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https://github.com/bevyengine/bevy
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Move close_on_esc
to bevy_dev_tools
(#12855)
# Objective - As @james7132 said [on Discord](https://discord.com/channels/691052431525675048/692572690833473578/1224626740773523536), the `close_on_esc` system is forcing `bevy_window` to depend on `bevy_input`. - `close_on_esc` is not likely to be used in production, so it arguably does not have a place in `bevy_window`. ## Solution - As suggested by @afonsolage, move `close_on_esc` into `bevy_dev_tools`. - Add an example to the documentation too. - Remove `bevy_window`'s dependency on `bevy_input`. - Add `bevy_reflect`'s `smol_str` feature to `bevy_window` because it was implicitly depended upon with `bevy_input` before it was removed. - Remove any usage of `close_on_esc` from the examples. - `bevy_dev_tools` is not enabled by default. I personally find it frustrating to run examples with additional features, so I opted to remove it entirely. - This is up for discussion if you have an alternate solution. --- ## Changelog - Moved `bevy_window::close_on_esc` to `bevy_dev_tools::close_on_esc`. - Removed usage of `bevy_dev_tools::close_on_esc` from all examples. ## Migration Guide `bevy_window::close_on_esc` has been moved to `bevy_dev_tools::close_on_esc`. You will first need to enable `bevy_dev_tools` as a feature in your `Cargo.toml`: ```toml [dependencies] bevy = { version = "0.14", features = ["bevy_dev_tools"] } ``` Finally, modify any imports to use `bevy_dev_tools` instead: ```rust // Old: // use bevy:🪟:close_on_esc; // New: use bevy::dev_tools::close_on_esc; App::new() .add_systems(Update, close_on_esc) // ... .run(); ```
This commit is contained in:
parent
017ffc5a7b
commit
97131e1909
12 changed files with 45 additions and 43 deletions
32
crates/bevy_dev_tools/src/close_on_esc.rs
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32
crates/bevy_dev_tools/src/close_on_esc.rs
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@ -0,0 +1,32 @@
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use bevy_ecs::prelude::*;
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use bevy_input::{keyboard::KeyCode, ButtonInput};
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use bevy_window::Window;
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/// Close the focused window whenever the escape key (<kbd>Esc</kbd>) is pressed
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///
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/// This is useful for examples or prototyping.
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///
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/// # Example
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///
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/// ```no_run
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/// # use bevy_app::prelude::*;
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/// # use bevy_dev_tools::close_on_esc;
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/// #
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/// App::new()
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/// .add_systems(Update, close_on_esc);
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/// ```
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pub fn close_on_esc(
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mut commands: Commands,
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focused_windows: Query<(Entity, &Window)>,
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input: Res<ButtonInput<KeyCode>>,
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) {
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for (window, focus) in focused_windows.iter() {
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if !focus.focused {
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continue;
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}
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if input.just_pressed(KeyCode::Escape) {
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commands.entity(window).despawn();
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}
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}
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}
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@ -12,11 +12,16 @@ use bevy_app::prelude::*;
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#[cfg(feature = "bevy_ci_testing")]
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pub mod ci_testing;
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pub mod fps_overlay;
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#[cfg(feature = "bevy_ui_debug")]
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pub mod ui_debug_overlay;
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mod close_on_esc;
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pub use crate::close_on_esc::close_on_esc;
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/// Enables developer tools in an [`App`]. This plugin is added automatically with `bevy_dev_tools`
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/// feature.
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///
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@ -20,10 +20,9 @@ bevy_ecs = { path = "../bevy_ecs", version = "0.14.0-dev" }
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bevy_math = { path = "../bevy_math", version = "0.14.0-dev" }
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bevy_reflect = { path = "../bevy_reflect", version = "0.14.0-dev", features = [
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"glam",
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"smol_str",
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] }
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bevy_utils = { path = "../bevy_utils", version = "0.14.0-dev" }
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# Used for close_on_esc
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bevy_input = { path = "../bevy_input", version = "0.14.0-dev" }
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# other
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serde = { version = "1.0", features = ["derive"], optional = true }
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@ -117,13 +117,12 @@ pub struct WindowDestroyed {
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/// The event is sent only if the cursor is over one of the application's windows.
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/// It is the translated version of [`WindowEvent::CursorMoved`] from the `winit` crate with the addition of `delta`.
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///
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/// Not to be confused with the [`MouseMotion`] event from `bevy_input`.
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/// Not to be confused with the `MouseMotion` event from `bevy_input`.
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///
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/// Because the range of data is limited by the window area and it may have been transformed by the OS to implement certain effects like acceleration,
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/// you should not use it for non-cursor-like behaviour such as 3D camera control. Please see [`MouseMotion`] instead.
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/// you should not use it for non-cursor-like behaviour such as 3D camera control. Please see `MouseMotion` instead.
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///
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/// [`WindowEvent::CursorMoved`]: https://docs.rs/winit/latest/winit/event/enum.WindowEvent.html#variant.CursorMoved
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/// [`MouseMotion`]: bevy_input::mouse::MouseMotion
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#[derive(Event, Debug, Clone, PartialEq, Reflect)]
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#[reflect(Debug, PartialEq)]
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#[cfg_attr(
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@ -2,7 +2,6 @@ use crate::{PrimaryWindow, Window, WindowCloseRequested};
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use bevy_app::AppExit;
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use bevy_ecs::prelude::*;
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use bevy_input::{keyboard::KeyCode, ButtonInput};
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/// Exit the application when there are no open windows.
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///
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@ -45,22 +44,3 @@ pub fn close_when_requested(mut commands: Commands, mut closed: EventReader<Wind
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commands.entity(event.window).despawn();
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}
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}
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/// Close the focused window whenever the escape key (<kbd>Esc</kbd>) is pressed
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///
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/// This is useful for examples or prototyping.
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pub fn close_on_esc(
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mut commands: Commands,
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focused_windows: Query<(Entity, &Window)>,
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input: Res<ButtonInput<KeyCode>>,
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) {
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for (window, focus) in focused_windows.iter() {
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if !focus.focused {
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continue;
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}
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if input.just_pressed(KeyCode::Escape) {
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commands.entity(window).despawn();
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}
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}
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}
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@ -227,7 +227,7 @@ pub struct Window {
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///
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/// If enabled, the window will receive [`Ime`](crate::Ime) events instead of
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/// [`ReceivedCharacter`](crate::ReceivedCharacter) or
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/// [`KeyboardInput`](bevy_input::keyboard::KeyboardInput).
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/// `KeyboardInput` from `bevy_input`.
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///
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/// IME should be enabled during text input, but not when you expect to get the exact key pressed.
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///
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@ -17,7 +17,6 @@ fn main() {
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rotate_to_player_system,
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),
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)
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.add_systems(Update, bevy::window::close_on_esc)
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.run();
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}
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@ -3,7 +3,7 @@
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use std::fmt;
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use bevy::{prelude::*, render::render_resource::TextureFormat, window::close_on_esc};
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use bevy::{prelude::*, render::render_resource::TextureFormat};
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fn main() {
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App::new()
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@ -19,7 +19,6 @@ fn main() {
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update_parallax_depth_scale,
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update_parallax_layers,
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switch_method,
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close_on_esc,
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),
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)
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.run();
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@ -42,10 +42,7 @@ fn main() {
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.add_systems(OnEnter(GameState::GameOver), display_score)
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.add_systems(
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Update,
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(
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gameover_keyboard.run_if(in_state(GameState::GameOver)),
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bevy::window::close_on_esc,
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),
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gameover_keyboard.run_if(in_state(GameState::GameOver)),
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)
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.add_systems(OnExit(GameState::GameOver), teardown)
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.run();
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@ -75,7 +75,7 @@ fn main() {
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// `chain`ing systems together runs them in order
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.chain(),
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)
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.add_systems(Update, (update_scoreboard, bevy::window::close_on_esc))
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.add_systems(Update, update_scoreboard)
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.run();
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}
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@ -7,7 +7,6 @@ fn main() {
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// By default, a primary window gets spawned by `WindowPlugin`, contained in `DefaultPlugins`
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.add_plugins(DefaultPlugins)
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.add_systems(Startup, setup_scene)
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.add_systems(Update, bevy::window::close_on_esc)
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.run();
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}
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@ -36,14 +36,7 @@ fn main() {
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})
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.insert_resource(ContractingY)
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.add_systems(Startup, (setup_3d, setup_2d))
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.add_systems(
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Update,
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(
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change_window_size,
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sync_dimensions,
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bevy::window::close_on_esc,
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),
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)
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.add_systems(Update, (change_window_size, sync_dimensions))
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.run();
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}
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