mod converters; mod system; #[cfg(target_arch = "wasm32")] mod web_resize; mod winit_config; mod winit_windows; use bevy_ecs::system::{SystemParam, SystemState}; use system::{changed_window, create_window, despawn_window}; pub use winit_config::*; pub use winit_windows::*; use bevy_app::{App, AppExit, CoreSet, Plugin}; use bevy_ecs::event::{Events, ManualEventReader}; use bevy_ecs::prelude::*; use bevy_input::{ keyboard::KeyboardInput, mouse::{MouseButtonInput, MouseMotion, MouseScrollUnit, MouseWheel}, touch::TouchInput, }; use bevy_math::{ivec2, DVec2, Vec2}; use bevy_utils::{ tracing::{trace, warn}, Instant, }; use bevy_window::{ exit_on_all_closed, CursorEntered, CursorLeft, CursorMoved, FileDragAndDrop, Ime, ModifiesWindows, ReceivedCharacter, RequestRedraw, Window, WindowBackendScaleFactorChanged, WindowCloseRequested, WindowCreated, WindowFocused, WindowMoved, WindowResized, WindowScaleFactorChanged, }; #[cfg(target_os = "android")] pub use winit::platform::android::activity::AndroidApp; use winit::{ event::{self, DeviceEvent, Event, StartCause, WindowEvent}, event_loop::{ControlFlow, EventLoop, EventLoopBuilder, EventLoopWindowTarget}, }; use crate::system::WinitWindowInfo; #[cfg(target_arch = "wasm32")] use crate::web_resize::{CanvasParentResizeEventChannel, CanvasParentResizePlugin}; #[cfg(target_os = "android")] pub static ANDROID_APP: once_cell::sync::OnceCell = once_cell::sync::OnceCell::new(); #[derive(Default)] pub struct WinitPlugin; impl Plugin for WinitPlugin { fn build(&self, app: &mut App) { let mut event_loop_builder = EventLoopBuilder::<()>::with_user_event(); #[cfg(target_os = "android")] { use winit::platform::android::EventLoopBuilderExtAndroid; event_loop_builder.with_android_app( ANDROID_APP .get() .expect("Bevy must be setup with the #[bevy_main] macro on Android") .clone(), ); } let event_loop = event_loop_builder.build(); app.insert_non_send_resource(event_loop); app.init_non_send_resource::() .init_resource::() .set_runner(winit_runner) .configure_set(ModifiesWindows.in_set(CoreSet::PostUpdate)) // exit_on_all_closed only uses the query to determine if the query is empty, // and so doesn't care about ordering relative to changed_window .add_systems( ( changed_window.ambiguous_with(exit_on_all_closed), // Update the state of the window before attempting to despawn to ensure consistent event ordering despawn_window.after(changed_window), ) .in_set(ModifiesWindows), ); #[cfg(target_arch = "wasm32")] app.add_plugin(CanvasParentResizePlugin); #[cfg(not(target_arch = "wasm32"))] let mut create_window_system_state: SystemState<( Commands, NonSendMut>, Query<(Entity, &mut Window)>, EventWriter, NonSendMut, )> = SystemState::from_world(&mut app.world); #[cfg(target_arch = "wasm32")] let mut create_window_system_state: SystemState<( Commands, NonSendMut>, Query<(Entity, &mut Window)>, EventWriter, NonSendMut, ResMut, )> = SystemState::from_world(&mut app.world); // And for ios and macos, we should not create window early, all ui related code should be executed inside // UIApplicationMain/NSApplicationMain. #[cfg(not(any(target_os = "android", target_os = "ios", target_os = "macos")))] { #[cfg(not(target_arch = "wasm32"))] let (commands, event_loop, mut new_windows, event_writer, winit_windows) = create_window_system_state.get_mut(&mut app.world); #[cfg(target_arch = "wasm32")] let (commands, event_loop, mut new_windows, event_writer, winit_windows, event_channel) = create_window_system_state.get_mut(&mut app.world); // Here we need to create a winit-window and give it a WindowHandle which the renderer can use. // It needs to be spawned before the start of the startup-stage, so we cannot use a regular system. // Instead we need to create the window and spawn it using direct world access create_window( commands, &event_loop, new_windows.iter_mut(), event_writer, winit_windows, #[cfg(target_arch = "wasm32")] event_channel, ); } create_window_system_state.apply(&mut app.world); } } fn run(event_loop: EventLoop<()>, event_handler: F) -> ! where F: 'static + FnMut(Event<'_, ()>, &EventLoopWindowTarget<()>, &mut ControlFlow), { event_loop.run(event_handler) } // TODO: It may be worth moving this cfg into a procedural macro so that it can be referenced by // a single name instead of being copied around. // https://gist.github.com/jakerr/231dee4a138f7a5f25148ea8f39b382e seems to work. #[cfg(any( target_os = "windows", target_os = "macos", target_os = "linux", target_os = "dragonfly", target_os = "freebsd", target_os = "netbsd", target_os = "openbsd" ))] fn run_return(event_loop: &mut EventLoop<()>, event_handler: F) where F: FnMut(Event<'_, ()>, &EventLoopWindowTarget<()>, &mut ControlFlow), { use winit::platform::run_return::EventLoopExtRunReturn; event_loop.run_return(event_handler); } #[cfg(not(any( target_os = "windows", target_os = "macos", target_os = "linux", target_os = "dragonfly", target_os = "freebsd", target_os = "netbsd", target_os = "openbsd" )))] fn run_return(_event_loop: &mut EventLoop<()>, _event_handler: F) where F: FnMut(Event<'_, ()>, &EventLoopWindowTarget<()>, &mut ControlFlow), { panic!("Run return is not supported on this platform!") } #[derive(SystemParam)] struct WindowEvents<'w> { window_resized: EventWriter<'w, WindowResized>, window_close_requested: EventWriter<'w, WindowCloseRequested>, window_scale_factor_changed: EventWriter<'w, WindowScaleFactorChanged>, window_backend_scale_factor_changed: EventWriter<'w, WindowBackendScaleFactorChanged>, window_focused: EventWriter<'w, WindowFocused>, window_moved: EventWriter<'w, WindowMoved>, } #[derive(SystemParam)] struct InputEvents<'w> { keyboard_input: EventWriter<'w, KeyboardInput>, character_input: EventWriter<'w, ReceivedCharacter>, mouse_button_input: EventWriter<'w, MouseButtonInput>, mouse_wheel_input: EventWriter<'w, MouseWheel>, touch_input: EventWriter<'w, TouchInput>, ime_input: EventWriter<'w, Ime>, } #[derive(SystemParam)] struct CursorEvents<'w> { cursor_moved: EventWriter<'w, CursorMoved>, cursor_entered: EventWriter<'w, CursorEntered>, cursor_left: EventWriter<'w, CursorLeft>, } // #[cfg(any( // target_os = "linux", // target_os = "dragonfly", // target_os = "freebsd", // target_os = "netbsd", // target_os = "openbsd" // ))] // pub fn winit_runner_any_thread(app: App) { // winit_runner_with(app, EventLoop::new_any_thread()); // } /// Stores state that must persist between frames. struct WinitPersistentState { /// Tracks whether or not the application is active or suspended. active: bool, /// Tracks whether or not an event has occurred this frame that would trigger an update in low /// power mode. Should be reset at the end of every frame. low_power_event: bool, /// Tracks whether the event loop was started this frame because of a redraw request. redraw_request_sent: bool, /// Tracks if the event loop was started this frame because of a `WaitUntil` timeout. timeout_reached: bool, last_update: Instant, } impl Default for WinitPersistentState { fn default() -> Self { Self { active: true, low_power_event: false, redraw_request_sent: false, timeout_reached: false, last_update: Instant::now(), } } } pub fn winit_runner(mut app: App) { // We remove this so that we have ownership over it. let mut event_loop = app .world .remove_non_send_resource::>() .unwrap(); let mut app_exit_event_reader = ManualEventReader::::default(); let mut redraw_event_reader = ManualEventReader::::default(); let mut winit_state = WinitPersistentState::default(); app.world .insert_non_send_resource(event_loop.create_proxy()); let return_from_run = app.world.resource::().return_from_run; trace!("Entering winit event loop"); let mut focused_window_state: SystemState<(Res, Query<&Window>)> = SystemState::from_world(&mut app.world); #[cfg(not(target_arch = "wasm32"))] let mut create_window_system_state: SystemState<( Commands, Query<(Entity, &mut Window), Added>, EventWriter, NonSendMut, )> = SystemState::from_world(&mut app.world); #[cfg(target_arch = "wasm32")] let mut create_window_system_state: SystemState<( Commands, Query<(Entity, &mut Window), Added>, EventWriter, NonSendMut, ResMut, )> = SystemState::from_world(&mut app.world); let event_handler = move |event: Event<()>, event_loop: &EventLoopWindowTarget<()>, control_flow: &mut ControlFlow| { #[cfg(feature = "trace")] let _span = bevy_utils::tracing::info_span!("winit event_handler").entered(); if let Some(app_exit_events) = app.world.get_resource::>() { if app_exit_event_reader.iter(app_exit_events).last().is_some() { *control_flow = ControlFlow::Exit; return; } } { #[cfg(not(target_arch = "wasm32"))] let (commands, mut new_windows, created_window_writer, winit_windows) = create_window_system_state.get_mut(&mut app.world); #[cfg(target_arch = "wasm32")] let ( commands, mut new_windows, created_window_writer, winit_windows, canvas_parent_resize_channel, ) = create_window_system_state.get_mut(&mut app.world); // Responsible for creating new windows create_window( commands, event_loop, new_windows.iter_mut(), created_window_writer, winit_windows, #[cfg(target_arch = "wasm32")] canvas_parent_resize_channel, ); create_window_system_state.apply(&mut app.world); } match event { event::Event::NewEvents(start) => { let (winit_config, window_focused_query) = focused_window_state.get(&app.world); let app_focused = window_focused_query.iter().any(|window| window.focused); // Check if either the `WaitUntil` timeout was triggered by winit, or that same // amount of time has elapsed since the last app update. This manual check is needed // because we don't know if the criteria for an app update were met until the end of // the frame. let auto_timeout_reached = matches!(start, StartCause::ResumeTimeReached { .. }); let now = Instant::now(); let manual_timeout_reached = match winit_config.update_mode(app_focused) { UpdateMode::Continuous => false, UpdateMode::Reactive { max_wait } | UpdateMode::ReactiveLowPower { max_wait } => { now.duration_since(winit_state.last_update) >= *max_wait } }; // The low_power_event state and timeout must be reset at the start of every frame. winit_state.low_power_event = false; winit_state.timeout_reached = auto_timeout_reached || manual_timeout_reached; } event::Event::WindowEvent { event, window_id: winit_window_id, .. } => { // Fetch and prepare details from the world let mut system_state: SystemState<( NonSend, Query<(&mut Window, &mut WinitWindowInfo)>, WindowEvents, InputEvents, CursorEvents, EventWriter, )> = SystemState::new(&mut app.world); let ( winit_windows, mut window_query, mut window_events, mut input_events, mut cursor_events, mut file_drag_and_drop_events, ) = system_state.get_mut(&mut app.world); // Entity of this window let window_entity = if let Some(entity) = winit_windows.get_window_entity(winit_window_id) { entity } else { warn!( "Skipped event {:?} for unknown winit Window Id {:?}", event, winit_window_id ); return; }; let (mut window, mut info) = if let Ok((window, info)) = window_query.get_mut(window_entity) { (window, info) } else { warn!( "Window {:?} is missing `Window` component, skipping event {:?}", window_entity, event ); return; }; winit_state.low_power_event = true; match event { WindowEvent::Resized(size) => { window .resolution .set_physical_resolution(size.width, size.height); info.last_winit_size = size; window_events.window_resized.send(WindowResized { window: window_entity, width: window.width(), height: window.height(), }); } WindowEvent::CloseRequested => { window_events .window_close_requested .send(WindowCloseRequested { window: window_entity, }); } WindowEvent::KeyboardInput { ref input, .. } => { input_events .keyboard_input .send(converters::convert_keyboard_input(input)); } WindowEvent::CursorMoved { position, .. } => { let physical_position = DVec2::new( position.x, // Flip the coordinate space from winit's context to our context. window.resolution.physical_height() as f64 - position.y, ); // bypassing change detection to not trigger feedback loop with system `changed_window` // this system change the cursor position in winit window .bypass_change_detection() .set_physical_cursor_position(Some(physical_position)); cursor_events.cursor_moved.send(CursorMoved { window: window_entity, position: (physical_position / window.resolution.scale_factor()) .as_vec2(), }); } WindowEvent::CursorEntered { .. } => { cursor_events.cursor_entered.send(CursorEntered { window: window_entity, }); } WindowEvent::CursorLeft { .. } => { // Component if let Ok((mut window, _)) = window_query.get_mut(window_entity) { // bypassing change detection to not trigger feedback loop with system `changed_window` // this system change the cursor position in winit window .bypass_change_detection() .set_physical_cursor_position(None); } cursor_events.cursor_left.send(CursorLeft { window: window_entity, }); } WindowEvent::MouseInput { state, button, .. } => { input_events.mouse_button_input.send(MouseButtonInput { button: converters::convert_mouse_button(button), state: converters::convert_element_state(state), }); } WindowEvent::MouseWheel { delta, .. } => match delta { event::MouseScrollDelta::LineDelta(x, y) => { input_events.mouse_wheel_input.send(MouseWheel { unit: MouseScrollUnit::Line, x, y, }); } event::MouseScrollDelta::PixelDelta(p) => { input_events.mouse_wheel_input.send(MouseWheel { unit: MouseScrollUnit::Pixel, x: p.x as f32, y: p.y as f32, }); } }, WindowEvent::Touch(touch) => { let mut location = touch.location.to_logical(window.resolution.scale_factor()); // On a mobile window, the start is from the top while on PC/Linux/OSX from // bottom if cfg!(target_os = "android") || cfg!(target_os = "ios") { location.y = window.height() as f64 - location.y; } // Event input_events .touch_input .send(converters::convert_touch_input(touch, location)); } WindowEvent::ReceivedCharacter(c) => { input_events.character_input.send(ReceivedCharacter { window: window_entity, char: c, }); } WindowEvent::ScaleFactorChanged { scale_factor, new_inner_size, } => { window_events.window_backend_scale_factor_changed.send( WindowBackendScaleFactorChanged { window: window_entity, scale_factor, }, ); let prior_factor = window.resolution.scale_factor(); window.resolution.set_scale_factor(scale_factor); let new_factor = window.resolution.scale_factor(); if let Some(forced_factor) = window.resolution.scale_factor_override() { // If there is a scale factor override, then force that to be used // Otherwise, use the OS suggested size // We have already told the OS about our resize constraints, so // the new_inner_size should take those into account *new_inner_size = winit::dpi::LogicalSize::new(window.width(), window.height()) .to_physical::(forced_factor); // TODO: Should this not trigger a WindowsScaleFactorChanged? } else if approx::relative_ne!(new_factor, prior_factor) { // Trigger a change event if they are approximately different window_events.window_scale_factor_changed.send( WindowScaleFactorChanged { window: window_entity, scale_factor, }, ); } let new_logical_width = (new_inner_size.width as f64 / new_factor) as f32; let new_logical_height = (new_inner_size.height as f64 / new_factor) as f32; if approx::relative_ne!(window.width(), new_logical_width) || approx::relative_ne!(window.height(), new_logical_height) { window_events.window_resized.send(WindowResized { window: window_entity, width: new_logical_width, height: new_logical_height, }); } window .resolution .set_physical_resolution(new_inner_size.width, new_inner_size.height); } WindowEvent::Focused(focused) => { // Component window.focused = focused; window_events.window_focused.send(WindowFocused { window: window_entity, focused, }); } WindowEvent::DroppedFile(path_buf) => { file_drag_and_drop_events.send(FileDragAndDrop::DroppedFile { window: window_entity, path_buf, }); } WindowEvent::HoveredFile(path_buf) => { file_drag_and_drop_events.send(FileDragAndDrop::HoveredFile { window: window_entity, path_buf, }); } WindowEvent::HoveredFileCancelled => { file_drag_and_drop_events.send(FileDragAndDrop::HoveredFileCancelled { window: window_entity, }); } WindowEvent::Moved(position) => { let position = ivec2(position.x, position.y); window.position.set(position); window_events.window_moved.send(WindowMoved { entity: window_entity, position, }); } WindowEvent::Ime(event) => match event { event::Ime::Preedit(value, cursor) => { input_events.ime_input.send(Ime::Preedit { window: window_entity, value, cursor, }); } event::Ime::Commit(value) => input_events.ime_input.send(Ime::Commit { window: window_entity, value, }), event::Ime::Enabled => input_events.ime_input.send(Ime::Enabled { window: window_entity, }), event::Ime::Disabled => input_events.ime_input.send(Ime::Disabled { window: window_entity, }), }, _ => {} } } event::Event::DeviceEvent { event: DeviceEvent::MouseMotion { delta: (x, y) }, .. } => { let mut system_state: SystemState> = SystemState::new(&mut app.world); let mut mouse_motion = system_state.get_mut(&mut app.world); mouse_motion.send(MouseMotion { delta: Vec2::new(x as f32, y as f32), }); } event::Event::Suspended => { winit_state.active = false; } event::Event::Resumed => { winit_state.active = true; } event::Event::MainEventsCleared => { let (winit_config, window_focused_query) = focused_window_state.get(&app.world); let update = if winit_state.active { // True if _any_ windows are currently being focused let app_focused = window_focused_query.iter().any(|window| window.focused); match winit_config.update_mode(app_focused) { UpdateMode::Continuous | UpdateMode::Reactive { .. } => true, UpdateMode::ReactiveLowPower { .. } => { winit_state.low_power_event || winit_state.redraw_request_sent || winit_state.timeout_reached } } } else { false }; if update { winit_state.last_update = Instant::now(); app.update(); } } Event::RedrawEventsCleared => { { // Fetch from world let (winit_config, window_focused_query) = focused_window_state.get(&app.world); // True if _any_ windows are currently being focused let app_focused = window_focused_query.iter().any(|window| window.focused); let now = Instant::now(); use UpdateMode::*; *control_flow = match winit_config.update_mode(app_focused) { Continuous => ControlFlow::Poll, Reactive { max_wait } | ReactiveLowPower { max_wait } => { if let Some(instant) = now.checked_add(*max_wait) { ControlFlow::WaitUntil(instant) } else { ControlFlow::Wait } } }; } // This block needs to run after `app.update()` in `MainEventsCleared`. Otherwise, // we won't be able to see redraw requests until the next event, defeating the // purpose of a redraw request! let mut redraw = false; if let Some(app_redraw_events) = app.world.get_resource::>() { if redraw_event_reader.iter(app_redraw_events).last().is_some() { *control_flow = ControlFlow::Poll; redraw = true; } } winit_state.redraw_request_sent = redraw; } _ => (), } }; // If true, returns control from Winit back to the main Bevy loop if return_from_run { run_return(&mut event_loop, event_handler); } else { run(event_loop, event_handler); } }