# 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>
# Objective
UIs created for Bevy cannot currently be made accessible. This PR aims to address that.
## Solution
Integrate AccessKit as a dependency, adding accessibility support to existing bevy_ui widgets.
## Changelog
### Added
* Integrate with and expose [AccessKit](https://accesskit.dev) for platform accessibility.
* Add `Label` for marking text specifically as a label for UI controls.
# 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()
}));
```
# 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.
# 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>
# Objective
- Set the cursor grab mode after the window is built, fix#7007, clean some conversion code.
## Solution
- Set the cursor grab mode after the window is built.
# Objective
Some settings were only applied in windowed mode.
Fix the issue in #6933
# Solution
Always apply the settings.
Co-authored-by: devil-ira <justthecooldude@gmail.com>
# 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.
# Objective
- Bevy main crashs on Safari mobile
- On Safari mobile, calling winit_window.set_cursor_grab(true) fails as the API is not implemented (as there is no cursor on Safari mobile, the api doesn't make sense there). I don't know about other mobile browsers
## Solution
- Do not call the api to release cursor grab on window creation, as the cursor is not grabbed anyway at this point
- This is #3617 which was lost in #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`.
# Objective
- Trying to make it possible to do write tests that don't require a raw window handle.
- Fixes https://github.com/bevyengine/bevy/issues/6106.
## Solution
- Make the interface and type changes. Avoid accessing `None`.
---
## Changelog
- Converted `raw_window_handle` field in both `Window` and `ExtractedWindow` to `Option<RawWindowHandleWrapper>`.
- Revised accessor function `Window::raw_window_handle()` to return `Option<RawWindowHandleWrapper>`.
- Skip conditions in loops that would require a raw window handle (to create a `Surface`, for example).
## Migration Guide
`Window::raw_window_handle()` now returns `Option<RawWindowHandleWrapper>`.
Co-authored-by: targrub <62773321+targrub@users.noreply.github.com>
# Objective
Support monitor selection for all window modes.
Fixes#5875.
## Changelog
* Moved `MonitorSelection` out of `WindowPosition::Centered`, into `WindowDescriptor`.
* `WindowPosition::At` is now relative to the monitor instead of being in 'desktop space'.
* Renamed `MonitorSelection::Number` to `MonitorSelection::Index` for clarity.
* Added `WindowMode` to the prelude.
* `Window::set_position` is now relative to a monitor and takes a `MonitorSelection` as argument.
## Migration Guide
`MonitorSelection` was moved out of `WindowPosition::Centered`, into `WindowDescriptor`.
`MonitorSelection::Number` was renamed to `MonitorSelection::Index`.
```rust
// Before
.insert_resource(WindowDescriptor {
position: WindowPosition::Centered(MonitorSelection::Number(1)),
..default()
})
// After
.insert_resource(WindowDescriptor {
monitor: MonitorSelection::Index(1),
position: WindowPosition::Centered,
..default()
})
```
`Window::set_position` now takes a `MonitorSelection` as argument.
```rust
window.set_position(MonitorSelection::Current, position);
```
Co-authored-by: devil-ira <justthecooldude@gmail.com>
# Objective
https://github.com/bevyengine/bevy/pull/503 added these.
I don't know what problem it solved, the PR doesn't say and the code didn't make it obvious to me.
## Solution
AFAIK removing unsafe `Send`/`Sync` impls can't introduce unsoundness.
Yeet.
## Migration Guide
Why tho.
Co-authored-by: devil-ira <justthecooldude@gmail.com>
# Objective
Fixes#5581
## Solution
`Window::scale_factor` already has logic for selecting the overridden or actual scale factor, so use it.
I tested this with the displays I have access to, but more testing would be nice. This seems like a pretty straightforward bug/fix though.
## Changelog
### Fixed
Fixed window centering on high-dpi displays.
# Objective
- Fixes#4993
## Solution
- ~~Add `centered` property to `WindowDescriptor`~~
- Add `WindowPosition` enum
- `WindowDescriptor.position` is now `WindowPosition` instead of `Option<Vec2>`
- Add `center_window` function to `Window`
## Migration Guide
- If using `WindowDescriptor`, replace `position: None` with `position: WindowPosition::Default` and `position: Some(vec2)` with `WindowPosition::At(vec2)`.
I'm not sure if this is the best approach, so feel free to give any feedback.
Also I'm not sure how `Option`s should be handled in `bevy_winit/src/lib.rs:161`.
Also, on window creation we can't (or at least I couldn't) get `outer_size`, so this doesn't include decorations in calculations.
# 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.
# Objective
- Fixes https://github.com/bevyengine/bevy/issues/2096
## Solution
- This PR enables the drag-and-drop feature for winit on windows again, as the collision issue between cpal and winit has been fixed in https://github.com/RustAudio/cpal/pull/597. I confirmed the drag and drop example working on windows 10 with this change.
- ~~It also bumps the rodio version, though this is not strictly necessary.~~
# Objective
- Fixes#4010, as well as any similar issues in this class.
- Winit functions used outside of the main thread can cause the application to unexpectedly hang.
## Solution
- Make the `WinitWindows` resource `!Send`.
- This ensures that any systems that use `WinitWindows` must either be exclusive (run on the main thread), or the resource is explicitly marked with the `NonSend` parameter in user systems.
# Objective
- On Safari mobile, calling `winit_window.set_cursor_grab(true)` fails as the API is not implemented (as there is no cursor on Safari mobile, the api doesn't make sense there). I don't know about other mobile browsers
```
[Error] Unhandled Promise Rejection: TypeError: getObject(arg0).exitPointerLock is not a function. (In 'getObject(arg0).exitPointerLock()', 'getObject(arg0).exitPointerLock' is undefined)
(anonymous function) (rect.js:1089)
wasm-stub
<?>.wasm-function[web_sys::features::gen_Document::Document::exit_pointer_lock::h20ffc49be163fc45]
<?>.wasm-function[winit::platform_impl::platform::backend::canvas::Canvas::set_cursor_grab::h6a9472cf55263e98]
<?>.wasm-function[bevy_winit::winit_windows::WinitWindows::create_window::h9db5b3cbb24347c5]
<?>.wasm-function[<bevy_winit::WinitPlugin as bevy_app::plugin::Plugin>::build::ha4a7c046b80c4280]
<?>.wasm-function[bevy_app::plugin_group::PluginGroupBuilder::finish::h0e5bc78f71c37b2f]
<?>.wasm-function[rect::main::h899852fd17f2d489]
<?>.wasm-function[std::sys_common::backtrace::__rust_begin_short_backtrace::hfe38f282e8dda96b]
<?>.wasm-function[std::rt::lang_start::{{closure}}::hc2f3b555ffc58618]
<?>.wasm-function[std::rt::lang_start_internal::ha901ae30d88554f2]
<?>.wasm-function[main]
<?>.wasm-function[]
wasm-stub
21261
(anonymous function) (rect.js:1664)
asyncFunctionResume
(anonymous function)
promiseReactionJobWithoutPromise
promiseReactionJob
```
## Solution
- Do not call the api to release cursor grab on window creation, as the cursor is not grabbed anyway at this point
Applogies, had to recreate this pr because of branching issue.
Old PR: https://github.com/bevyengine/bevy/pull/3033
# Objective
Fixes#3032
Allowing a user to create a transparent window
## Solution
I've allowed the transparent bool to be passed to the winit window builder
This pull request aims to solve the issue of a lack of documentation in the enum WindowMode
# Objective
- Fixes#3136
## Solution
- Added a few lines of documentation that should document what the enum does better
# Objective
Set initial position of the window, so I can start it at the left side of the view automatically, used with `cargo watch`
## Solution
add window position to WindowDescriptor
You should be able to set the minimum and maximum desired resolution of a system window.
This also fixes a bug on Windows operating system: When you try to resize to 0 on the height it crashes.
Co-authored-by: Carter Anderson <mcanders1@gmail.com>