mirror of
https://github.com/bevyengine/bevy
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Allow closing windows at runtime (#3575)
# Objective Fixes #3180, builds from https://github.com/bevyengine/bevy/pull/2898 ## Solution Support requesting a window to be closed and closing a window in `bevy_window`, and handle this in `bevy_winit`. This is a stopgap until we move to windows as entites, which I'm sure I'll get around to eventually. ## Changelog ### Added - `Window::close` to allow closing windows. - `WindowClosed` to allow reacting to windows being closed. ### Changed Replaced `bevy::system::exit_on_esc_system` with `bevy:🪟:close_on_esc`. ## Fixed The app no longer exits when any window is closed. This difference is only observable when there are multiple windows. ## Migration Guide `bevy::input::system::exit_on_esc_system` has been removed. Use `bevy:🪟:close_on_esc` instead. `CloseWindow` has been removed. Use `Window::close` instead. The `Close` variant has been added to `WindowCommand`. Handle this by closing the relevant window.
This commit is contained in:
parent
558530871d
commit
b731ebad1b
16 changed files with 182 additions and 69 deletions
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@ -3,7 +3,6 @@ pub mod gamepad;
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mod input;
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pub mod keyboard;
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pub mod mouse;
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pub mod system;
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pub mod touch;
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pub use axis::*;
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@ -1,22 +0,0 @@
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use crate::{ButtonState, KeyCode, KeyboardInput};
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use bevy_app::AppExit;
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use bevy_ecs::prelude::{EventReader, EventWriter};
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/// Sends an [`AppExit`] event whenever the `ESC` key is pressed.
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///
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/// ## Note
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///
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/// This system is not added as part of the `DefaultPlugins`. You can add the [`exit_on_esc_system`]
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/// yourself if desired.
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pub fn exit_on_esc_system(
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mut keyboard_input_events: EventReader<KeyboardInput>,
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mut app_exit_events: EventWriter<AppExit>,
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) {
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for event in keyboard_input_events.iter() {
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if let Some(key_code) = event.key_code {
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if event.state == ButtonState::Pressed && key_code == KeyCode::Escape {
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app_exit_events.send_default();
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}
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}
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}
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}
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@ -7,7 +7,7 @@ use crate::{
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use bevy_app::{App, Plugin};
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use bevy_ecs::prelude::*;
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use bevy_utils::{tracing::debug, HashMap, HashSet};
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use bevy_window::{PresentMode, RawWindowHandleWrapper, WindowId, Windows};
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use bevy_window::{PresentMode, RawWindowHandleWrapper, WindowClosed, WindowId, Windows};
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use std::ops::{Deref, DerefMut};
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use wgpu::TextureFormat;
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@ -67,8 +67,12 @@ impl DerefMut for ExtractedWindows {
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}
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}
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fn extract_windows(mut render_world: ResMut<RenderWorld>, windows: Res<Windows>) {
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let mut extracted_windows = render_world.resource_mut::<ExtractedWindows>();
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fn extract_windows(
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mut render_world: ResMut<RenderWorld>,
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mut closed: EventReader<WindowClosed>,
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windows: Res<Windows>,
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) {
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let mut extracted_windows = render_world.get_resource_mut::<ExtractedWindows>().unwrap();
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for window in windows.iter() {
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let (new_width, new_height) = (
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window.physical_width().max(1),
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@ -105,6 +109,9 @@ fn extract_windows(mut render_world: ResMut<RenderWorld>, windows: Res<Windows>)
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extracted_window.physical_height = new_height;
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}
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}
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for closed_window in closed.iter() {
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extracted_windows.remove(&closed_window.id);
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}
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}
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#[derive(Default)]
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@ -14,6 +14,8 @@ bevy_app = { path = "../bevy_app", version = "0.8.0-dev" }
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bevy_ecs = { path = "../bevy_ecs", version = "0.8.0-dev" }
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bevy_math = { path = "../bevy_math", version = "0.8.0-dev" }
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bevy_utils = { path = "../bevy_utils", version = "0.8.0-dev" }
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# Used for close_on_esc
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bevy_input = { path = "../bevy_input", version = "0.8.0-dev" }
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raw-window-handle = "0.4.2"
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# other
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@ -25,25 +25,40 @@ pub struct CreateWindow {
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#[derive(Debug, Clone)]
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pub struct RequestRedraw;
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/// An event that indicates a window should be closed.
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#[derive(Debug, Clone)]
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pub struct CloseWindow {
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pub id: WindowId,
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}
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/// An event that is sent whenever a new window is created.
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///
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/// To create a new window, send a [`CreateWindow`] event - this
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/// event will be sent in the handler for that event.
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#[derive(Debug, Clone)]
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pub struct WindowCreated {
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pub id: WindowId,
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}
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/// An event that is sent whenever a close was requested for a window. For example: when the "close"
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/// button is pressed on a window.
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/// An event that is sent whenever the operating systems requests that a window
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/// be closed. This will be sent when the close button of the window is pressed.
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///
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/// If the default [`WindowPlugin`] is used, these events are handled
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/// by [closing] the corresponding [`Window`].
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/// To disable this behaviour, set `close_when_requested` on the [`WindowPlugin`]
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/// to `false`.
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///
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/// [`WindowPlugin`]: crate::WindowPlugin
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/// [`Window`]: crate::Window
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/// [closing]: crate::Window::close
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#[derive(Debug, Clone)]
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pub struct WindowCloseRequested {
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pub id: WindowId,
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}
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/// An event that is sent whenever a window is closed. This will be sent by the
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/// handler for [`Window::close`].
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///
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/// [`Window::close`]: crate::Window::close
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#[derive(Debug, Clone)]
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pub struct WindowClosed {
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pub id: WindowId,
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}
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#[derive(Debug, Clone)]
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pub struct CursorMoved {
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pub id: WindowId,
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@ -24,15 +24,34 @@ use bevy_app::prelude::*;
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use bevy_ecs::{event::Events, schedule::SystemLabel};
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pub struct WindowPlugin {
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/// Whether to create a window when added.
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///
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/// Note that if there are no windows, by default the App will exit,
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/// due to [`exit_on_all_closed`].
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pub add_primary_window: bool,
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pub exit_on_close: bool,
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/// Whether to exit the app when there are no open windows.
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/// If disabling this, ensure that you send the [`bevy_app::AppExit`]
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/// event when the app should exit. If this does not occur, you will
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/// create 'headless' processes (processes without windows), which may
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/// surprise your users. It is recommended to leave this setting as `true`.
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///
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/// If true, this plugin will add [`exit_on_all_closed`] to [`CoreStage::Update`].
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pub exit_on_all_closed: bool,
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/// Whether to close windows when they are requested to be closed (i.e.
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/// when the close button is pressed)
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///
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/// If true, this plugin will add [`close_when_requested`] to [`CoreStage::Update`].
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/// If this system (or a replacement) is not running, the close button will have no effect.
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/// This may surprise your users. It is recommended to leave this setting as `true`.
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pub close_when_requested: bool,
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}
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impl Default for WindowPlugin {
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fn default() -> Self {
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WindowPlugin {
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add_primary_window: true,
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exit_on_close: true,
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exit_on_all_closed: true,
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close_when_requested: true,
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}
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}
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}
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@ -42,9 +61,9 @@ impl Plugin for WindowPlugin {
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app.add_event::<WindowResized>()
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.add_event::<CreateWindow>()
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.add_event::<WindowCreated>()
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.add_event::<WindowClosed>()
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.add_event::<WindowCloseRequested>()
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.add_event::<RequestRedraw>()
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.add_event::<CloseWindow>()
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.add_event::<CursorMoved>()
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.add_event::<CursorEntered>()
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.add_event::<CursorLeft>()
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@ -69,8 +88,11 @@ impl Plugin for WindowPlugin {
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});
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}
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if self.exit_on_close {
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app.add_system(exit_on_window_close_system);
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if self.exit_on_all_closed {
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app.add_system(exit_on_all_closed);
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}
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if self.close_when_requested {
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app.add_system(close_when_requested);
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}
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}
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}
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@ -1,12 +1,57 @@
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use crate::WindowCloseRequested;
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use bevy_app::AppExit;
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use bevy_ecs::event::{EventReader, EventWriter};
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use crate::{Window, WindowCloseRequested, WindowFocused, WindowId, Windows};
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pub fn exit_on_window_close_system(
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mut app_exit_events: EventWriter<AppExit>,
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mut window_close_requested_events: EventReader<WindowCloseRequested>,
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) {
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if window_close_requested_events.iter().next().is_some() {
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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, Input};
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/// Exit the application when there are no open windows.
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///
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/// This system is added by the [`WindowPlugin`] in the default configuration.
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/// To disable this behaviour, set `close_when_requested` (on the [`WindowPlugin`]) to `false`.
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/// Ensure that you read the caveats documented on that field if doing so.
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///
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/// [`WindowPlugin`]: crate::WindowPlugin
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pub fn exit_on_all_closed(mut app_exit_events: EventWriter<AppExit>, windows: Res<Windows>) {
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if windows.iter().count() == 0 {
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app_exit_events.send(AppExit);
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}
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}
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/// Close windows in response to [`WindowCloseRequested`] (e.g. when the close button is pressed).
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///
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/// This system is added by the [`WindowPlugin`] in the default configuration.
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/// To disable this behaviour, set `close_when_requested` (on the [`WindowPlugin`]) to `false`.
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/// Ensure that you read the caveats documented on that field if doing so.
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///
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/// [`WindowPlugin`]: crate::WindowPlugin
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pub fn close_when_requested(
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mut windows: ResMut<Windows>,
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mut closed: EventReader<WindowCloseRequested>,
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) {
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for event in closed.iter() {
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windows.get_mut(event.id).map(Window::close);
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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 focused: Local<Option<WindowId>>,
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mut focused_events: EventReader<WindowFocused>,
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mut windows: ResMut<Windows>,
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input: Res<Input<KeyCode>>,
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) {
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// TODO: Track this in e.g. a resource to ensure consistent behaviour across similar systems
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for event in focused_events.iter() {
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*focused = event.focused.then(|| event.id);
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}
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if let Some(focused) = &*focused {
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if input.just_pressed(KeyCode::Escape) {
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if let Some(window) = windows.get_mut(*focused) {
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window.close();
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}
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}
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}
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}
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@ -219,6 +219,7 @@ pub enum WindowCommand {
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SetResizeConstraints {
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resize_constraints: WindowResizeConstraints,
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},
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Close,
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}
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/// Defines the way a window is displayed
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@ -571,6 +572,21 @@ impl Window {
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});
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}
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/// Close the operating system window corresponding to this [`Window`].
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/// This will also lead to this [`Window`] being removed from the
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/// [`Windows`] resource.
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///
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/// If the default [`WindowPlugin`] is used, when no windows are
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/// open, the [app will exit](bevy_app::AppExit).
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/// To disable this behaviour, set `exit_on_all_closed` on the [`WindowPlugin`]
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/// to `false`
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///
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/// [`Windows`]: crate::Windows
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/// [`WindowPlugin`]: crate::WindowPlugin
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pub fn close(&mut self) {
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self.command_queue.push(WindowCommand::Close);
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}
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#[inline]
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pub fn drain_commands(&mut self) -> impl Iterator<Item = WindowCommand> + '_ {
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self.command_queue.drain(..)
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pub fn iter_mut(&mut self) -> impl Iterator<Item = &mut Window> {
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self.windows.values_mut()
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}
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pub fn remove(&mut self, id: WindowId) -> Option<Window> {
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self.windows.remove(&id)
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}
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}
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@ -2,39 +2,38 @@ mod converters;
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mod winit_config;
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mod winit_windows;
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pub use winit_config::*;
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pub use winit_windows::*;
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use bevy_app::{App, AppExit, CoreStage, Plugin};
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use bevy_ecs::prelude::*;
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use bevy_ecs::{
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event::{Events, ManualEventReader},
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world::World,
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};
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use bevy_input::{
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keyboard::KeyboardInput,
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mouse::{MouseButtonInput, MouseMotion, MouseScrollUnit, MouseWheel},
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touch::TouchInput,
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};
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pub use winit_config::*;
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pub use winit_windows::*;
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use bevy_app::{App, AppExit, CoreStage, Plugin};
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use bevy_ecs::{
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event::{EventWriter, Events, ManualEventReader},
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schedule::ParallelSystemDescriptorCoercion,
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system::{NonSend, ResMut},
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world::World,
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};
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use bevy_math::{ivec2, DVec2, Vec2};
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use bevy_utils::{
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tracing::{error, trace, warn},
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tracing::{error, info, trace, warn},
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Instant,
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};
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use bevy_window::{
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CreateWindow, CursorEntered, CursorLeft, CursorMoved, FileDragAndDrop, ModifiesWindows,
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ReceivedCharacter, RequestRedraw, WindowBackendScaleFactorChanged, WindowCloseRequested,
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WindowCreated, WindowFocused, WindowMoved, WindowResized, WindowScaleFactorChanged, Windows,
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WindowClosed, WindowCreated, WindowFocused, WindowMoved, WindowResized,
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WindowScaleFactorChanged, Windows,
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};
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use winit::{
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dpi::PhysicalPosition,
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dpi::{LogicalSize, PhysicalPosition},
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event::{self, DeviceEvent, Event, StartCause, WindowEvent},
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event_loop::{ControlFlow, EventLoop, EventLoopWindowTarget},
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};
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use winit::dpi::LogicalSize;
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#[derive(Default)]
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pub struct WinitPlugin;
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@ -51,10 +50,12 @@ impl Plugin for WinitPlugin {
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}
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fn change_window(
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winit_windows: NonSend<WinitWindows>,
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mut winit_windows: NonSendMut<WinitWindows>,
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mut windows: ResMut<Windows>,
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mut window_dpi_changed_events: EventWriter<WindowScaleFactorChanged>,
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mut window_close_events: EventWriter<WindowClosed>,
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) {
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let mut removed_windows = vec![];
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for bevy_window in windows.iter_mut() {
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let id = bevy_window.id();
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for command in bevy_window.drain_commands() {
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@ -166,9 +167,25 @@ fn change_window(
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window.set_max_inner_size(Some(max_inner_size));
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}
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}
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bevy_window::WindowCommand::Close => {
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// Since we have borrowed `windows` to iterate through them, we can't remove the window from it.
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// Add the removal requests to a queue to solve this
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removed_windows.push(id);
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// No need to run any further commands - this drops the rest of the commands, although the `bevy_window::Window` will be dropped later anyway
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break;
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}
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}
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}
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}
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if !removed_windows.is_empty() {
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for id in removed_windows {
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// Close the OS window. (The `Drop` impl actually closes the window)
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let _ = winit_windows.remove_window(id);
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// Clean up our own data structures
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windows.remove(id);
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window_close_events.send(WindowClosed { id });
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}
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}
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}
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fn run<F>(event_loop: EventLoop<()>, event_handler: F) -> !
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@ -316,7 +333,8 @@ pub fn winit_runner_with(mut app: App) {
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let window = if let Some(window) = windows.get_mut(window_id) {
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window
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} else {
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warn!("Skipped event for unknown Window Id {:?}", winit_window_id);
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// If we're here, this window was previously opened
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info!("Skipped event for closed window: {:?}", window_id);
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return;
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};
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winit_state.low_power_event = true;
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|
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@ -181,6 +181,12 @@ impl WinitWindows {
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pub fn get_window_id(&self, id: winit::window::WindowId) -> Option<WindowId> {
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self.winit_to_window_id.get(&id).cloned()
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}
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pub fn remove_window(&mut self, id: WindowId) -> Option<winit::window::Window> {
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let winit_id = self.window_id_to_winit.remove(&id)?;
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// Don't remove from winit_to_window_id, to track that we used to know about this winit window
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self.windows.remove(&winit_id)
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}
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}
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pub fn get_fitting_videomode(
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|
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@ -18,7 +18,7 @@ fn main() {
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.with_system(snap_to_player_system)
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.with_system(rotate_to_player_system),
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)
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.add_system(bevy::input::system::exit_on_esc_system)
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.add_system(bevy::window::close_on_esc)
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.run();
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}
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|
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|
@ -31,7 +31,7 @@ fn main() {
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.with_run_criteria(FixedTimestep::step(5.0))
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.with_system(spawn_bonus),
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)
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.add_system(bevy::input::system::exit_on_esc_system)
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.add_system(bevy::window::close_on_esc)
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.run();
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}
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|
@ -68,7 +68,7 @@ fn main() {
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.with_system(play_collision_sound.after(check_for_collisions)),
|
||||
)
|
||||
.add_system(update_scoreboard)
|
||||
.add_system(bevy::input::system::exit_on_esc_system)
|
||||
.add_system(bevy::window::close_on_esc)
|
||||
.run();
|
||||
}
|
||||
|
||||
|
|
|
@ -18,6 +18,7 @@ fn main() {
|
|||
.add_plugin(SecondWindowCameraPlugin)
|
||||
.add_startup_system(setup)
|
||||
.add_startup_system(create_new_window)
|
||||
.add_system(bevy::window::close_on_esc)
|
||||
.run();
|
||||
}
|
||||
|
||||
|
|
|
@ -1,7 +1,7 @@
|
|||
//! A test to confirm that `bevy` allows setting the window to arbitrary small sizes
|
||||
//! This is run in CI to ensure that this doesn't regress again.
|
||||
|
||||
use bevy::{input::system::exit_on_esc_system, prelude::*};
|
||||
use bevy::prelude::*;
|
||||
|
||||
// The smallest size reached is 1x1, as X11 doesn't support windows with a 0 dimension
|
||||
// TODO: Add a check for platforms other than X11 for 0xk and kx0, despite those currently unsupported on CI.
|
||||
|
@ -33,7 +33,7 @@ fn main() {
|
|||
.insert_resource(Phase::ContractingY)
|
||||
.add_system(change_window_size)
|
||||
.add_system(sync_dimensions)
|
||||
.add_system(exit_on_esc_system)
|
||||
.add_system(bevy::window::close_on_esc)
|
||||
.add_startup_system(setup_3d)
|
||||
.add_startup_system(setup_2d)
|
||||
.run();
|
||||
|
|
Loading…
Reference in a new issue