Commit graph

47 commits

Author SHA1 Message Date
Eero Lehtinen
47c4e3084a
Add custom cursors (#14284)
# Objective

- Add custom images as cursors
- Fixes #9557 

## Solution

- Change cursor type to accommodate both native and image cursors
- I don't really like this solution because I couldn't use
`Handle<Image>` directly. I would need to import `bevy_assets` and that
causes a circular dependency. Alternatively we could use winit's
`CustomCursor` smart pointers, but that seems hard because the event
loop is needed to create those and is not easily accessable for users.
So now I need to copy around rgba buffers which is sad.
- I use a cache because especially on the web creating cursor images is
really slow
- Sorry to #14196 for yoinking, I just wanted to make a quick solution
for myself and thought that I should probably share it too.

Update:
- Now uses `Handle<Image>`, reads rgba data in `bevy_render` and uses
resources to send the data to `bevy_winit`, where the final cursors are
created.

## Testing

- Added example which works fine at least on Linux Wayland (winit side
has been tested with all platforms).
- I haven't tested if the url cursor works.

## Migration Guide

- `CursorIcon` is no longer a field in `Window`, but a separate
component can be inserted to a window entity. It has been changed to an
enum that can hold custom images in addition to system icons.
- `Cursor` is renamed to `CursorOptions` and `cursor` field of `Window`
is renamed to `cursor_options`
- `CursorIcon` is renamed to `SystemCursorIcon`

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: Jan Hohenheim <jan@hohenheim.ch>
2024-08-12 15:49:03 +00:00
Jan Hohenheim
6f7c554daa
Fix common capitalization errors in documentation (#14562)
WASM -> Wasm
MacOS -> macOS

Nothing important, just something that annoyed me for a while :)
2024-07-31 21:16:05 +00:00
Thierry Berger
8cf5fbbf94
Fix fit_canvas_to_parent (#11278)
Follow up to #11057

Implemented suggestions from reviewers from: a simpler
fit_canvas_to_parent leads to an explicit CSS setting to the canvas.

From my understanding, it has do be set after wgpu creation due to wgpu
overriding the canvas width/height:
4400a58470/examples/src/utils.rs (L68-L74)


# Changelog

- Re-enable a `fit_canvas_to_parent`, it's removal from
https://github.com/bevyengine/bevy/pull/11057 was problematic. Still,
its inner working is more simple than before: bevy doesn't handle its
resizing, winit does.

## Migration Guide

- Cancels the migration from
https://github.com/bevyengine/bevy/pull/11057
2024-03-03 14:33:30 +00:00
VitalyR
7705c1dd6c
Add name to bevy:🪟:Window (#7650)
# Objective
- Fixes  #4188, make users could set application ID for bevy apps.

## Solution

- Add `name` field to `bevy:🪟:Window`. Specifying this field adds
different properties to the window: application ID on `Wayland`,
`WM_CLASS` on `X11`, or window class name on Windows. It has no effect
on other platforms.
---

## Changelog

### Added
- Add `name` to `bevy:🪟:Window`.

## Migration Guide

- Set the `bevy_window::Window`'s `name` field when needed:
```rust
App::new()
        .add_plugins(DefaultPlugins.set(WindowPlugin {
            primary_window: Some(Window {
                title: "I am a window!".into(),
                name: Some("SpaceGameCompany.SpaceShooter".into()),
                ..default()
            }),
            ..default()
        }))
        .run();
```

---------

Co-authored-by: François <mockersf@gmail.com>
2024-02-05 13:35:35 +00:00
Thierry Berger
80f15e0dbb
Remove CanvasParentResizePlugin (#11057)
Improves #11052

# Changelog
- Remove `Window::fit_canvas_to_parent`, as its resizing on wasm now
respects its CSS configuration.

## Migration Guide
- Remove uses of `Window::fit_canvas_to_parent` in favor of CSS
properties, for example:
  ```css
  canvas {
    width: 100%;
    height: 100%;
  }
  ```
2023-12-21 20:01:22 +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
Mateusz Wachowiak
1f97717a3d
Rename Input to ButtonInput (#10859)
# Objective

- Resolves #10853 

## Solution

- ~~Changed the name of `Input` struct to `PressableInput`.~~
- Changed the name of `Input` struct to `ButtonInput`.

## Migration Guide

- Breaking Change: Users need to rename `Input` to `ButtonInput` in
their projects.
2023-12-06 20:32:34 +00:00
IceSentry
027ff9f378
Wait before making window visible (#9692)
# Objective

- The current example still has one white frame before it starts
rendering.

## Solution

- Wait 3 frames before toggling visibility
2023-09-11 19:09:55 +00:00
Ame :]
427ba3074a
fix bevy imports. windows_settings.rs example (#9547)
# Objective

In #9355 was added an import using bevy_internal.
This change the import to use `bevy::window` instead of a
`bevy_internal` to run the example outside of the bevy repo.
2023-08-23 12:35:42 +00:00
IceSentry
49bbbe01d5
User controlled window visibility (#9355)
# Objective

- When spawning a window, it will be white until the GPU is ready to
draw the app. To avoid this, we can make the window invisible and then
make it visible once the gpu is ready. Unfortunately, the visible flag
is not available to users.

## Solution

- Let users change the visible flag

## Notes

This is only user controlled. It would be nice if it was done
automatically by bevy instead but I want to keep this PR simple.
2023-08-20 22:42:07 +00:00
Aleksa Pavlović
5e8ee108cb
Add option to toggle window control buttons (#9083)
# Objective

Implements #9082 but with an option to toggle minimize and close buttons
too.

## Solution

- Added an `enabled_buttons` member to the `Window` struct through which
users can enable or disable specific window control buttons.

---

## Changelog

- Added an `enabled_buttons` member to the `Window` struct through which
users can enable or disable specific window control buttons.
- Added a new system to the `window_settings` example which demonstrates
the toggling functionality.

---

## Migration guide

- Added an `enabled_buttons` member to the `Window` struct through which
users can enable or disable specific window control buttons.
2023-07-23 01:02:40 +00:00
Edgar Geier
f18f28874a
Allow tuples and single plugins in add_plugins, deprecate add_plugin (#8097)
# Objective

- Better consistency with `add_systems`.
- Deprecating `add_plugin` in favor of a more powerful `add_plugins`.
- Allow passing `Plugin` to `add_plugins`.
- Allow passing tuples to `add_plugins`.

## Solution

- `App::add_plugins` now takes an `impl Plugins` parameter.
- `App::add_plugin` is deprecated.
- `Plugins` is a new sealed trait that is only implemented for `Plugin`,
`PluginGroup` and tuples over `Plugins`.
- All examples, benchmarks and tests are changed to use `add_plugins`,
using tuples where appropriate.

---

## Changelog

### Changed

- `App::add_plugins` now accepts all types that implement `Plugins`,
which is implemented for:
  - Types that implement `Plugin`.
  - Types that implement `PluginGroup`.
  - Tuples (up to 16 elements) over types that implement `Plugins`.
- Deprecated `App::add_plugin` in favor of `App::add_plugins`.

## Migration Guide

- Replace `app.add_plugin(plugin)` calls with `app.add_plugins(plugin)`.

---------

Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2023-06-21 20:51:03 +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
Carter Anderson
aefe1f0739
Schedule-First: the new and improved add_systems (#8079)
Co-authored-by: Mike <mike.hsu@gmail.com>
2023-03-18 01:45:34 +00:00
JoJoJet
fd1af7c8b8
Replace multiple calls to add_system with add_systems (#8001) 2023-03-10 18:15:22 +00:00
François
3900b48c88 update winit to 0.28 (#7480)
# Objective

- Update winit to 0.28

## Solution

- Small API change 
- A security advisory has been added for a unmaintained crate used by a dependency of winit build script for wayland

I didn't do anything for Android support in this PR though it should be fixable, it should be done in a separate one, maybe https://github.com/bevyengine/bevy/pull/6830 

---

## Changelog

- `window.always_on_top` has been removed, you can now use `window.window_level`

## Migration Guide

before:
```rust
    app.new()
        .add_plugins(DefaultPlugins.set(WindowPlugin {
            primary_window: Some(Window {
                always_on_top: true,
                ..default()
            }),
            ..default()
        }));
```

after:
```rust
    app.new()
        .add_plugins(DefaultPlugins.set(WindowPlugin {
            primary_window: Some(Window {
                window_level: bevy:🪟:WindowLevel::AlwaysOnTop,
                ..default()
            }),
            ..default()
        }));
```
2023-02-03 16:41:39 +00:00
Johan Klokkhammer Helsing
7ebc68bb84 Allow not preventing default event behaviors on wasm (#7304)
# Objective

On wasm, bevy applications currently prevent any of the normal browser hotkeys from working normally (Ctrl+R, F12, F5, Ctrl+F5, tab, etc.).

Some of those events you may want to override, perhaps you can hold the tab key for showing in-game stats?

However, if you want to make a well-behaved game, you probably don't want to needlessly prevent that behavior unless you have a good reason.

Secondary motivation: Also, consider the workaround presented here to get audio working: https://developer.chrome.com/blog/web-audio-autoplay/#moving-forward ; It won't work (for keydown events) if we stop event propagation.

## Solution

- Winit has a field that allows it to not stop event propagation, expose it on the window settings to allow the user to choose the desired behavior. Default to `true` for backwards compatibility.

---

## Changelog

- Added `Window::prevent_default_event_handling` . This allows bevy apps to not override default browser behavior on hotkeys like F5, F12, Ctrl+R etc.
2023-01-22 23:35:32 +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
laundmo
635320f172 Expose winit always_on_top (#6527)
# Objective

I needed a window which is always on top, to create a overlay app.

## Solution

expose the `always_on_top` property of winit in bevy's `WindowDescriptor` as a boolean flag

---

## Changelog

### Added
- add `WindowDescriptor.always_on_top` which configures a window to stay on top.
2022-11-14 22:34:29 +00:00
Carter Anderson
1bb751cb8d Plugins own their settings. Rework PluginGroup trait. (#6336)
# Objective

Fixes #5884 #2879
Alternative to #2988 #5885 #2886

"Immutable" Plugin settings are currently represented as normal ECS resources, which are read as part of plugin init. This presents a number of problems:

1. If a user inserts the plugin settings resource after the plugin is initialized, it will be silently ignored (and use the defaults instead)
2. Users can modify the plugin settings resource after the plugin has been initialized. This creates a false sense of control over settings that can no longer be changed.

(1) and (2) are especially problematic and confusing for the `WindowDescriptor` resource, but this is a general problem.

## Solution

Immutable Plugin settings now live on each Plugin struct (ex: `WindowPlugin`). PluginGroups have been reworked to support overriding plugin values. This also removes the need for the `add_plugins_with` api, as the `add_plugins` api can use the builder pattern directly. Settings that can be used at runtime continue to be represented as ECS resources.

Plugins are now configured like this:

```rust
app.add_plugin(AssetPlugin {
  watch_for_changes: true,
  ..default()
})
```

PluginGroups are now configured like this:

```rust
app.add_plugins(DefaultPlugins
  .set(AssetPlugin {
    watch_for_changes: true,
    ..default()
  })
)
```

This is an alternative to #2988, which is similar. But I personally prefer this solution for a couple of reasons:
* ~~#2988 doesn't solve (1)~~ #2988 does solve (1) and will panic in that case. I was wrong!
* This PR directly ties plugin settings to Plugin types in a 1:1 relationship, rather than a loose "setup resource" <-> plugin coupling (where the setup resource is consumed by the first plugin that uses it).
* I'm not a huge fan of overloading the ECS resource concept and implementation for something that has very different use cases and constraints.

## Changelog

- PluginGroups can now be configured directly using the builder pattern. Individual plugin values can be overridden by using `plugin_group.set(SomePlugin {})`, which enables overriding default plugin values.  
- `WindowDescriptor` plugin settings have been moved to `WindowPlugin` and `AssetServerSettings` have been moved to `AssetPlugin`
- `app.add_plugins_with` has been replaced by using `add_plugins` with the builder pattern.

## Migration Guide

The `WindowDescriptor` settings have been moved from a resource to `WindowPlugin::window`:

```rust
// Old (Bevy 0.8)
app
  .insert_resource(WindowDescriptor {
    width: 400.0,
    ..default()
  })
  .add_plugins(DefaultPlugins)

// New (Bevy 0.9)
app.add_plugins(DefaultPlugins.set(WindowPlugin {
  window: WindowDescriptor {
    width: 400.0,
    ..default()
  },
  ..default()
}))
```


The `AssetServerSettings` resource has been removed in favor of direct `AssetPlugin` configuration:

```rust
// Old (Bevy 0.8)
app
  .insert_resource(AssetServerSettings {
    watch_for_changes: true,
    ..default()
  })
  .add_plugins(DefaultPlugins)

// New (Bevy 0.9)
app.add_plugins(DefaultPlugins.set(AssetPlugin {
  watch_for_changes: true,
  ..default()
}))
```

`add_plugins_with` has been replaced by `add_plugins` in combination with the builder pattern:

```rust
// Old (Bevy 0.8)
app.add_plugins_with(DefaultPlugins, |group| group.disable::<AssetPlugin>());

// New (Bevy 0.9)
app.add_plugins(DefaultPlugins.build().disable::<AssetPlugin>());
```
2022-10-24 21:20:33 +00:00
Cameron
7989cb2650 Add global time scaling (#5752)
# Objective

- Make `Time` API more consistent.
- Support time accel/decel/pause.

## Solution

This is just the `Time` half of #3002. I was told that part isn't controversial.

- Give the "delta time" and "total elapsed time" methods `f32`, `f64`, and `Duration` variants with consistent naming.
- Implement accelerating / decelerating the passage of time.
- Implement stopping time.

---

## Changelog

- Changed `time_since_startup` to `elapsed` because `time.time_*` is just silly.
- Added `relative_speed` and `set_relative_speed` methods.
- Added `is_paused`, `pause`, `unpause` , and methods. (I'd prefer `resume`, but `unpause` matches `Timer` API.)
- Added `raw_*` variants of the "delta time" and "total elapsed time" methods.
- Added `first_update` method because there's a non-zero duration between startup and the first update.

## Migration Guide

- `time.time_since_startup()` -> `time.elapsed()`
- `time.seconds_since_startup()` -> `time.elapsed_seconds_f64()`
- `time.seconds_since_startup_wrapped_f32()` -> `time.elapsed_seconds_wrapped()`

If you aren't sure which to use, most systems should continue to use "scaled" time (e.g. `time.delta_seconds()`). The realtime "unscaled" time measurements (e.g. `time.raw_delta_seconds()`) are mostly for debugging and profiling.
2022-10-22 18:52:29 +00:00
VitalyR
c313e21d65 Update wgpu to 0.14.0, naga to 0.10.0, winit to 0.27.4, raw-window-handle to 0.5.0, ndk to 0.7 (#6218)
# Objective

- Update `wgpu` to 0.14.0, `naga` to `0.10.0`, `winit` to 0.27.4, `raw-window-handle` to 0.5.0, `ndk` to 0.7.

## Solution

---

## Changelog

### Changed

- Changed `RawWindowHandleWrapper` to `RawHandleWrapper` which wraps both `RawWindowHandle` and `RawDisplayHandle`, which satisfies the `impl HasRawWindowHandle and HasRawDisplayHandle` that `wgpu` 0.14.0 requires.

- Changed `bevy_window::WindowDescriptor`'s `cursor_locked` to `cursor_grab_mode`, change its type from `bool` to `bevy_window::CursorGrabMode`.

## Migration Guide

- Adjust usage of `bevy_window::WindowDescriptor`'s `cursor_locked` to `cursor_grab_mode`, and adjust its type from `bool` to `bevy_window::CursorGrabMode`.
2022-10-19 17:40:23 +00:00
ira
3aaf746675 Example cleanup (#6131)
Co-authored-by: devil-ira <justthecooldude@gmail.com>
2022-09-30 13:25:27 +00:00
Okko Hakola
69d08c5ef4 Reconfigure surface on present mode change (#6049)
# Objective

- Reconfigure surface after present mode changes. It seems that this is not done currently at runtime. It's pretty common for games to change such graphical settings at runtime.
- Fixes present mode issue in #5111 

## Solution

- Exactly like resolution change gets tracked when extracting window, do the same for present mode.

Additionally, I added present mode (vsync) toggling to window settings example.
2022-09-21 22:35:15 +00:00
François
814f8d1635 update wgpu to 0.13 (#5168)
# Objective

- Update wgpu to 0.13
- ~~Wait, is wgpu 0.13 released? No, but I had most of the changes already ready since playing with webgpu~~ well it has been released now
- Also update parking_lot to 0.12 and naga to 0.9

## Solution

- Update syntax for wgsl shaders https://github.com/gfx-rs/wgpu/blob/master/CHANGELOG.md#wgsl-syntax
- Add a few options, remove some references: https://github.com/gfx-rs/wgpu/blob/master/CHANGELOG.md#other-breaking-changes
- fragment inputs should now exactly match vertex outputs for locations, so I added exports for those to be able to reuse them https://github.com/gfx-rs/wgpu/pull/2704
2022-07-14 21:17:16 +00:00
Mark Schmale
1ba7429371 Doc/module style doc blocks for examples (#4438)
# Objective

Provide a starting point for #3951, or a partial solution. 
Providing a few comment blocks to discuss, and hopefully find better one in the process. 

## Solution

Since I am pretty new to pretty much anything in this context, I figured I'd just start with a draft for some file level doc blocks. For some of them I found more relevant details (or at least things I considered interessting), for some others there is less. 

## Changelog

- Moved some existing comments from main() functions in the 2d examples to the file header level
- Wrote some more comment blocks for most other 2d examples

TODO: 
- [x] 2d/sprite_sheet, wasnt able to come up with something good yet 
- [x] all other example groups...


Also: Please let me know if the commit style is okay, or to verbose. I could certainly squash these things, or add more details if needed. 
I also hope its okay to raise this PR this early, with just a few files changed. Took me long enough and I dont wanted to let it go to waste because I lost motivation to do the whole thing. Additionally I am somewhat uncertain over the style and contents of the commets. So let me know what you thing please.
2022-05-16 13:53:20 +00:00
Aevyrie
b3aff9a7b1 Add docs and common helper functions to Windows (#4107)
# Objective

- Improve documentation.
- Provide helper functions for common uses of `Windows` relating to getting the primary `Window`.
- Reduce repeated `Window` code.

# Solution

- Adds infallible `primary()` and `primary_mut()` functions with standard error text. This replaces the commonly used `get_primary().unwrap()` seen throughout bevy which has inconsistent or nonexistent error messages.
- Adds `scale_factor(WindowId)` to replace repeated code blocks throughout.

# Considerations

- The added functions can panic if the primary window does not exist.
    - It is very uncommon for the primary window to not exist, as seen by the regular use of `get_primary().unwrap()`. Most users will have a single window and will need to reference the primary window in their code multiple times.
    - The panic provides a consistent error message to make this class of error easy to spot from the panic text.
    - This follows the established standard of short names for infallible-but-unlikely-to-panic functions in bevy.
- Removes line noise for common usage of `Windows`.
2022-03-08 00:46:04 +00:00
Carter Anderson
b6a647cc01 default() shorthand (#4071)
Adds a `default()` shorthand for `Default::default()` ... because life is too short to constantly type `Default::default()`.

```rust
use bevy::prelude::*;

#[derive(Default)]
struct Foo {
  bar: usize,
  baz: usize,
}

// Normally you would do this:
let foo = Foo {
  bar: 10,
  ..Default::default()
};

// But now you can do this:
let foo = Foo {
  bar: 10,
  ..default()
};
```

The examples have been adapted to use `..default()`. I've left internal crates as-is for now because they don't pull in the bevy prelude, and the ergonomics of each case should be considered individually.
2022-03-01 20:52:09 +00:00
aloucks
1477765f62 Replace VSync with PresentMode (#3812)
# Objective

Enable the user to specify any presentation modes (including `Mailbox`).

Fixes #3807

## Solution

I've added a new `PresentMode` enum in `bevy_window` that mirrors the `wgpu` enum 1:1. Alternatively, I could add a new dependency on `wgpu-types` if that would be preferred.
2022-02-04 03:37:44 +00:00
MrGVSV
5479047aa2 Added set_cursor_icon(...) to Window (#3395)
# Objective

The window's cursor should be settable without having to implement a custom cursor icon solution. This will especially be helpful when creating user-interfaces that might like to use the cursor to denote some meaning (e.g., _clickable_, _resizable_, etc.).

## Solution

Added a `CursorIcon` enum that maps one-to-one to winit's `CursorIcon` enum, as well as a method to set/get it for the given `Window`.
2021-12-20 22:04:45 +00:00
François
b724a0f586 Down with the system! (#2496)
# Objective

- Remove all the `.system()` possible.
- Check for remaining missing cases.

## Solution

- Remove all `.system()`, fix compile errors
- 32 calls to `.system()` remains, mostly internals, the few others should be removed after #2446
2021-07-27 23:42:36 +00:00
bjorn3
6d6bc2a8b4 Merge AppBuilder into App (#2531)
This is extracted out of eb8f973646476b4a4926ba644a77e2b3a5772159 and includes some additional changes to remove all references to AppBuilder and fix examples that still used App::build() instead of App::new(). In addition I didn't extract the sub app feature as it isn't ready yet.

You can use `git diff --diff-filter=M eb8f973646476b4a4926ba644a77e2b3a5772159` to find all differences in this PR. The `--diff-filtered=M` filters all files added in the original commit but not in this commit away.

Co-Authored-By: Carter Anderson <mcanders1@gmail.com>
2021-07-27 20:21:06 +00:00
Alice Cecile
6f5a4d9deb
Rename add_resource to insert_resource (#1356)
* Renamed add_resource to insert_resource

* Changed usage of add_resource to insert_resource

* Renamed add_thread_local_resource
2021-01-30 12:55:13 -08:00
TheRawMeatball
3cb2e22e89
Added use_dpi setting to WindowDescriptor (#1131)
Added scale_factor_override
2020-12-28 14:26:50 -06:00
Carter Anderson
841755aaf2
Adopt a Fetch pattern for SystemParams (#1074) 2020-12-15 21:57:16 -08:00
Nathan Jeffords
d2e4327b14
update Window's width & height methods to return f32 (#1033)
update `Window`'s `width` & `height` methods to return `f32`
2020-12-13 15:05:56 -08:00
Amber Kowalski
097a55948c
Refactor Time API and internals (#934)
Refactor Time API and internals
2020-11-28 13:08:31 -08:00
Carter Anderson
3a6f6de277
System Inputs, Outputs, Chaining, and Registration Ergo (#876)
System Inputs, Outputs, Chaining, and Registration Ergo
2020-11-16 18:18:00 -08:00
Carter Anderson
66f2f76a18
rename add_plugin_group to add_plugins (#773) 2020-11-02 19:01:17 -08:00
Nathan Stocks
9871e7e24b
Remove add_default_plugins and add MinimalPlugins for simple "headless" scenarios (#767)
Remove add_default_plugins and add MinimalPlugins for simple "headless" scenarios
2020-11-02 18:38:37 -08:00
Alex
d004bce0c9
Added basic mouse capture API (#679)
Added basic cursor lock API
2020-10-16 14:07:01 -07:00
François
76cc25823d
can change window settings at runtime (#644)
can change window settings at runtime
2020-10-15 11:42:19 -07:00
Carter Anderson
6f287fb815
remove custom window mode from example (#637) 2020-10-06 13:08:12 -07:00
Daniel Jordaan
8b6556c750
Fix unresolved import in window settings example (#311)
Got an unresolved import of 'bevy_window' with the window settings example. Hopefully this is the correct way to resolve it.
2020-08-23 23:55:06 -07:00
Wouter Standaert
a738771c93 Add resizable and windowmode options to window creation 2020-08-13 10:47:40 +02:00
Carter Anderson
6dadf34401 add more example comments 2020-07-28 13:45:36 -07:00
Carter Anderson
009141d453 window: customizable default descriptor 2020-07-20 02:05:56 -07:00