResolution`]), so the user's
/// scale factor does affect the size limits on the window.
///
/// Please note that if the window is resizable, then when the window is
/// maximized it may have a size outside of these limits. The functionality
/// required to disable maximizing is not yet exposed by winit.
#[derive(Debug, Clone, Copy, PartialEq)]
#[cfg_attr(
feature = "bevy_reflect",
derive(Reflect),
reflect(Debug, PartialEq, Default)
)]
#[cfg_attr(feature = "serialize", derive(serde::Serialize, serde::Deserialize))]
#[cfg_attr(
all(feature = "serialize", feature = "bevy_reflect"),
reflect(Serialize, Deserialize)
)]
pub struct WindowResizeConstraints {
/// The minimum width the window can have.
pub min_width: f32,
/// The minimum height the window can have.
pub min_height: f32,
/// The maximum width the window can have.
pub max_width: f32,
/// The maximum height the window can have.
pub max_height: f32,
}
impl Default for WindowResizeConstraints {
fn default() -> Self {
Self {
min_width: 180.,
min_height: 120.,
max_width: f32::INFINITY,
max_height: f32::INFINITY,
}
}
}
impl WindowResizeConstraints {
/// Checks if the constraints are valid.
///
/// Will output warnings if it isn't.
#[must_use]
pub fn check_constraints(&self) -> Self {
let &WindowResizeConstraints {
mut min_width,
mut min_height,
mut max_width,
mut max_height,
} = self;
min_width = min_width.max(1.);
min_height = min_height.max(1.);
if max_width < min_width {
warn!(
"The given maximum width {} is smaller than the minimum width {}",
max_width, min_width
);
max_width = min_width;
}
if max_height < min_height {
warn!(
"The given maximum height {} is smaller than the minimum height {}",
max_height, min_height
);
max_height = min_height;
}
WindowResizeConstraints {
min_width,
min_height,
max_width,
max_height,
}
}
}
/// Cursor data for a [`Window`].
#[derive(Debug, Clone)]
#[cfg_attr(feature = "bevy_reflect", derive(Reflect), reflect(Debug, Default))]
#[cfg_attr(feature = "serialize", derive(serde::Serialize, serde::Deserialize))]
#[cfg_attr(
all(feature = "serialize", feature = "bevy_reflect"),
reflect(Serialize, Deserialize)
)]
pub struct CursorOptions {
/// Whether the cursor is visible or not.
///
/// ## Platform-specific
///
/// - **`Windows`**, **`X11`**, and **`Wayland`**: The cursor is hidden only when inside the window.
/// To stop the cursor from leaving the window, change [`CursorOptions::grab_mode`] to [`CursorGrabMode::Locked`] or [`CursorGrabMode::Confined`]
/// - **`macOS`**: The cursor is hidden only when the window is focused.
/// - **`iOS`** and **`Android`** do not have cursors
pub visible: bool,
/// Whether or not the cursor is locked by or confined within the window.
///
/// ## Platform-specific
///
/// - **`Windows`** doesn't support [`CursorGrabMode::Locked`]
/// - **`macOS`** doesn't support [`CursorGrabMode::Confined`]
/// - **`iOS/Android`** don't have cursors.
///
/// Since `Windows` and `macOS` have different [`CursorGrabMode`] support, we first try to set the grab mode that was asked for. If it doesn't work then use the alternate grab mode.
pub grab_mode: CursorGrabMode,
/// Set whether or not mouse events within *this* window are captured or fall through to the Window below.
///
/// ## Platform-specific
///
/// - iOS / Android / Web / X11: Unsupported.
pub hit_test: bool,
}
impl Default for CursorOptions {
fn default() -> Self {
CursorOptions {
visible: true,
grab_mode: CursorGrabMode::None,
hit_test: true,
}
}
}
/// Defines where a [`Window`] should be placed on the screen.
#[derive(Default, Debug, Clone, Copy, PartialEq)]
#[cfg_attr(feature = "bevy_reflect", derive(Reflect), reflect(Debug, PartialEq))]
#[cfg_attr(feature = "serialize", derive(serde::Serialize, serde::Deserialize))]
#[cfg_attr(
all(feature = "serialize", feature = "bevy_reflect"),
reflect(Serialize, Deserialize)
)]
pub enum WindowPosition {
/// Position will be set by the window manager.
/// Bevy will delegate this decision to the window manager and no guarantees can be made about where the window will be placed.
///
/// Used at creation but will be changed to [`At`](WindowPosition::At).
#[default]
Automatic,
/// Window will be centered on the selected monitor.
///
/// Note that this does not account for window decorations.
///
/// Used at creation or for update but will be changed to [`At`](WindowPosition::At)
Centered(MonitorSelection),
/// The window's top-left corner should be placed at the specified position (in physical pixels).
///
/// (0,0) represents top-left corner of screen space.
At(IVec2),
}
impl WindowPosition {
/// Creates a new [`WindowPosition`] at a position.
pub fn new(position: IVec2) -> Self {
Self::At(position)
}
/// Set the position to a specific point.
pub fn set(&mut self, position: IVec2) {
*self = WindowPosition::At(position);
}
/// Set the window to a specific monitor.
pub fn center(&mut self, monitor: MonitorSelection) {
*self = WindowPosition::Centered(monitor);
}
}
/// Controls the size of a [`Window`]
///
/// ## Physical, logical and requested sizes
///
/// There are three sizes associated with a window:
/// - the physical size,
/// which represents the actual height and width in physical pixels
/// the window occupies on the monitor,
/// - the logical size,
/// which represents the size that should be used to scale elements
/// inside the window, measured in logical pixels,
/// - the requested size,
/// measured in logical pixels, which is the value submitted
/// to the API when creating the window, or requesting that it be resized.
///
/// ## Scale factor
///
/// The reason logical size and physical size are separated and can be different
/// is to account for the cases where:
/// - several monitors have different pixel densities,
/// - the user has set up a pixel density preference in its operating system,
/// - the Bevy `App` has specified a specific scale factor between both.
///
/// The factor between physical size and logical size can be retrieved with
/// [`WindowResolution::scale_factor`].
///
/// For the first two cases, a scale factor is set automatically by the operating
/// system through the window backend. You can get it with
/// [`WindowResolution::base_scale_factor`].
///
/// For the third case, you can override this automatic scale factor with
/// [`WindowResolution::set_scale_factor_override`].
///
/// ## Requested and obtained sizes
///
/// The logical size should be equal to the requested size after creating/resizing,
/// when possible.
/// The reason the requested size and logical size might be different
/// is because the corresponding physical size might exceed limits (either the
/// size limits of the monitor, or limits defined in [`WindowResizeConstraints`]).
///
/// Note: The requested size is not kept in memory, for example requesting a size
/// too big for the screen, making the logical size different from the requested size,
/// and then setting a scale factor that makes the previous requested size within
/// the limits of the screen will not get back that previous requested size.
#[derive(Debug, Clone, PartialEq)]
#[cfg_attr(
feature = "bevy_reflect",
derive(Reflect),
reflect(Debug, PartialEq, Default)
)]
#[cfg_attr(feature = "serialize", derive(serde::Serialize, serde::Deserialize))]
#[cfg_attr(
all(feature = "serialize", feature = "bevy_reflect"),
reflect(Serialize, Deserialize)
)]
pub struct WindowResolution {
/// Width of the window in physical pixels.
physical_width: u32,
/// Height of the window in physical pixels.
physical_height: u32,
/// Code-provided ratio of physical size to logical size.
///
/// Should be used instead of `scale_factor` when set.
scale_factor_override: Option<f32>,
/// OS-provided ratio of physical size to logical size.
///
/// Set automatically depending on the pixel density of the screen.
scale_factor: f32,
}
impl Default for WindowResolution {
fn default() -> Self {
WindowResolution {
physical_width: 1280,
physical_height: 720,
scale_factor_override: None,
scale_factor: 1.0,
}
}
}
impl WindowResolution {
/// Creates a new [`WindowResolution`].
pub fn new(physical_width: f32, physical_height: f32) -> Self {
Self {
physical_width: physical_width as u32,
physical_height: physical_height as u32,
..Default::default()
}
}
/// Builder method for adding a scale factor override to the resolution.
pub fn with_scale_factor_override(mut self, scale_factor_override: f32) -> Self {
self.set_scale_factor_override(Some(scale_factor_override));
self
}
/// The window's client area width in logical pixels.
#[inline]
pub fn width(&self) -> f32 {
self.physical_width() as f32 / self.scale_factor()
}
/// The window's client area height in logical pixels.
#[inline]
pub fn height(&self) -> f32 {
self.physical_height() as f32 / self.scale_factor()
}
/// The window's client size in logical pixels
#[inline]
pub fn size(&self) -> Vec2 {
Vec2::new(self.width(), self.height())
}
/// The window's client area width in physical pixels.
#[inline]
pub fn physical_width(&self) -> u32 {
self.physical_width
}
/// The window's client area height in physical pixels.
#[inline]
pub fn physical_height(&self) -> u32 {
self.physical_height
}
/// The window's client size in physical pixels
#[inline]
pub fn physical_size(&self) -> UVec2 {
UVec2::new(self.physical_width, self.physical_height)
}
/// The ratio of physical pixels to logical pixels.
///
/// `physical_pixels = logical_pixels * scale_factor`
pub fn scale_factor(&self) -> f32 {
self.scale_factor_override
.unwrap_or_else(|| self.base_scale_factor())
}
/// The window scale factor as reported by the window backend.
///
/// This value is unaffected by [`WindowResolution::scale_factor_override`].
#[inline]
pub fn base_scale_factor(&self) -> f32 {
self.scale_factor
}
/// The scale factor set with [`WindowResolution::set_scale_factor_override`].
///
/// This value may be different from the scale factor reported by the window backend.
#[inline]
pub fn scale_factor_override(&self) -> Option<f32> {
self.scale_factor_override
}
/// Set the window's logical resolution.
#[inline]
pub fn set(&mut self, width: f32, height: f32) {
self.set_physical_resolution(
(width * self.scale_factor()) as u32,
(height * self.scale_factor()) as u32,
);
}
/// Set the window's physical resolution.
///
/// This will ignore the scale factor setting, so most of the time you should
/// prefer to use [`WindowResolution::set`].
#[inline]
pub fn set_physical_resolution(&mut self, width: u32, height: u32) {
self.physical_width = width;
self.physical_height = height;
}
/// Set the window's scale factor, this may get overridden by the backend.
#[inline]
pub fn set_scale_factor(&mut self, scale_factor: f32) {
self.scale_factor = scale_factor;
}
/// Set the window's scale factor, and apply it to the currently known physical size.
/// This may get overridden by the backend. This is mostly useful on window creation,
/// so that the window is created with the expected size instead of waiting for a resize
/// event after its creation.
#[inline]
#[doc(hidden)]
pub fn set_scale_factor_and_apply_to_physical_size(&mut self, scale_factor: f32) {
self.scale_factor = scale_factor;
self.physical_width = (self.physical_width as f32 * scale_factor) as u32;
self.physical_height = (self.physical_height as f32 * scale_factor) as u32;
}
/// Set the window's scale factor, this will be used over what the backend decides.
///
/// This can change the logical and physical sizes if the resulting physical
/// size is not within the limits.
#[inline]
pub fn set_scale_factor_override(&mut self, scale_factor_override: Option<f32>) {
self.scale_factor_override = scale_factor_override;
}
}
impl<I> From<(I, I)> for WindowResolution
where
I: Into<f32>,
{
fn from((width, height): (I, I)) -> WindowResolution {
WindowResolution::new(width.into(), height.into())
}
}
impl<I> From<[I; 2]> for WindowResolution
where
I: Into<f32>,
{
fn from([width, height]: [I; 2]) -> WindowResolution {
WindowResolution::new(width.into(), height.into())
}
}
impl From<Vec2> for WindowResolution {
fn from(res: Vec2) -> WindowResolution {
WindowResolution::new(res.x, res.y)
}
}
impl From<DVec2> for WindowResolution {
fn from(res: DVec2) -> WindowResolution {
WindowResolution::new(res.x as f32, res.y as f32)
}
}
/// Defines if and how the cursor is grabbed by a [`Window`].
///
/// ## Platform-specific
///
/// - **`Windows`** doesn't support [`CursorGrabMode::Locked`]
/// - **`macOS`** doesn't support [`CursorGrabMode::Confined`]
/// - **`iOS/Android`** don't have cursors.
///
/// Since `Windows` and `macOS` have different [`CursorGrabMode`] support, we first try to set the grab mode that was asked for. If it doesn't work then use the alternate grab mode.
#[derive(Default, Debug, Clone, Copy, PartialEq, Eq)]
#[cfg_attr(
feature = "bevy_reflect",
derive(Reflect),
reflect(Debug, PartialEq, Default)
)]
#[cfg_attr(feature = "serialize", derive(serde::Serialize, serde::Deserialize))]
#[cfg_attr(
all(feature = "serialize", feature = "bevy_reflect"),
reflect(Serialize, Deserialize)
)]
pub enum CursorGrabMode {
/// The cursor can freely leave the window.
#[default]
None,
/// The cursor is confined to the window area.
Confined,
/// The cursor is locked inside the window area to a certain position.
Locked,
}
/// Stores internal [`Window`] state that isn't directly accessible.
#[derive(Default, Debug, Copy, Clone, PartialEq)]
#[cfg_attr(
feature = "bevy_reflect",
derive(Reflect),
reflect(Debug, PartialEq, Default)
)]
#[cfg_attr(feature = "serialize", derive(serde::Serialize, serde::Deserialize))]
#[cfg_attr(
all(feature = "serialize", feature = "bevy_reflect"),
reflect(Serialize, Deserialize)
)]
pub struct InternalWindowState {
/// If this is true then next frame we will ask to minimize the window.
minimize_request: Option<bool>,
/// If this is true then next frame we will ask to maximize/un-maximize the window depending on `maximized`.
maximize_request: Option<bool>,
/// If this is true then next frame we will ask to drag-move the window.
drag_move_request: bool,
/// If this is `Some` then the next frame we will ask to drag-resize the window.
drag_resize_request: Option<CompassOctant>,
/// Unscaled cursor position.
physical_cursor_position: Option<DVec2>,
}
impl InternalWindowState {
/// Consumes the current maximize request, if it exists. This should only be called by window backends.
pub fn take_maximize_request(&mut self) -> Option<bool> {
self.maximize_request.take()
}
/// Consumes the current minimize request, if it exists. This should only be called by window backends.
pub fn take_minimize_request(&mut self) -> Option<bool> {
self.minimize_request.take()
}
/// Consumes the current move request, if it exists. This should only be called by window backends.
pub fn take_move_request(&mut self) -> bool {
core::mem::take(&mut self.drag_move_request)
}
/// Consumes the current resize request, if it exists. This should only be called by window backends.
pub fn take_resize_request(&mut self) -> Option<CompassOctant> {
self.drag_resize_request.take()
}
}
/// References a screen monitor.
///
/// Used when centering a [`Window`] on a monitor.
#[derive(Debug, Clone, Copy, PartialEq, Eq)]
#[cfg_attr(feature = "bevy_reflect", derive(Reflect), reflect(Debug, PartialEq))]
#[cfg_attr(feature = "serialize", derive(serde::Serialize, serde::Deserialize))]
#[cfg_attr(
all(feature = "serialize", feature = "bevy_reflect"),
reflect(Serialize, Deserialize)
)]
pub enum MonitorSelection {
/// Uses the current monitor of the window.
///
/// If [`WindowPosition::Centered(MonitorSelection::Current)`](WindowPosition::Centered) is used when creating a window,
/// the window doesn't have a monitor yet, this will fall back to [`WindowPosition::Automatic`].
Current,
/// Uses the primary monitor of the system.
Primary,
/// Uses the monitor with the specified index.
Index(usize),
/// Uses a given [`crate::monitor::Monitor`] entity.
Entity(Entity),
}
/// Presentation mode for a [`Window`].
///
/// The presentation mode specifies when a frame is presented to the window. The [`Fifo`]
/// option corresponds to a traditional `VSync`, where the framerate is capped by the
/// display refresh rate. Both [`Immediate`] and [`Mailbox`] are low-latency and are not
/// capped by the refresh rate, but may not be available on all platforms. Tearing
/// may be observed with [`Immediate`] mode, but will not be observed with [`Mailbox`] or
/// [`Fifo`].
///
/// [`AutoVsync`] or [`AutoNoVsync`] will gracefully fallback to [`Fifo`] when unavailable.
///
/// [`Immediate`] or [`Mailbox`] will panic if not supported by the platform.
///
/// [`Fifo`]: PresentMode::Fifo
/// [`FifoRelaxed`]: PresentMode::FifoRelaxed
/// [`Immediate`]: PresentMode::Immediate
/// [`Mailbox`]: PresentMode::Mailbox
/// [`AutoVsync`]: PresentMode::AutoVsync
/// [`AutoNoVsync`]: PresentMode::AutoNoVsync
#[repr(C)]
#[derive(Default, Copy, Clone, Debug, PartialEq, Eq, Hash)]
#[cfg_attr(
feature = "bevy_reflect",
derive(Reflect),
reflect(Debug, PartialEq, Hash)
)]
#[cfg_attr(feature = "serialize", derive(serde::Serialize, serde::Deserialize))]
#[cfg_attr(
all(feature = "serialize", feature = "bevy_reflect"),
reflect(Serialize, Deserialize)
)]
#[doc(alias = "vsync")]
pub enum PresentMode {
/// Chooses [`FifoRelaxed`](Self::FifoRelaxed) -> [`Fifo`](Self::Fifo) based on availability.
///
/// Because of the fallback behavior, it is supported everywhere.
AutoVsync = 0, // NOTE: The explicit ordinal values mirror wgpu.
/// Chooses [`Immediate`](Self::Immediate) -> [`Mailbox`](Self::Mailbox) -> [`Fifo`](Self::Fifo) (on web) based on availability.
///
/// Because of the fallback behavior, it is supported everywhere.
AutoNoVsync = 1,
/// Presentation frames are kept in a First-In-First-Out queue approximately 3 frames
/// long. Every vertical blanking period, the presentation engine will pop a frame
/// off the queue to display. If there is no frame to display, it will present the same
/// frame again until the next vblank.
///
/// When a present command is executed on the gpu, the presented image is added on the queue.
///
/// No tearing will be observed.
///
/// Calls to `get_current_texture` will block until there is a spot in the queue.
///
/// Supported on all platforms.
///
/// If you don't know what mode to choose, choose this mode. This is traditionally called "Vsync On".
#[default]
Fifo = 2,
/// Presentation frames are kept in a First-In-First-Out queue approximately 3 frames
/// long. Every vertical blanking period, the presentation engine will pop a frame
/// off the queue to display. If there is no frame to display, it will present the
/// same frame until there is a frame in the queue. The moment there is a frame in the
/// queue, it will immediately pop the frame off the queue.
///
/// When a present command is executed on the gpu, the presented image is added on the queue.
///
/// Tearing will be observed if frames last more than one vblank as the front buffer.
///
/// Calls to `get_current_texture` will block until there is a spot in the queue.
///
/// Supported on AMD on Vulkan.
///
/// This is traditionally called "Adaptive Vsync"
FifoRelaxed = 3,
/// Presentation frames are not queued at all. The moment a present command
/// is executed on the GPU, the presented image is swapped onto the front buffer
/// immediately.
///
/// Tearing can be observed.
///
/// Supported on most platforms except older DX12 and Wayland.
///
/// This is traditionally called "Vsync Off".
Immediate = 4,
/// Presentation frames are kept in a single-frame queue. Every vertical blanking period,
/// the presentation engine will pop a frame from the queue. If there is no frame to display,
/// it will present the same frame again until the next vblank.
///
/// When a present command is executed on the gpu, the frame will be put into the queue.
/// If there was already a frame in the queue, the new frame will _replace_ the old frame
/// on the queue.
///
/// No tearing will be observed.
///
/// Supported on DX11/12 on Windows 10, NVidia on Vulkan and Wayland on Vulkan.
///
/// This is traditionally called "Fast Vsync"
Mailbox = 5,
}
/// Specifies how the alpha channel of the textures should be handled during compositing, for a [`Window`].
#[repr(C)]
#[derive(Default, Debug, Clone, Copy, PartialEq, Eq, Hash)]
#[cfg_attr(
feature = "bevy_reflect",
derive(Reflect),
reflect(Debug, PartialEq, Hash)
)]
#[cfg_attr(feature = "serialize", derive(serde::Serialize, serde::Deserialize))]
#[cfg_attr(
all(feature = "serialize", feature = "bevy_reflect"),
reflect(Serialize, Deserialize)
)]
pub enum CompositeAlphaMode {
/// Chooses either [`Opaque`](CompositeAlphaMode::Opaque) or [`Inherit`](CompositeAlphaMode::Inherit)
/// automatically, depending on the `alpha_mode` that the current surface can support.
#[default]
Auto = 0,
/// The alpha channel, if it exists, of the textures is ignored in the
/// compositing process. Instead, the textures is treated as if it has a
/// constant alpha of 1.0.
Opaque = 1,
/// The alpha channel, if it exists, of the textures is respected in the
/// compositing process. The non-alpha channels of the textures are
/// expected to already be multiplied by the alpha channel by the
/// application.
PreMultiplied = 2,
/// The alpha channel, if it exists, of the textures is respected in the
/// compositing process. The non-alpha channels of the textures are not
/// expected to already be multiplied by the alpha channel by the
/// application; instead, the compositor will multiply the non-alpha
/// channels of the texture by the alpha channel during compositing.
PostMultiplied = 3,
/// The alpha channel, if it exists, of the textures is unknown for processing
/// during compositing. Instead, the application is responsible for setting
/// the composite alpha blending mode using native WSI command. If not set,
/// then a platform-specific default will be used.
Inherit = 4,
}
/// Defines the way a [`Window`] is displayed.
#[derive(Default, Debug, Clone, Copy, PartialEq, Eq)]
#[cfg_attr(feature = "bevy_reflect", derive(Reflect), reflect(Debug, PartialEq))]
#[cfg_attr(feature = "serialize", derive(serde::Serialize, serde::Deserialize))]
#[cfg_attr(
all(feature = "serialize", feature = "bevy_reflect"),
reflect(Serialize, Deserialize)
)]
pub enum WindowMode {
/// The window should take a portion of the screen, using the window resolution size.
#[default]
Windowed,
/// The window should appear fullscreen by being borderless and using the full
/// size of the screen on the given [`MonitorSelection`].
///
/// When setting this, the window's physical size will be modified to match the size
/// of the current monitor resolution, and the logical size will follow based
/// on the scale factor, see [`WindowResolution`].
///
/// Note: As this mode respects the scale factor provided by the operating system,
/// the window's logical size may be different from its physical size.
/// If you want to avoid that behavior, you can use the [`WindowResolution::set_scale_factor_override`] function
/// or the [`WindowResolution::with_scale_factor_override`] builder method to set the scale factor to 1.0.
BorderlessFullscreen(MonitorSelection),
/// The window should be in "true"/"legacy" Fullscreen mode on the given [`MonitorSelection`].
///
/// When setting this, the operating system will be requested to use the
/// **closest** resolution available for the current monitor to match as
/// closely as possible the window's physical size.
/// After that, the window's physical size will be modified to match
/// that monitor resolution, and the logical size will follow based on the
/// scale factor, see [`WindowResolution`].
SizedFullscreen(MonitorSelection),
/// The window should be in "true"/"legacy" Fullscreen mode on the given [`MonitorSelection`].
///
/// When setting this, the operating system will be requested to use the
/// **biggest** resolution available for the current monitor.
/// After that, the window's physical size will be modified to match
/// that monitor resolution, and the logical size will follow based on the
/// scale factor, see [`WindowResolution`].
///
/// Note: As this mode respects the scale factor provided by the operating system,
/// the window's logical size may be different from its physical size.
/// If you want to avoid that behavior, you can use the [`WindowResolution::set_scale_factor_override`] function
/// or the [`WindowResolution::with_scale_factor_override`] builder method to set the scale factor to 1.0.
Fullscreen(MonitorSelection),
}
/// Specifies where a [`Window`] should appear relative to other overlapping windows (on top or under) .
///
/// Levels are groups of windows with respect to their z-position.
///
/// The relative ordering between windows in different window levels is fixed.
/// The z-order of windows within the same window level may change dynamically on user interaction.
///
/// ## Platform-specific
///
/// - **iOS / Android / Web / Wayland:** Unsupported.
#[derive(Default, Debug, Clone, Copy, PartialEq, Eq)]
#[cfg_attr(feature = "bevy_reflect", derive(Reflect), reflect(Debug, PartialEq))]
#[cfg_attr(feature = "serialize", derive(serde::Serialize, serde::Deserialize))]
#[cfg_attr(
all(feature = "serialize", feature = "bevy_reflect"),
reflect(Serialize, Deserialize)
)]
pub enum WindowLevel {
/// The window will always be below [`WindowLevel::Normal`] and [`WindowLevel::AlwaysOnTop`] windows.
///
/// This is useful for a widget-based app.
AlwaysOnBottom,
/// The default group.
#[default]
Normal,
/// The window will always be on top of [`WindowLevel::Normal`] and [`WindowLevel::AlwaysOnBottom`] windows.
AlwaysOnTop,
}
/// The [`Window`] theme variant to use.
#[derive(Debug, Clone, Copy, PartialEq, Eq)]
#[cfg_attr(feature = "bevy_reflect", derive(Reflect), reflect(Debug, PartialEq))]
#[cfg_attr(feature = "serialize", derive(serde::Serialize, serde::Deserialize))]
#[cfg_attr(
all(feature = "serialize", feature = "bevy_reflect"),
reflect(Serialize, Deserialize)
)]
pub enum WindowTheme {
/// Use the light variant.
Light,
/// Use the dark variant.
Dark,
}
/// Specifies which [`Window`] control buttons should be enabled.
///
/// ## Platform-specific
///
/// **`iOS`**, **`Android`**, and the **`Web`** do not have window control buttons.
///
/// On some **`Linux`** environments these values have no effect.
#[derive(Debug, Copy, Clone, PartialEq)]
#[cfg_attr(
feature = "bevy_reflect",
derive(Reflect),
reflect(Debug, PartialEq, Default)
)]
#[cfg_attr(feature = "serialize", derive(serde::Serialize, serde::Deserialize))]
#[cfg_attr(
all(feature = "serialize", feature = "bevy_reflect"),
reflect(Serialize, Deserialize)
)]
pub struct EnabledButtons {
/// Enables the functionality of the minimize button.
pub minimize: bool,
/// Enables the functionality of the maximize button.
///
/// macOS note: When [`Window`] `resizable` member is set to `false`
/// the maximize button will be disabled regardless of this value.
/// Additionally, when `resizable` is set to `true` the window will
/// be maximized when its bar is double-clicked regardless of whether
/// the maximize button is enabled or not.
pub maximize: bool,
/// Enables the functionality of the close button.
pub close: bool,
}
impl Default for EnabledButtons {
fn default() -> Self {
Self {
minimize: true,
maximize: true,
close: true,
}
}
}
/// Marker component for a [`Window`] that has been requested to close and
/// is in the process of closing (on the next frame).
#[derive(Component, Default)]
pub struct ClosingWindow;
#[cfg(test)]
mod tests {
use super::*;
// Checks that `Window::physical_cursor_position` returns the cursor position if it is within
// the bounds of the window.
#[test]
fn cursor_position_within_window_bounds() {
let mut window = Window {
resolution: WindowResolution::new(800., 600.),
..Default::default()
};
window.set_physical_cursor_position(Some(DVec2::new(0., 300.)));
assert_eq!(window.physical_cursor_position(), Some(Vec2::new(0., 300.)));
window.set_physical_cursor_position(Some(DVec2::new(400., 0.)));
assert_eq!(window.physical_cursor_position(), Some(Vec2::new(400., 0.)));
window.set_physical_cursor_position(Some(DVec2::new(799.999, 300.)));
assert_eq!(
window.physical_cursor_position(),
Some(Vec2::new(799.999, 300.)),
);
window.set_physical_cursor_position(Some(DVec2::new(400., 599.999)));
assert_eq!(
window.physical_cursor_position(),
Some(Vec2::new(400., 599.999))
);
}
// Checks that `Window::physical_cursor_position` returns `None` if the cursor position is not
// within the bounds of the window.
#[test]
fn cursor_position_not_within_window_bounds() {
let mut window = Window {
resolution: WindowResolution::new(800., 600.),
..Default::default()
};
window.set_physical_cursor_position(Some(DVec2::new(-0.001, 300.)));
assert!(window.physical_cursor_position().is_none());
window.set_physical_cursor_position(Some(DVec2::new(400., -0.001)));
assert!(window.physical_cursor_position().is_none());
window.set_physical_cursor_position(Some(DVec2::new(800., 300.)));
assert!(window.physical_cursor_position().is_none());
window.set_physical_cursor_position(Some(DVec2::new(400., 600.)));
assert!(window.physical_cursor_position().is_none());
}
}