bevy/crates/bevy_window/src/cursor.rs

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use bevy_reflect::{prelude::ReflectDefault, FromReflect, Reflect, ReflectFromReflect};
Windows as Entities (#5589) # Objective Fix https://github.com/bevyengine/bevy/issues/4530 - Make it easier to open/close/modify windows by setting them up as `Entity`s with a `Window` component. - Make multiple windows very simple to set up. (just add a `Window` component to an entity and it should open) ## Solution - Move all properties of window descriptor to ~components~ a component. - Replace `WindowId` with `Entity`. - ~Use change detection for components to update backend rather than events/commands. (The `CursorMoved`/`WindowResized`/... events are kept for user convenience.~ Check each field individually to see what we need to update, events are still kept for user convenience. --- ## Changelog - `WindowDescriptor` renamed to `Window`. - Width/height consolidated into a `WindowResolution` component. - Requesting maximization/minimization is done on the [`Window::state`] field. - `WindowId` is now `Entity`. ## Migration Guide - Replace `WindowDescriptor` with `Window`. - Change `width` and `height` fields in a `WindowResolution`, either by doing ```rust WindowResolution::new(width, height) // Explicitly // or using From<_> for tuples for convenience (1920., 1080.).into() ``` - Replace any `WindowCommand` code to just modify the `Window`'s fields directly and creating/closing windows is now by spawning/despawning an entity with a `Window` component like so: ```rust let window = commands.spawn(Window { ... }).id(); // open window commands.entity(window).despawn(); // close window ``` ## Unresolved - ~How do we tell when a window is minimized by a user?~ ~Currently using the `Resize(0, 0)` as an indicator of minimization.~ No longer attempting to tell given how finnicky this was across platforms, now the user can only request that a window be maximized/minimized. ## Future work - Move `exit_on_close` functionality out from windowing and into app(?) - https://github.com/bevyengine/bevy/issues/5621 - https://github.com/bevyengine/bevy/issues/7099 - https://github.com/bevyengine/bevy/issues/7098 Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2023-01-19 00:38:28 +00:00
#[cfg(feature = "serialize")]
use bevy_reflect::{ReflectDeserialize, ReflectSerialize};
/// The icon to display for a window's cursor.
///
/// Examples of all of these cursors can be found [here](https://www.w3schools.com/cssref/playit.asp?filename=playcss_cursor).
/// This `enum` is simply a copy of a similar `enum` found in [`winit`](https://docs.rs/winit/latest/winit/window/enum.CursorIcon.html).
/// `winit`, in turn, mostly copied cursor types available in the browser.
Windows as Entities (#5589) # Objective Fix https://github.com/bevyengine/bevy/issues/4530 - Make it easier to open/close/modify windows by setting them up as `Entity`s with a `Window` component. - Make multiple windows very simple to set up. (just add a `Window` component to an entity and it should open) ## Solution - Move all properties of window descriptor to ~components~ a component. - Replace `WindowId` with `Entity`. - ~Use change detection for components to update backend rather than events/commands. (The `CursorMoved`/`WindowResized`/... events are kept for user convenience.~ Check each field individually to see what we need to update, events are still kept for user convenience. --- ## Changelog - `WindowDescriptor` renamed to `Window`. - Width/height consolidated into a `WindowResolution` component. - Requesting maximization/minimization is done on the [`Window::state`] field. - `WindowId` is now `Entity`. ## Migration Guide - Replace `WindowDescriptor` with `Window`. - Change `width` and `height` fields in a `WindowResolution`, either by doing ```rust WindowResolution::new(width, height) // Explicitly // or using From<_> for tuples for convenience (1920., 1080.).into() ``` - Replace any `WindowCommand` code to just modify the `Window`'s fields directly and creating/closing windows is now by spawning/despawning an entity with a `Window` component like so: ```rust let window = commands.spawn(Window { ... }).id(); // open window commands.entity(window).despawn(); // close window ``` ## Unresolved - ~How do we tell when a window is minimized by a user?~ ~Currently using the `Resize(0, 0)` as an indicator of minimization.~ No longer attempting to tell given how finnicky this was across platforms, now the user can only request that a window be maximized/minimized. ## Future work - Move `exit_on_close` functionality out from windowing and into app(?) - https://github.com/bevyengine/bevy/issues/5621 - https://github.com/bevyengine/bevy/issues/7099 - https://github.com/bevyengine/bevy/issues/7098 Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2023-01-19 00:38:28 +00:00
#[derive(Default, Debug, Hash, PartialEq, Eq, Clone, Copy, Reflect, FromReflect)]
#[cfg_attr(
feature = "serialize",
derive(serde::Serialize, serde::Deserialize),
reflect(Serialize, Deserialize)
)]
#[reflect(Debug, PartialEq, Default, FromReflect)]
pub enum CursorIcon {
/// The platform-dependent default cursor.
Windows as Entities (#5589) # Objective Fix https://github.com/bevyengine/bevy/issues/4530 - Make it easier to open/close/modify windows by setting them up as `Entity`s with a `Window` component. - Make multiple windows very simple to set up. (just add a `Window` component to an entity and it should open) ## Solution - Move all properties of window descriptor to ~components~ a component. - Replace `WindowId` with `Entity`. - ~Use change detection for components to update backend rather than events/commands. (The `CursorMoved`/`WindowResized`/... events are kept for user convenience.~ Check each field individually to see what we need to update, events are still kept for user convenience. --- ## Changelog - `WindowDescriptor` renamed to `Window`. - Width/height consolidated into a `WindowResolution` component. - Requesting maximization/minimization is done on the [`Window::state`] field. - `WindowId` is now `Entity`. ## Migration Guide - Replace `WindowDescriptor` with `Window`. - Change `width` and `height` fields in a `WindowResolution`, either by doing ```rust WindowResolution::new(width, height) // Explicitly // or using From<_> for tuples for convenience (1920., 1080.).into() ``` - Replace any `WindowCommand` code to just modify the `Window`'s fields directly and creating/closing windows is now by spawning/despawning an entity with a `Window` component like so: ```rust let window = commands.spawn(Window { ... }).id(); // open window commands.entity(window).despawn(); // close window ``` ## Unresolved - ~How do we tell when a window is minimized by a user?~ ~Currently using the `Resize(0, 0)` as an indicator of minimization.~ No longer attempting to tell given how finnicky this was across platforms, now the user can only request that a window be maximized/minimized. ## Future work - Move `exit_on_close` functionality out from windowing and into app(?) - https://github.com/bevyengine/bevy/issues/5621 - https://github.com/bevyengine/bevy/issues/7099 - https://github.com/bevyengine/bevy/issues/7098 Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2023-01-19 00:38:28 +00:00
#[default]
Default,
/// A simple crosshair.
Crosshair,
/// A hand (often used to indicate links in web browsers).
Hand,
/// An arrow. This is the default cursor on most systems.
Arrow,
/// Indicates something is to be moved.
Move,
/// Indicates text that may be selected or edited.
Text,
/// Program busy indicator.
Wait,
/// Help indicator (often rendered as a "?")
Help,
/// Progress indicator. Shows that processing is being done.
///
/// But in contrast with "Wait" the user may still interact with the program.
/// Often rendered as a spinning beach ball, or an arrow with a watch or hourglass.
Progress,
/// Cursor showing that something cannot be done.
NotAllowed,
/// Indicates that a context menu is available.
ContextMenu,
/// Indicates that a cell (or set of cells) may be selected.
Cell,
/// Indicates vertical text that may be selected or edited.
VerticalText,
/// Indicates that an alias of something is to be created.
Alias,
/// Indicates something is to be copied.
Copy,
/// Indicates that the dragged item cannot be dropped here.
NoDrop,
/// Indicates that something can be grabbed.
Grab,
/// Indicates that something is grabbed.
Grabbing,
/// Indicates that the user can scroll by dragging the mouse.
AllScroll,
/// Indicates that the user can zoom in.
ZoomIn,
/// Indicates that the user can zoom out.
ZoomOut,
/// Indicates that an edge of a box is to be moved right (east).
EResize,
/// Indicates that an edge of a box is to be moved up (north).
NResize,
/// Indicates that an edge of a box is to be moved up and right (north/east).
NeResize,
/// indicates that an edge of a box is to be moved up and left (north/west).
NwResize,
/// Indicates that an edge of a box is to be moved down (south).
SResize,
/// The cursor indicates that an edge of a box is to be moved down and right (south/east).
SeResize,
/// The cursor indicates that an edge of a box is to be moved down and left (south/west).
SwResize,
/// Indicates that an edge of a box is to be moved left (west).
WResize,
/// Indicates a bidirectional resize cursor.
EwResize,
/// Indicates a bidirectional resize cursor.
NsResize,
/// Indicates a bidirectional resize cursor.
NeswResize,
/// Indicates a bidirectional resize cursor.
NwseResize,
/// Indicates that a column can be resized horizontally.
ColResize,
/// Indicates that the row can be resized vertically.
RowResize,
}