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User controlled window visibility (#9355)
# Objective - When spawning a window, it will be white until the GPU is ready to draw the app. To avoid this, we can make the window invisible and then make it visible once the gpu is ready. Unfortunately, the visible flag is not available to users. ## Solution - Let users change the visible flag ## Notes This is only user controlled. It would be nice if it was done automatically by bevy instead but I want to keep this PR simple.
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4 changed files with 31 additions and 3 deletions
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@ -213,6 +213,16 @@ pub struct Window {
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///
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/// - iOS / Android / Web: Unsupported.
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pub window_theme: Option<WindowTheme>,
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/// Sets the window's visibility.
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///
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/// If `false`, this will hide the window the window completely, it won't appear on the screen or in the task bar.
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/// If `true`, this will show the window.
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/// Note that this doesn't change its focused or minimized state.
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///
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/// ## Platform-specific
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///
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/// - **Android / Wayland / Web:** Unsupported.
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pub visible: bool,
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}
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impl Default for Window {
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@ -239,6 +249,7 @@ impl Default for Window {
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prevent_default_event_handling: true,
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canvas: None,
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window_theme: None,
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visible: true,
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}
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}
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}
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@ -1016,7 +1027,7 @@ pub enum WindowTheme {
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///
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/// ## Platform-specific
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///
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/// **`iOS`**, **`Android`**, and the **`Web`** do not have window control buttons.
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/// **`iOS`**, **`Android`**, and the **`Web`** do not have window control buttons.
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///
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/// On some **`Linux`** environments these values have no effect.
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#[derive(Debug, Copy, Clone, PartialEq, Reflect)]
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@ -308,6 +308,10 @@ pub(crate) fn changed_windows(
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winit_window.set_theme(window.window_theme.map(convert_window_theme));
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}
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if window.visible != cache.window.visible {
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winit_window.set_visible(window.visible);
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}
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cache.window = window.clone();
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}
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}
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@ -96,7 +96,8 @@ impl WinitWindows {
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.with_resizable(window.resizable)
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.with_enabled_buttons(convert_enabled_buttons(window.enabled_buttons))
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.with_decorations(window.decorations)
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.with_transparent(window.transparent);
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.with_transparent(window.transparent)
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.with_visible(window.visible);
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let constraints = window.resize_constraints.check_constraints();
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let min_inner_size = LogicalSize {
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@ -167,7 +168,6 @@ impl WinitWindows {
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);
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adapters.insert(entity, adapter);
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handlers.insert(entity, handler);
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winit_window.set_visible(true);
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// Do not set the grab mode on window creation if it's none. It can fail on mobile.
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if window.cursor.grab_mode != CursorGrabMode::None {
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@ -6,6 +6,7 @@ use bevy::{
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prelude::*,
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window::{CursorGrabMode, PresentMode, WindowLevel, WindowTheme},
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};
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use bevy_internal::window::PrimaryWindow;
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fn main() {
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App::new()
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@ -24,6 +25,10 @@ fn main() {
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maximize: false,
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..Default::default()
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},
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// This will spawn an invisible window
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// The window will be made visible in the setup() function
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// This is useful when you want to avoid the white window that shows up before the GPU is ready to render the app.
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visible: false,
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..default()
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}),
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..default()
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@ -31,6 +36,7 @@ fn main() {
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LogDiagnosticsPlugin::default(),
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FrameTimeDiagnosticsPlugin,
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))
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.add_systems(Startup, setup)
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.add_systems(
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Update,
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(
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@ -46,6 +52,13 @@ fn main() {
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.run();
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}
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fn setup(mut primary_window: Query<&mut Window, With<PrimaryWindow>>) {
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// At this point the gpu is ready to show the app so we can make the window visible
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// There might still be a white frame when doing it in startup.
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// Alternatively, you could have a system that waits a few seconds before making the window visible.
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primary_window.single_mut().visible = true;
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}
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/// This system toggles the vsync mode when pressing the button V.
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/// You'll see fps increase displayed in the console.
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fn toggle_vsync(input: Res<Input<KeyCode>>, mut windows: Query<&mut Window>) {
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