2022-05-16 13:53:20 +00:00
|
|
|
//! Illustrates how to change window settings and shows how to affect
|
|
|
|
//! the mouse pointer in various ways.
|
|
|
|
|
2024-11-02 01:47:32 +00:00
|
|
|
#[cfg(feature = "custom_cursor")]
|
|
|
|
use bevy::winit::cursor::CustomCursor;
|
2022-09-30 13:25:27 +00:00
|
|
|
use bevy::{
|
2023-09-11 19:09:55 +00:00
|
|
|
core::FrameCount,
|
2022-09-30 13:25:27 +00:00
|
|
|
diagnostic::{FrameTimeDiagnosticsPlugin, LogDiagnosticsPlugin},
|
|
|
|
prelude::*,
|
2024-08-12 15:49:03 +00:00
|
|
|
window::{CursorGrabMode, PresentMode, SystemCursorIcon, WindowLevel, WindowTheme},
|
2024-11-02 01:47:32 +00:00
|
|
|
winit::cursor::CursorIcon,
|
2022-09-30 13:25:27 +00:00
|
|
|
};
|
2020-07-20 09:05:56 +00:00
|
|
|
|
|
|
|
fn main() {
|
2021-07-27 20:21:06 +00:00
|
|
|
App::new()
|
2023-06-21 20:51:03 +00:00
|
|
|
.add_plugins((
|
|
|
|
DefaultPlugins.set(WindowPlugin {
|
|
|
|
primary_window: Some(Window {
|
|
|
|
title: "I am a window!".into(),
|
2024-02-05 13:35:35 +00:00
|
|
|
name: Some("bevy.app".into()),
|
2023-06-21 20:51:03 +00:00
|
|
|
resolution: (500., 300.).into(),
|
|
|
|
present_mode: PresentMode::AutoVsync,
|
2024-07-31 21:16:05 +00:00
|
|
|
// Tells Wasm to resize the window according to the available canvas
|
2024-03-03 14:33:30 +00:00
|
|
|
fit_canvas_to_parent: true,
|
2024-07-31 21:16:05 +00:00
|
|
|
// Tells Wasm not to override default event handling, like F5, Ctrl+R etc.
|
2023-06-21 20:51:03 +00:00
|
|
|
prevent_default_event_handling: false,
|
|
|
|
window_theme: Some(WindowTheme::Dark),
|
2023-07-23 01:02:40 +00:00
|
|
|
enabled_buttons: bevy::window::EnabledButtons {
|
|
|
|
maximize: false,
|
|
|
|
..Default::default()
|
|
|
|
},
|
2023-08-20 22:42:07 +00:00
|
|
|
// This will spawn an invisible window
|
2023-09-11 19:09:55 +00:00
|
|
|
// The window will be made visible in the make_visible() system after 3 frames.
|
2023-08-20 22:42:07 +00:00
|
|
|
// This is useful when you want to avoid the white window that shows up before the GPU is ready to render the app.
|
|
|
|
visible: false,
|
2023-06-21 20:51:03 +00:00
|
|
|
..default()
|
|
|
|
}),
|
Plugins own their settings. Rework PluginGroup trait. (#6336)
# Objective
Fixes #5884 #2879
Alternative to #2988 #5885 #2886
"Immutable" Plugin settings are currently represented as normal ECS resources, which are read as part of plugin init. This presents a number of problems:
1. If a user inserts the plugin settings resource after the plugin is initialized, it will be silently ignored (and use the defaults instead)
2. Users can modify the plugin settings resource after the plugin has been initialized. This creates a false sense of control over settings that can no longer be changed.
(1) and (2) are especially problematic and confusing for the `WindowDescriptor` resource, but this is a general problem.
## Solution
Immutable Plugin settings now live on each Plugin struct (ex: `WindowPlugin`). PluginGroups have been reworked to support overriding plugin values. This also removes the need for the `add_plugins_with` api, as the `add_plugins` api can use the builder pattern directly. Settings that can be used at runtime continue to be represented as ECS resources.
Plugins are now configured like this:
```rust
app.add_plugin(AssetPlugin {
watch_for_changes: true,
..default()
})
```
PluginGroups are now configured like this:
```rust
app.add_plugins(DefaultPlugins
.set(AssetPlugin {
watch_for_changes: true,
..default()
})
)
```
This is an alternative to #2988, which is similar. But I personally prefer this solution for a couple of reasons:
* ~~#2988 doesn't solve (1)~~ #2988 does solve (1) and will panic in that case. I was wrong!
* This PR directly ties plugin settings to Plugin types in a 1:1 relationship, rather than a loose "setup resource" <-> plugin coupling (where the setup resource is consumed by the first plugin that uses it).
* I'm not a huge fan of overloading the ECS resource concept and implementation for something that has very different use cases and constraints.
## Changelog
- PluginGroups can now be configured directly using the builder pattern. Individual plugin values can be overridden by using `plugin_group.set(SomePlugin {})`, which enables overriding default plugin values.
- `WindowDescriptor` plugin settings have been moved to `WindowPlugin` and `AssetServerSettings` have been moved to `AssetPlugin`
- `app.add_plugins_with` has been replaced by using `add_plugins` with the builder pattern.
## Migration Guide
The `WindowDescriptor` settings have been moved from a resource to `WindowPlugin::window`:
```rust
// Old (Bevy 0.8)
app
.insert_resource(WindowDescriptor {
width: 400.0,
..default()
})
.add_plugins(DefaultPlugins)
// New (Bevy 0.9)
app.add_plugins(DefaultPlugins.set(WindowPlugin {
window: WindowDescriptor {
width: 400.0,
..default()
},
..default()
}))
```
The `AssetServerSettings` resource has been removed in favor of direct `AssetPlugin` configuration:
```rust
// Old (Bevy 0.8)
app
.insert_resource(AssetServerSettings {
watch_for_changes: true,
..default()
})
.add_plugins(DefaultPlugins)
// New (Bevy 0.9)
app.add_plugins(DefaultPlugins.set(AssetPlugin {
watch_for_changes: true,
..default()
}))
```
`add_plugins_with` has been replaced by `add_plugins` in combination with the builder pattern:
```rust
// Old (Bevy 0.8)
app.add_plugins_with(DefaultPlugins, |group| group.disable::<AssetPlugin>());
// New (Bevy 0.9)
app.add_plugins(DefaultPlugins.build().disable::<AssetPlugin>());
```
2022-10-24 21:20:33 +00:00
|
|
|
..default()
|
2023-01-19 00:38:28 +00:00
|
|
|
}),
|
2023-06-21 20:51:03 +00:00
|
|
|
LogDiagnosticsPlugin::default(),
|
|
|
|
FrameTimeDiagnosticsPlugin,
|
|
|
|
))
|
2024-08-12 15:49:03 +00:00
|
|
|
.add_systems(Startup, init_cursor_icons)
|
2023-03-18 01:45:34 +00:00
|
|
|
.add_systems(
|
|
|
|
Update,
|
|
|
|
(
|
|
|
|
change_title,
|
2023-06-05 21:04:22 +00:00
|
|
|
toggle_theme,
|
2023-03-18 01:45:34 +00:00
|
|
|
toggle_cursor,
|
|
|
|
toggle_vsync,
|
2023-07-23 01:02:40 +00:00
|
|
|
toggle_window_controls,
|
2023-03-18 01:45:34 +00:00
|
|
|
cycle_cursor_icon,
|
|
|
|
switch_level,
|
2023-09-11 19:09:55 +00:00
|
|
|
make_visible,
|
2023-03-18 01:45:34 +00:00
|
|
|
),
|
|
|
|
)
|
2020-07-20 09:05:56 +00:00
|
|
|
.run();
|
|
|
|
}
|
2020-10-15 18:42:19 +00:00
|
|
|
|
2024-10-13 20:32:06 +00:00
|
|
|
fn make_visible(mut window: Single<&mut Window>, frames: Res<FrameCount>) {
|
2023-09-11 19:09:55 +00:00
|
|
|
// The delay may be different for your app or system.
|
|
|
|
if frames.0 == 3 {
|
|
|
|
// At this point the gpu is ready to show the app so we can make the window visible.
|
|
|
|
// Alternatively, you could toggle the visibility in Startup.
|
|
|
|
// It will work, but it will have one white frame before it starts rendering
|
2024-10-13 20:32:06 +00:00
|
|
|
window.visible = true;
|
2023-09-11 19:09:55 +00:00
|
|
|
}
|
2023-08-20 22:42:07 +00:00
|
|
|
}
|
|
|
|
|
2022-09-21 22:35:15 +00:00
|
|
|
/// This system toggles the vsync mode when pressing the button V.
|
|
|
|
/// You'll see fps increase displayed in the console.
|
2024-10-13 20:32:06 +00:00
|
|
|
fn toggle_vsync(input: Res<ButtonInput<KeyCode>>, mut window: Single<&mut Window>) {
|
Update winit dependency to 0.29 (#10702)
# 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.
2023-12-21 07:40:47 +00:00
|
|
|
if input.just_pressed(KeyCode::KeyV) {
|
2023-01-19 00:38:28 +00:00
|
|
|
window.present_mode = if matches!(window.present_mode, PresentMode::AutoVsync) {
|
2022-09-21 22:35:15 +00:00
|
|
|
PresentMode::AutoNoVsync
|
|
|
|
} else {
|
|
|
|
PresentMode::AutoVsync
|
2023-01-19 00:38:28 +00:00
|
|
|
};
|
|
|
|
info!("PRESENT_MODE: {:?}", window.present_mode);
|
2022-09-21 22:35:15 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2023-02-03 16:41:39 +00:00
|
|
|
/// This system switches the window level when pressing the T button
|
|
|
|
/// You'll notice it won't be covered by other windows, or will be covered by all the other
|
|
|
|
/// windows depending on the level.
|
2022-11-14 22:34:29 +00:00
|
|
|
///
|
|
|
|
/// This feature only works on some platforms. Please check the
|
2023-02-03 16:41:39 +00:00
|
|
|
/// [documentation](https://docs.rs/bevy/latest/bevy/prelude/struct.Window.html#structfield.window_level)
|
2022-11-14 22:34:29 +00:00
|
|
|
/// for more details.
|
2024-10-13 20:32:06 +00:00
|
|
|
fn switch_level(input: Res<ButtonInput<KeyCode>>, mut window: Single<&mut Window>) {
|
Update winit dependency to 0.29 (#10702)
# 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.
2023-12-21 07:40:47 +00:00
|
|
|
if input.just_pressed(KeyCode::KeyT) {
|
2023-02-03 16:41:39 +00:00
|
|
|
window.window_level = match window.window_level {
|
|
|
|
WindowLevel::AlwaysOnBottom => WindowLevel::Normal,
|
|
|
|
WindowLevel::Normal => WindowLevel::AlwaysOnTop,
|
|
|
|
WindowLevel::AlwaysOnTop => WindowLevel::AlwaysOnBottom,
|
|
|
|
};
|
|
|
|
info!("WINDOW_LEVEL: {:?}", window.window_level);
|
2022-11-14 22:34:29 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2023-07-23 01:02:40 +00:00
|
|
|
/// This system toggles the window controls when pressing buttons 1, 2 and 3
|
|
|
|
///
|
|
|
|
/// This feature only works on some platforms. Please check the
|
|
|
|
/// [documentation](https://docs.rs/bevy/latest/bevy/prelude/struct.Window.html#structfield.enabled_buttons)
|
|
|
|
/// for more details.
|
2024-10-13 20:32:06 +00:00
|
|
|
fn toggle_window_controls(input: Res<ButtonInput<KeyCode>>, mut window: Single<&mut Window>) {
|
Update winit dependency to 0.29 (#10702)
# 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.
2023-12-21 07:40:47 +00:00
|
|
|
let toggle_minimize = input.just_pressed(KeyCode::Digit1);
|
|
|
|
let toggle_maximize = input.just_pressed(KeyCode::Digit2);
|
|
|
|
let toggle_close = input.just_pressed(KeyCode::Digit3);
|
2023-07-23 01:02:40 +00:00
|
|
|
|
|
|
|
if toggle_minimize || toggle_maximize || toggle_close {
|
|
|
|
if toggle_minimize {
|
|
|
|
window.enabled_buttons.minimize = !window.enabled_buttons.minimize;
|
|
|
|
}
|
|
|
|
if toggle_maximize {
|
|
|
|
window.enabled_buttons.maximize = !window.enabled_buttons.maximize;
|
|
|
|
}
|
|
|
|
if toggle_close {
|
|
|
|
window.enabled_buttons.close = !window.enabled_buttons.close;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2020-10-15 18:42:19 +00:00
|
|
|
/// This system will then change the title during execution
|
2024-10-13 20:32:06 +00:00
|
|
|
fn change_title(mut window: Single<&mut Window>, time: Res<Time>) {
|
2023-01-19 00:38:28 +00:00
|
|
|
window.title = format!(
|
2020-10-15 18:42:19 +00:00
|
|
|
"Seconds since startup: {}",
|
2023-01-19 00:38:28 +00:00
|
|
|
time.elapsed().as_secs_f32().round()
|
|
|
|
);
|
2020-10-15 18:42:19 +00:00
|
|
|
}
|
2020-10-16 21:07:01 +00:00
|
|
|
|
2024-10-13 20:32:06 +00:00
|
|
|
fn toggle_cursor(mut window: Single<&mut Window>, input: Res<ButtonInput<KeyCode>>) {
|
2020-10-16 21:07:01 +00:00
|
|
|
if input.just_pressed(KeyCode::Space) {
|
2024-08-12 15:49:03 +00:00
|
|
|
window.cursor_options.visible = !window.cursor_options.visible;
|
|
|
|
window.cursor_options.grab_mode = match window.cursor_options.grab_mode {
|
Update `wgpu` to 0.14.0, `naga` to `0.10.0`, `winit` to 0.27.4, `raw-window-handle` to 0.5.0, `ndk` to 0.7 (#6218)
# Objective
- Update `wgpu` to 0.14.0, `naga` to `0.10.0`, `winit` to 0.27.4, `raw-window-handle` to 0.5.0, `ndk` to 0.7.
## Solution
---
## Changelog
### Changed
- Changed `RawWindowHandleWrapper` to `RawHandleWrapper` which wraps both `RawWindowHandle` and `RawDisplayHandle`, which satisfies the `impl HasRawWindowHandle and HasRawDisplayHandle` that `wgpu` 0.14.0 requires.
- Changed `bevy_window::WindowDescriptor`'s `cursor_locked` to `cursor_grab_mode`, change its type from `bool` to `bevy_window::CursorGrabMode`.
## Migration Guide
- Adjust usage of `bevy_window::WindowDescriptor`'s `cursor_locked` to `cursor_grab_mode`, and adjust its type from `bool` to `bevy_window::CursorGrabMode`.
2022-10-19 17:40:23 +00:00
|
|
|
CursorGrabMode::None => CursorGrabMode::Locked,
|
|
|
|
CursorGrabMode::Locked | CursorGrabMode::Confined => CursorGrabMode::None,
|
2023-01-19 00:38:28 +00:00
|
|
|
};
|
2020-10-16 21:07:01 +00:00
|
|
|
}
|
|
|
|
}
|
2021-12-20 22:04:45 +00:00
|
|
|
|
2023-06-05 21:04:22 +00:00
|
|
|
// This system will toggle the color theme used by the window
|
2024-10-13 20:32:06 +00:00
|
|
|
fn toggle_theme(mut window: Single<&mut Window>, input: Res<ButtonInput<KeyCode>>) {
|
Update winit dependency to 0.29 (#10702)
# 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.
2023-12-21 07:40:47 +00:00
|
|
|
if input.just_pressed(KeyCode::KeyF) {
|
2023-06-05 21:04:22 +00:00
|
|
|
if let Some(current_theme) = window.window_theme {
|
|
|
|
window.window_theme = match current_theme {
|
|
|
|
WindowTheme::Light => Some(WindowTheme::Dark),
|
|
|
|
WindowTheme::Dark => Some(WindowTheme::Light),
|
|
|
|
};
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2024-08-12 15:49:03 +00:00
|
|
|
#[derive(Resource)]
|
|
|
|
struct CursorIcons(Vec<CursorIcon>);
|
|
|
|
|
2024-11-02 01:47:32 +00:00
|
|
|
fn init_cursor_icons(
|
|
|
|
mut commands: Commands,
|
|
|
|
#[cfg(feature = "custom_cursor")] asset_server: Res<AssetServer>,
|
|
|
|
) {
|
2024-08-12 15:49:03 +00:00
|
|
|
commands.insert_resource(CursorIcons(vec![
|
|
|
|
SystemCursorIcon::Default.into(),
|
|
|
|
SystemCursorIcon::Pointer.into(),
|
|
|
|
SystemCursorIcon::Wait.into(),
|
|
|
|
SystemCursorIcon::Text.into(),
|
2024-11-02 01:47:32 +00:00
|
|
|
#[cfg(feature = "custom_cursor")]
|
2024-08-12 15:49:03 +00:00
|
|
|
CustomCursor::Image {
|
|
|
|
handle: asset_server.load("branding/icon.png"),
|
|
|
|
hotspot: (128, 128),
|
|
|
|
}
|
|
|
|
.into(),
|
|
|
|
]));
|
|
|
|
}
|
|
|
|
|
2021-12-20 22:04:45 +00:00
|
|
|
/// This system cycles the cursor's icon through a small set of icons when clicking
|
|
|
|
fn cycle_cursor_icon(
|
2024-08-12 15:49:03 +00:00
|
|
|
mut commands: Commands,
|
2024-10-13 20:32:06 +00:00
|
|
|
window: Single<Entity, With<Window>>,
|
2023-12-06 20:32:34 +00:00
|
|
|
input: Res<ButtonInput<MouseButton>>,
|
2021-12-20 22:04:45 +00:00
|
|
|
mut index: Local<usize>,
|
2024-08-12 15:49:03 +00:00
|
|
|
cursor_icons: Res<CursorIcons>,
|
2021-12-20 22:04:45 +00:00
|
|
|
) {
|
|
|
|
if input.just_pressed(MouseButton::Left) {
|
2024-08-12 15:49:03 +00:00
|
|
|
*index = (*index + 1) % cursor_icons.0.len();
|
|
|
|
commands
|
2024-10-13 20:32:06 +00:00
|
|
|
.entity(*window)
|
2024-08-12 15:49:03 +00:00
|
|
|
.insert(cursor_icons.0[*index].clone());
|
2021-12-20 22:04:45 +00:00
|
|
|
} else if input.just_pressed(MouseButton::Right) {
|
|
|
|
*index = if *index == 0 {
|
2024-08-12 15:49:03 +00:00
|
|
|
cursor_icons.0.len() - 1
|
2021-12-20 22:04:45 +00:00
|
|
|
} else {
|
|
|
|
*index - 1
|
|
|
|
};
|
2024-08-12 15:49:03 +00:00
|
|
|
commands
|
2024-10-13 20:32:06 +00:00
|
|
|
.entity(*window)
|
2024-08-12 15:49:03 +00:00
|
|
|
.insert(cursor_icons.0[*index].clone());
|
2021-12-20 22:04:45 +00:00
|
|
|
}
|
|
|
|
}
|