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Author SHA1 Message Date
Pietro
061bee7e3c
fix: upgrade to winit v0.30 (#13366)
# Objective

- Upgrade winit to v0.30
- Fixes https://github.com/bevyengine/bevy/issues/13331

## Solution

This is a rewrite/adaptation of the new trait system described and
implemented in `winit` v0.30.

## Migration Guide

The custom UserEvent is now renamed as WakeUp, used to wake up the loop
if anything happens outside the app (a new
[custom_user_event](https://github.com/bevyengine/bevy/pull/13366/files#diff-2de8c0a8d3028d0059a3d80ae31b2bbc1cde2595ce2d317ea378fe3e0cf6ef2d)
shows this behavior.

The internal `UpdateState` has been removed and replaced internally by
the AppLifecycle. When changed, the AppLifecycle is sent as an event.

The `UpdateMode` now accepts only two values: `Continuous` and
`Reactive`, but the latter exposes 3 new properties to enable reactive
to device, user or window events. The previous `UpdateMode::Reactive` is
now equivalent to `UpdateMode::reactive()`, while
`UpdateMode::ReactiveLowPower` to `UpdateMode::reactive_low_power()`.

The `ApplicationLifecycle` has been renamed as `AppLifecycle`, and now
contains the possible values of the application state inside the event
loop:
* `Idle`: the loop has not started yet
* `Running` (previously called `Started`): the loop is running
* `WillSuspend`: the loop is going to be suspended
* `Suspended`: the loop is suspended
* `WillResume`: the loop is going to be resumed

Note: the `Resumed` state has been removed since the resumed app is just
running.

Finally, now that `winit` enables this, it extends the `WinitPlugin` to
support custom events.

## Test platforms

- [x] Windows
- [x] MacOs
- [x] Linux (x11)
- [x] Linux (Wayland)
- [x] Android
- [x] iOS
- [x] WASM/WebGPU
- [x] WASM/WebGL2

## Outstanding issues / regressions

- [ ] iOS: build failed in CI
   - blocking, but may just be flakiness
- [x] Cross-platform: when the window is maximised, changes in the scale
factor don't apply, to make them apply one has to make the window
smaller again. (Re-maximising keeps the updated scale factor)
    - non-blocking, but good to fix
- [ ] Android: it's pretty easy to quickly open and close the app and
then the music keeps playing when suspended.
    - non-blocking but worrying
- [ ]  Web: the application will hang when switching tabs
- Not new, duplicate of https://github.com/bevyengine/bevy/issues/13486
- [ ] Cross-platform?: Screenshot failure, `ERROR present_frames:
wgpu_core::present: No work has been submitted for this frame before`
taking the first screenshot, but after pressing space
    - non-blocking, but good to fix

---------

Co-authored-by: François <francois.mockers@vleue.com>
2024-06-03 13:06:48 +00:00
charlotte
dc0fdd6ad9
Ensure clean exit (#13236)
# Objective

Fixes two issues related to #13208.

First, we ensure render resources for a window are always dropped first
to ensure that the `winit::Window` always drops on the main thread when
it is removed from `WinitWindows`. Previously, changes in #12978 caused
the window to drop in the render world, causing issues.

We accomplish this by delaying despawning the window by a frame by
inserting a marker component `ClosingWindow` that indicates the window
has been requested to close and is in the process of closing. The render
world now responds to the equivalent `WindowClosing` event rather than
`WindowCloseed` which now fires after the render resources are
guarunteed to be cleaned up.

Secondly, fixing the above caused (revealed?) that additional events
were being delivered to the the event loop handler after exit had
already been requested: in my testing `RedrawRequested` and
`LoopExiting`. This caused errors to be reported try to send an exit
event on the close channel. There are two options here:
- Guard the handler so no additional events are delivered once the app
is exiting. I ~considered this but worried it might be confusing or bug
prone if in the future someone wants to handle `LoopExiting` or some
other event to clean-up while exiting.~ We are now taking this approach.
- Only send an exit signal if we are not already exiting. ~It doesn't
appear to cause any problems to handle the extra events so this seems
safer.~
 
Fixing this also appears to have fixed #13231.

Fixes #10260.

## Testing

Tested on mac only.

---

## Changelog

### Added
- A `WindowClosing` event has been added that indicates the window will
be despawned on the next frame.

### Changed
- Windows now close a frame after their exit has been requested.

## Migration Guide
- Ensure custom exit logic does not rely on the app exiting the same
frame as a window is closed.
2024-05-12 15:56:01 +00:00
Antony
7b4b5966d9
Deprecate ReceivedCharacter (#12868)
# Objective

- Partially resolves #12639.

## Solution

- Deprecate `ReceivedCharacter`.
- Replace `ReceivedCharacter` with `KeyboardInput` in the relevant
examples.

## Migration Guide

- `ReceivedCharacter` is now deprecated, use `KeyboardInput` instead.

- Before:
  ```rust
  fn listen_characters(events: EventReader<ReceivedCharacter>) {
    for event in events.read() {
      info!("{}", event.char);
    }
  }
  ```
  
  After:
  ```rust
  fn listen_characters(events: EventReader<KeyboardInput>) {
    for event in events.read() {
      // Only check for characters when the key is pressed.
      if event.state == ButtonState::Released {
        continue;
      }
// Note that some keys such as `Space` and `Tab` won't be detected as
before.
      // Instead, check for them with `Key::Space` and `Key::Tab`.
      if let Key::Character(character) = &event.logical_key {
        info!("{}", character);
      }
    }
  }
  ```

---------

Co-authored-by: Mike <mike.hsu@gmail.com>
2024-04-30 00:49:41 +00:00
targrub
8316166622
Fix uses of "it's" vs "its". (#13033)
Grammar changes only.
2024-04-19 18:17:31 +00:00
BD103
97131e1909
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();
```
2024-04-03 01:29:06 +00:00
Lynn
2bc48254b8
Add delta to CursorMoved event (#11710)
# Objective

- Fixes #11695

## Solution

- Added `delta: Option<Vec2>` to `bevy_window::CursorMoved`. `delta` is
an `Option` because the `CursorMoved` event does get fired when the
cursor was outside the window area in the last frame. In that case there
is no cursor position from the last frame to compare with the current
cursor position.

---

## Changelog

- Added `delta: Option<Vec2>` to `bevy_window::CursorMoved`. 

## Migration Guide

- You need to add `delta` to any manually created `CursorMoved` struct.

---------

Co-authored-by: Kanabenki <lucien.menassol@gmail.com>
Co-authored-by: James Liu <contact@jamessliu.com>
2024-02-12 18:14:22 +00:00
vero
eb8de36922
Cleanup bevy winit (#11489)
# Objective

Get #11257 changes merged.

I rewrote them one by one checking each to ensure correctness. In
particular, the window rescale logic changes to accomodate mut app
access are double checked. Not all changes have been included as some of
bevy_winit has since changed, and i am not confident including them.
Namely, the `run_app_update_if_should` change.

### Notes to reviewers

Review commits individually, use the "Hide whitespaces" diff display
mode.

## Changelog

* `bevy:🪟:WindowMoved`'s `entity` field has been renamed to
`window`


## Migration Guide

`bevy:🪟:WindowMoved`'s `entity` field has been renamed to
`window`. This is to be more consistent with other windowing events.

Consider changing usage:

```diff
-window_moved.entity
+window_moved.window
```

---------

Co-authored-by: François <mockersf@gmail.com>
2024-01-28 21:09:23 +00:00
Thierry Berger
ced216f59a
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
extrawurst
9849221522
add new event WindowOccluded from winit (#10735)
forward for bevy user to consume

# Objective

- since winit 0.27 an event WindowOccluded will be produced:
https://docs.rs/winit/latest/winit/event/enum.WindowEvent.html#variant.Occluded
- on ios this is currently the only way to know if an app comes back
from the background which is an important time to to things (like
resetting the badge)

## Solution

- pick up the winit event and forward it to a new `EventWriter`

---

## Changelog

### Added
- new Event `WindowOccluded` added allowing to hook into
`WindowEvent::Occluded` of winit
2023-11-26 21:58:54 +00:00
François
7d504b89c3
Application lifetime events (suspend audio on Android) (#10158)
# Objective

- Handle pausing audio when Android app is suspended

## Solution

- This is the start of application lifetime events. They are mostly
useful on mobile
- Next version of winit should add a few more
- When application is suspended, send an event to notify the
application, and run the schedule one last time before actually
suspending the app
- Audio is now suspended too 🎉 



https://github.com/bevyengine/bevy/assets/8672791/d74e2e09-ee29-4f40-adf2-36a0c064f94e

---------

Co-authored-by: Marco Buono <418473+coreh@users.noreply.github.com>
2023-10-23 20:47:55 +00:00
Kanabenki
35d3213071
Fix the doc warning attribute and document remaining items for bevy_window (#9933)
# Objective

Complete the documentation for `bevy_window`.

## Solution

The `warn(missing_doc)` attribute was only applying to the `cursor`
module as it was declared as an inner attribute. I switched it to an
outer attribute and documented the remaining items.
2023-09-27 07:08:09 +00:00
Arend van Beelen jr
ee82eec2b3
Expose WindowDestroyed events (#9016)
# Objective

I'm creating an iOS game and had to find a way to persist game state
when the application is terminated. This required listening to the
[`applicationWillTerminate()`
method](https://developer.apple.com/documentation/uikit/uiapplicationdelegate/1623111-applicationwillterminate),
but I cannot do so myself anymore since `winit` already set up a
delegate to listen for it, and there can be only one delegate.

So I had to move up the stack and try to respond to one of the events
from `winit` instead. It appears `winit` fires two events that could
serve my purpose: `WindowEvent::Destroyed` and `Event::LoopDestroyed`.
It seemed to me the former might be slightly more generally useful, and
I also found a past discussion that suggested it would be appropriate
for Bevy to have a `WindowDestroyed` event:
https://github.com/bevyengine/bevy/pull/5589#discussion_r942811021

## Solution

- I've added the `WindowDestroyed` event, which fires when `winit` fires
`WindowEvent::Destroyed`.

---

## Changelog

### Added

- Introduced a new `WindowDestroyed` event type. It is used to indicate
a window has been destroyed by the windowing system.
2023-07-04 21:50:53 +00:00
Gino Valente
aeeb20ec4c
bevy_reflect: FromReflect Ergonomics Implementation (#6056)
# Objective

**This implementation is based on
https://github.com/bevyengine/rfcs/pull/59.**

---

Resolves #4597

Full details and motivation can be found in the RFC, but here's a brief
summary.

`FromReflect` is a very powerful and important trait within the
reflection API. It allows Dynamic types (e.g., `DynamicList`, etc.) to
be formed into Real ones (e.g., `Vec<i32>`, etc.).

This mainly comes into play concerning deserialization, where the
reflection deserializers both return a `Box<dyn Reflect>` that almost
always contain one of these Dynamic representations of a Real type. To
convert this to our Real type, we need to use `FromReflect`.

It also sneaks up in other ways. For example, it's a required bound for
`T` in `Vec<T>` so that `Vec<T>` as a whole can be made `FromReflect`.
It's also required by all fields of an enum as it's used as part of the
`Reflect::apply` implementation.

So in other words, much like `GetTypeRegistration` and `Typed`, it is
very much a core reflection trait.

The problem is that it is not currently treated like a core trait and is
not automatically derived alongside `Reflect`. This makes using it a bit
cumbersome and easy to forget.

## Solution

Automatically derive `FromReflect` when deriving `Reflect`.

Users can then choose to opt-out if needed using the
`#[reflect(from_reflect = false)]` attribute.

```rust
#[derive(Reflect)]
struct Foo;

#[derive(Reflect)]
#[reflect(from_reflect = false)]
struct Bar;

fn test<T: FromReflect>(value: T) {}

test(Foo); // <-- OK
test(Bar); // <-- Panic! Bar does not implement trait `FromReflect`
```

#### `ReflectFromReflect`

This PR also automatically adds the `ReflectFromReflect` (introduced in
#6245) registration to the derived `GetTypeRegistration` impl— if the
type hasn't opted out of `FromReflect` of course.

<details>
<summary><h4>Improved Deserialization</h4></summary>

> **Warning**
> This section includes changes that have since been descoped from this
PR. They will likely be implemented again in a followup PR. I am mainly
leaving these details in for archival purposes, as well as for reference
when implementing this logic again.

And since we can do all the above, we might as well improve
deserialization. We can now choose to deserialize into a Dynamic type or
automatically convert it using `FromReflect` under the hood.

`[Un]TypedReflectDeserializer::new` will now perform the conversion and
return the `Box`'d Real type.

`[Un]TypedReflectDeserializer::new_dynamic` will work like what we have
now and simply return the `Box`'d Dynamic type.

```rust
// Returns the Real type
let reflect_deserializer = UntypedReflectDeserializer::new(&registry);
let mut deserializer = ron:🇩🇪:Deserializer::from_str(input)?;

let output: SomeStruct = reflect_deserializer.deserialize(&mut deserializer)?.take()?;

// Returns the Dynamic type
let reflect_deserializer = UntypedReflectDeserializer::new_dynamic(&registry);
let mut deserializer = ron:🇩🇪:Deserializer::from_str(input)?;

let output: DynamicStruct = reflect_deserializer.deserialize(&mut deserializer)?.take()?;
```

</details>

---

## Changelog

* `FromReflect` is now automatically derived within the `Reflect` derive
macro
* This includes auto-registering `ReflectFromReflect` in the derived
`GetTypeRegistration` impl
* ~~Renamed `TypedReflectDeserializer::new` and
`UntypedReflectDeserializer::new` to
`TypedReflectDeserializer::new_dynamic` and
`UntypedReflectDeserializer::new_dynamic`, respectively~~ **Descoped**
* ~~Changed `TypedReflectDeserializer::new` and
`UntypedReflectDeserializer::new` to automatically convert the
deserialized output using `FromReflect`~~ **Descoped**

## Migration Guide

* `FromReflect` is now automatically derived within the `Reflect` derive
macro. Items with both derives will need to remove the `FromReflect`
one.

  ```rust
  // OLD
  #[derive(Reflect, FromReflect)]
  struct Foo;
  
  // NEW
  #[derive(Reflect)]
  struct Foo;
  ```

If using a manual implementation of `FromReflect` and the `Reflect`
derive, users will need to opt-out of the automatic implementation.

  ```rust
  // OLD
  #[derive(Reflect)]
  struct Foo;
  
  impl FromReflect for Foo {/* ... */}
  
  // NEW
  #[derive(Reflect)]
  #[reflect(from_reflect = false)]
  struct Foo;
  
  impl FromReflect for Foo {/* ... */}
  ```

<details>
<summary><h4>Removed Migrations</h4></summary>

> **Warning**
> This section includes changes that have since been descoped from this
PR. They will likely be implemented again in a followup PR. I am mainly
leaving these details in for archival purposes, as well as for reference
when implementing this logic again.

* The reflect deserializers now perform a `FromReflect` conversion
internally. The expected output of `TypedReflectDeserializer::new` and
`UntypedReflectDeserializer::new` is no longer a Dynamic (e.g.,
`DynamicList`), but its Real counterpart (e.g., `Vec<i32>`).

  ```rust
let reflect_deserializer =
UntypedReflectDeserializer::new_dynamic(&registry);
  let mut deserializer = ron:🇩🇪:Deserializer::from_str(input)?;
  
  // OLD
let output: DynamicStruct = reflect_deserializer.deserialize(&mut
deserializer)?.take()?;
  
  // NEW
let output: SomeStruct = reflect_deserializer.deserialize(&mut
deserializer)?.take()?;
  ```

Alternatively, if this behavior isn't desired, use the
`TypedReflectDeserializer::new_dynamic` and
`UntypedReflectDeserializer::new_dynamic` methods instead:

  ```rust
  // OLD
  let reflect_deserializer = UntypedReflectDeserializer::new(&registry);
  
  // NEW
let reflect_deserializer =
UntypedReflectDeserializer::new_dynamic(&registry);
  ```

</details>

---------

Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2023-06-29 01:31:34 +00:00
Raffaele Ragni
7fc6db32ce
Add FromReflect where Reflect is used (#8776)
# Objective

Discovered that PointLight did not implement FromReflect. Adding
FromReflect where Reflect is used. I overreached and applied this rule
everywhere there was a Reflect without a FromReflect, except from where
the compiler wouldn't allow me.

Based from question: https://github.com/bevyengine/bevy/discussions/8774

## Solution

- Adding FromReflect where Reflect was already derived

## Notes

First PR I do in this ecosystem, so not sure if this is the usual
approach, that is, to touch many files at once.

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2023-06-19 16:18:17 +00:00
CatThingy
89cbc78d3d
Require #[derive(Event)] on all Events (#7086)
# Objective

Be consistent with `Resource`s and `Components` and have `Event` types
be more self-documenting.
Although not susceptible to accidentally using a function instead of a
value due to `Event`s only being initialized by their type, much of the
same reasoning for removing the blanket impl on `Resource` also applies
here.

* Not immediately obvious if a type is intended to be an event
* Prevent invisible conflicts if the same third-party or primitive types
are used as events
* Allows for further extensions (e.g. opt-in warning for missed events)

## Solution

Remove the blanket impl for the `Event` trait. Add a derive macro for
it.

---

## Changelog

- `Event` is no longer implemented for all applicable types. Add the
`#[derive(Event)]` macro for events.

## Migration Guide

* Add the `#[derive(Event)]` macro for events. Third-party types used as
events should be wrapped in a newtype.
2023-06-06 14:44:32 +00:00
张林伟
b72b15465d
Support to set window theme and expose system window theme changed event (#8593)
# Objective

- Fixes https://github.com/bevyengine/bevy/issues/8586.

## Solution

- Add `preferred_theme` field to `Window` and set it when window
creation
- Add `window_theme` field to `InternalWindowState` to store current
window theme
- Expose winit `WindowThemeChanged` event

---------

Co-authored-by: hate <15314665+hate@users.noreply.github.com>
Co-authored-by: Nicola Papale <nicopap@users.noreply.github.com>
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: François <mockersf@gmail.com>
2023-06-05 21:04:22 +00:00
lelo
c475a2a954
Correct RequestRedraw documentation (#8640)
# Objective

- Since the `RequestRedraw` event triggers the bevy app to run `update`
in `bevy_app::app::App`, the documentation should state that all the
windows in the application and its sub-apps are going to get redrawn,
rather than a single window.

## Solution

- Change `RequestRedraw` documentation in `bevy_window` to mention every
window.
2023-05-23 02:16:56 +00:00
Wybe Westra
abf12f3b3b
Fixed several missing links in docs. (#8117)
Links in the api docs are nice. I noticed that there were several places
where structs / functions and other things were referenced in the docs,
but weren't linked. I added the links where possible / logical.

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: François <mockersf@gmail.com>
2023-04-23 17:28:36 +00:00
Mikkel Rasmussen
e9312254d8
Non-breaking change* from UK spellings to US (#8291)
Fixes issue mentioned in PR #8285.

_Note: By mistake, this is currently dependent on #8285_
# Objective

Ensure consistency in the spelling of the documentation.

Exceptions:
`crates/bevy_mikktspace/src/generated.rs` - Has not been changed from
licence to license as it is part of a licensing agreement.

Maybe for further consistency,
https://github.com/bevyengine/bevy-website should also be given a look.

## Solution

### Changed the spelling of the current words (UK/CN/AU -> US) :
cancelled -> canceled (Breaking API changes in #8285)
behaviour -> behavior (Breaking API changes in #8285)
neighbour -> neighbor
grey -> gray
recognise -> recognize
centre -> center
metres -> meters
colour -> color

### ~~Update [`engine_style_guide.md`]~~ Moved to #8324 

---

## Changelog

Changed UK spellings in documentation to US

## Migration Guide

Non-breaking changes*

\* If merged after #8285
2023-04-08 16:22:46 +00:00
Mikkel Rasmussen
1575481429
Changed spelling linebreak_behaviour to linebreak_behavior (#8285)
# Objective

In the
[`Text`](3442a13d2c/crates/bevy_text/src/text.rs (L18))
struct the field is named: `linebreak_behaviour`, the British spelling
of _behavior_.
**Update**, also found: 
- `FileDragAndDrop::HoveredFileCancelled` 
- `TouchPhase::Cancelled`
- `Touches.just_cancelled`

The majority of all spelling is in the US but when you have a lot of
contributors across the world, sometimes
spelling differences can pop up in APIs such as in this case. 

For consistency, I think it would be worth a while to ensure that the
API is persistent.

Some examples:
`from_reflect.rs` has `DefaultBehavior`
TextStyle has `color` and uses the `Color` struct.
In `bevy_input/src/Touch.rs` `TouchPhase::Cancelled` and _canceled_ are
used interchangeably in the documentation

I've found that there is also the same type of discrepancies in the
documentation, though this is a low priority but is worth checking.
**Update**: I've now checked the documentation (See #8291)

## Solution

I've only renamed the inconsistencies that have breaking changes and
documentation pertaining to them. The rest of the documentation will be
changed via #8291.

Do note that the winit API is written with UK spelling, thus this may be
a cause for confusion:
`winit::event::TouchPhase::Cancelled => TouchPhase::Canceled`
`winit::event::WindowEvent::HoveredFileCancelled` -> Related to
`FileDragAndDrop::HoveredFileCanceled`

But I'm hoping to maybe outline other spelling inconsistencies in the
API, and maybe an addition to the contribution guide.

---

## Changelog

- `Text` field `linebreak_behaviour` has been renamed to
`linebreak_behavior`.
- Event `FileDragAndDrop::HoveredFileCancelled` has been renamed to
`HoveredFileCanceled`
- Function `Touches.just_cancelled` has been renamed to
`Touches.just_canceled`
- Event `TouchPhase::Cancelled` has been renamed to
`TouchPhase::Canceled`

## Migration Guide

Update where `linebreak_behaviour` is used to `linebreak_behavior`
Updated the event `FileDragAndDrop::HoveredFileCancelled` where used to
`HoveredFileCanceled`
Update `Touches.just_cancelled` where used as `Touches.just_canceled`
The event `TouchPhase::Cancelled` is now called `TouchPhase::Canceled`
2023-04-05 21:25:53 +00:00
François
3999365bc1 add Input Method Editor support (#7325)
# Objective

- Fix #7315
- Add IME support

## Solution

- Add two new fields to `Window`, to control if IME is enabled and the candidate box position

This allows the use of dead keys which are needed in French, or the full IME experience to type using Pinyin

I also added a basic general text input example that can handle IME input.

https://user-images.githubusercontent.com/8672791/213941353-5ed73a73-5dd1-4e66-a7d6-a69b49694c52.mp4
2023-01-29 20:27:29 +00:00
Aceeri
ddfafab971 Windows as Entities (#5589)
# Objective

Fix https://github.com/bevyengine/bevy/issues/4530

- Make it easier to open/close/modify windows by setting them up as `Entity`s with a `Window` component.
- Make multiple windows very simple to set up. (just add a `Window` component to an entity and it should open)

## Solution

- Move all properties of window descriptor to ~components~ a component.
- Replace `WindowId` with `Entity`.
- ~Use change detection for components to update backend rather than events/commands. (The `CursorMoved`/`WindowResized`/... events are kept for user convenience.~
  Check each field individually to see what we need to update, events are still kept for user convenience.

---

## Changelog

- `WindowDescriptor` renamed to `Window`.
    - Width/height consolidated into a `WindowResolution` component.
    - Requesting maximization/minimization is done on the [`Window::state`] field.
- `WindowId` is now `Entity`.

## Migration Guide

- Replace `WindowDescriptor` with `Window`.
    - Change `width` and `height` fields in a `WindowResolution`, either by doing
      ```rust
      WindowResolution::new(width, height) // Explicitly
      // or using From<_> for tuples for convenience
      (1920., 1080.).into()
      ```
- Replace any `WindowCommand` code to just modify the `Window`'s fields directly  and creating/closing windows is now by spawning/despawning an entity with a `Window` component like so:
  ```rust
  let window = commands.spawn(Window { ... }).id(); // open window
  commands.entity(window).despawn(); // close window
  ```

## Unresolved
- ~How do we tell when a window is minimized by a user?~
  ~Currently using the `Resize(0, 0)` as an indicator of minimization.~
  No longer attempting to tell given how finnicky this was across platforms, now the user can only request that a window be maximized/minimized.
  
 ## Future work
 - Move `exit_on_close` functionality out from windowing and into app(?)
 - https://github.com/bevyengine/bevy/issues/5621
 - https://github.com/bevyengine/bevy/issues/7099
 - https://github.com/bevyengine/bevy/issues/7098


Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2023-01-19 00:38:28 +00:00
TehPers
a5d70b8952 Derive Reflect + FromReflect for window event types (#6235)
# Objective

The window event types currently don't support reflection. This PR adds support to them (as requested [here](https://github.com/bevyengine/bevy/issues/6223#issuecomment-1273852329)).

## Solution

Implement `Reflect` + `FromReflect` for window event types. Relevant traits are also being reflected with `#[reflect(...)]` attributes.

Additionally, this PR derives `Reflect` + `FromReflect` for `WindowDescriptor` and the types it depends on so that `CreateWindow` events can be fully manipulated through reflection.

Finally, this PR adds `FromReflect` for `PathBuf` as a value type, which is needed for `FileDragAndDrop`.

This adds the "glam" feature to the `bevy_reflect` dependency for package `bevy_window`. Since `bevy_window` transitively depends on `glam` already, all this brings in are the reflection `impl`s.

## Open questions

Should `app.register_type::<PathBuf>();` be moved to `CorePlugin`? I added it to `WindowPlugin` because that's where it's used and `CorePlugin` doesn't seem to register all the missing std types, but it would also make sense in `CorePlugin` I believe since it's a commonly used type.

---

## Changelog

Added:
- Implemented `Reflect` + `FromReflect` for window events and related types. These types are automatically registered when adding the `WindowPlugin`.
2022-12-09 01:20:44 +00:00
Emerson MX
087f1c66aa Make bevy_window and bevy_input events serializable (#6180)
Closes #6021
2022-10-06 13:14:23 +00:00
targrub
bc863cec4d Derived Copy trait for bevy_input events, Serialize/Deserialize for events in bevy_input and bevy_windows, PartialEq for events in both, and Eq where possible in both. (#6023)
# Objective

Add traits to events in `bevy_input` and `bevy_windows`: `Copy`, `Serialize`/`Deserialize`, `PartialEq`, and `Eq`, as requested in https://github.com/bevyengine/bevy/issues/6022, https://github.com/bevyengine/bevy/issues/6023, https://github.com/bevyengine/bevy/issues/6024.

## Solution

Added the traits to events in `bevy_input` and `bevy_windows`.  Added dependency of `serde` in `Cargo.toml` of `bevy_input`.


## Migration Guide

If one has been `.clone()`'ing `bevy_input` events, Clippy will now complain about that.  Just remove `.clone()` to solve.

## Other Notes

Some events in `bevy_input` had `f32` fields, so `Eq` trait was not derived for them.
Some events in `bevy_windows` had `String` fields, so `Copy` trait was not derived for them.

Co-authored-by: targrub <62773321+targrub@users.noreply.github.com>
2022-09-20 18:24:00 +00:00
Federico Rinaldi
056f12236e Update MouseMotion and CursorMoved docs (#5090)
# Objective

- Fixes #5083 

## Solution

I looked at the implementation of those events. I noticed that they both are adaptations of `winit`'s `DeviceEvent`/`WindowEvent` enum variants. Therefore I based the description of the items on the documentation provided by the upstream crate. I also added a link to `CursorMoved`, just like `MouseMotion` already has.

## Observations

- Looking at the implementation of `MouseMotion`, I noticed the `DeviceId` field of the `winit` event is discarded by `bevy_input`. This means that in the case a machine has multiple pointing devices, it is impossible to distinguish to which one the event is referring to. **EDIT:** just tested, `MouseMotion` events are emitted for movement of both mice.
2022-06-26 13:40:43 +00:00
Arnav Choubey
14ed3b30cb Add documentation comments to bevy_window (#4333)
# Objective
- Add documentation comments and `#![warn(missing_docs)]` to `bevy_window`.
- Part of #3492
2022-06-16 13:20:37 +00:00
Daniel McNab
b731ebad1b 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.
2022-05-05 13:35:43 +00:00
Aevyrie
2d674e7c3e Reduce power usage with configurable event loop (#3974)
# Objective

- Reduce power usage for games when not focused.
- Reduce power usage to ~0 when a desktop application is minimized (opt-in).
- Reduce power usage when focused, only updating on a `winit` event, or the user sends a redraw request. (opt-in)

https://user-images.githubusercontent.com/2632925/156904387-ec47d7de-7f06-4c6f-8aaf-1e952c1153a2.mp4

Note resource usage in the Task Manager in the above video.

## Solution

- Added a type `UpdateMode` that allows users to specify how the winit event loop is updated, without exposing winit types.
- Added two fields to `WinitConfig`, both with the `UpdateMode` type. One configures how the application updates when focused, and the other configures how the application behaves when it is not focused. Users can modify this resource manually to set the type of event loop control flow they want.
- For convenience, two functions were added to `WinitConfig`, that provide reasonable presets: `game()` (default) and `desktop_app()`.
    - The `game()` preset, which is used by default, is unchanged from current behavior with one exception: when the app is out of focus the app updates at a minimum of 10fps, or every time a winit event is received. This has a huge positive impact on power use and responsiveness on my machine, which will otherwise continue running the app at many hundreds of fps when out of focus or minimized.
    - The `desktop_app()` preset is fully reactive, only updating when user input (winit event) is supplied or a `RedrawRequest` event is sent. When the app is out of focus, it only updates on `Window` events - i.e. any winit event that directly interacts with the window. What this means in practice is that the app uses *zero* resources when minimized or not interacted with, but still updates fluidly when the app is out of focus and the user mouses over the application.
- Added a `RedrawRequest` event so users can force an update even if there are no events. This is useful in an application when you want to, say, run an animation even when the user isn't providing input.
- Added an example `low_power` to demonstrate these changes

## Usage

Configuring the event loop:
```rs
use bevy::winit::{WinitConfig};
// ...
.insert_resource(WinitConfig::desktop_app()) // preset
// or
.insert_resource(WinitConfig::game()) // preset
// or
.insert_resource(WinitConfig{ .. }) // manual
```

Requesting a redraw:
```rs
use bevy:🪟:RequestRedraw;
// ...
fn request_redraw(mut event: EventWriter<RequestRedraw>) {
    event.send(RequestRedraw);
}
```

## Other details

- Because we have a single event loop for multiple windows, every time I've mentioned "focused" above, I more precisely mean, "if at least one bevy window is focused".
- Due to a platform bug in winit (https://github.com/rust-windowing/winit/issues/1619), we can't simply use `Window::request_redraw()`. As a workaround, this PR will temporarily set the window mode to `Poll` when a redraw is requested. This is then reset to the user's `WinitConfig` setting on the next frame.
2022-03-07 23:32:05 +00:00
Daniel McNab
27bfbda7bc Fix scale_factor_override in the winit backend (#2784)
# Objective

- Fixes #2751

## Solution

- Avoid changing the window size if there is a scale factor override
- Can be tested with the `scale_factor_override` example - use <kbd>⏎</kbd> to active overriding the scale factor
2021-09-10 18:46:16 +00:00
Carter Anderson
b17f8a4bce format comments (#1612)
Uses the new unstable comment formatting features added to rustfmt.toml.
2021-03-11 00:27:30 +00:00
Toniman20
32acbfb632
Added set_minimized and set_position to Window (#1292)
Added `set_minimized` and `set_position` to `Window`
2021-01-24 20:06:06 -08:00
Dimitri Belopopsky
a01f22e0c5
Add basic file drag and drop support (#1096)
Add basic file drag and drop support
2021-01-01 15:31:22 -06:00
TheRawMeatball
3cb2e22e89
Added use_dpi setting to WindowDescriptor (#1131)
Added scale_factor_override
2020-12-28 14:26:50 -06:00
Nathan Jeffords
3d386a77b4
attempt to deal with rounding issue when creating the swap chain (#997)
attempt to deal with rounding issue when creating the swap chain on high DPI displays
2020-12-07 13:32:57 -08:00
thebluefish
08b6aa59f8
Added WindowFocused event (#956) 2020-12-07 13:24:25 -08:00
Tomasz Sterna
1f2e4171cf
Store mouse cursor position in Window (#940) 2020-12-03 11:30:27 -08:00
Oscar
f54788527b
Add received character (#805)
* Add ReceivedCharacter window event

* Add ReceivedCharacter window event examples
2020-11-06 17:15:56 -08:00
Carter Anderson
93bb1d5b8e ui: initial flexbox support 2020-07-24 23:04:45 -07:00
Carter Anderson
1110f9b877 create bevy_math crate and move math types there 2020-07-16 17:11:52 -07:00
Carter Anderson
ca4726ea7d render to second window in multiple_windows example 2020-06-25 16:02:21 -07:00
Carter Anderson
e855995145 cargo fmt 2020-06-15 12:47:35 -07:00
Carter Anderson
4979a06e90 input: fix input example and add cursor move events 2020-06-03 23:22:32 -07:00
Carter Anderson
fec9034644 camera: break out projection components 2020-05-29 17:25:14 -07:00
Carter Anderson
115a009c16 cargo fmt 2020-04-24 18:55:15 -07:00
Carter Anderson
87066cafd3 move bevy crates to their own folder 2020-04-24 17:57:20 -07:00
Renamed from bevy_window/src/event.rs (Browse further)