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Revert App::run()
behavior/Remove winit
specific code from bevy_app
(#10389)
# Objective The way `bevy_app` works was changed unnecessarily in #9826 whose changes should have been specific to `bevy_winit`. I'm somewhat disappointed that happened and we can see in https://github.com/bevyengine/bevy/pull/10195 that it made things more complicated. Even worse, in #10385 it's clear that this breaks the clean abstraction over another engine someone built with Bevy! Fixes #10385. ## Solution - Move the changes made to `bevy_app` in #9826 to `bevy_winit` - Revert the changes to `ScheduleRunnerPlugin` and the `run_once` runner in #10195 as they're no longer necessary. While this code is breaking relative to `0.12.0`, it reverts the behavior of `bevy_app` back to how it was in `0.11`. Due to the nature of the breakage relative to `0.11` I hope this will be considered for `0.12.1`.
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parent
44fbc2f717
commit
55e74ea8e9
3 changed files with 15 additions and 26 deletions
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@ -309,14 +309,6 @@ impl App {
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panic!("App::run() was called from within Plugin::build(), which is not allowed.");
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panic!("App::run() was called from within Plugin::build(), which is not allowed.");
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}
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}
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if app.plugins_state() == PluginsState::Ready {
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// If we're already ready, we finish up now and advance one frame.
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// This prevents black frames during the launch transition on iOS.
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app.finish();
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app.cleanup();
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app.update();
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}
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let runner = std::mem::replace(&mut app.runner, Box::new(run_once));
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let runner = std::mem::replace(&mut app.runner, Box::new(run_once));
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(runner)(app);
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(runner)(app);
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}
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}
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@ -986,20 +978,14 @@ impl App {
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}
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}
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fn run_once(mut app: App) {
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fn run_once(mut app: App) {
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let plugins_state = app.plugins_state();
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while app.plugins_state() == PluginsState::Adding {
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if plugins_state != PluginsState::Cleaned {
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#[cfg(not(target_arch = "wasm32"))]
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while app.plugins_state() == PluginsState::Adding {
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bevy_tasks::tick_global_task_pools_on_main_thread();
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#[cfg(not(target_arch = "wasm32"))]
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bevy_tasks::tick_global_task_pools_on_main_thread();
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}
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app.finish();
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app.cleanup();
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}
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}
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app.finish();
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app.cleanup();
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// if plugins where cleaned before the runner start, an update already ran
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app.update();
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if plugins_state != PluginsState::Cleaned {
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app.update();
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}
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}
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}
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/// An event that indicates the [`App`] should exit. This will fully exit the app process at the
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/// An event that indicates the [`App`] should exit. This will fully exit the app process at the
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@ -84,12 +84,7 @@ impl Plugin for ScheduleRunnerPlugin {
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let mut app_exit_event_reader = ManualEventReader::<AppExit>::default();
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let mut app_exit_event_reader = ManualEventReader::<AppExit>::default();
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match run_mode {
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match run_mode {
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RunMode::Once => {
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RunMode::Once => app.update(),
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// if plugins where cleaned before the runner start, an update already ran
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if plugins_state != PluginsState::Cleaned {
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app.update();
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}
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}
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RunMode::Loop { wait } => {
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RunMode::Loop { wait } => {
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let mut tick = move |app: &mut App,
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let mut tick = move |app: &mut App,
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wait: Option<Duration>|
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wait: Option<Duration>|
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@ -349,6 +349,14 @@ impl Default for WinitAppRunnerState {
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/// Overriding the app's [runner](bevy_app::App::runner) while using `WinitPlugin` will bypass the
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/// Overriding the app's [runner](bevy_app::App::runner) while using `WinitPlugin` will bypass the
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/// `EventLoop`.
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/// `EventLoop`.
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pub fn winit_runner(mut app: App) {
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pub fn winit_runner(mut app: App) {
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if app.plugins_state() == PluginsState::Ready {
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// If we're already ready, we finish up now and advance one frame.
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// This prevents black frames during the launch transition on iOS.
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app.finish();
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app.cleanup();
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app.update();
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}
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let mut event_loop = app
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let mut event_loop = app
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.world
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.world
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.remove_non_send_resource::<EventLoop<()>>()
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.remove_non_send_resource::<EventLoop<()>>()
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