mirror of
https://github.com/bevyengine/bevy
synced 2025-01-11 12:48:56 +00:00
07d576987a
# Objective Fixes #5384 and maybe other issues around window closing/app not exiting ## Solution There are three systems involved in exiting when closing a window: - `close_when_requested` asking Winit to close the window in stage `Update` - `exit_on_all_closed` exiting when no window remains opened in stage `Update` - `change_window` removing windows that are closed in stage `PostUpdate` This ordering meant that when closing a window, we had to run one more frame to actually exit. As there was no window, panics could occur in systems assuming there was a window. In case of Bevy app using a low power options, that means waiting for the timeout before actually exiting the app (60 seconds by default) This PR changes the ordering so that `exit_on_all_closed` happens after `change_window` in the same frame, so there isn't an extra frame without window
124 lines
4 KiB
Rust
124 lines
4 KiB
Rust
#[warn(missing_docs)]
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mod cursor;
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mod event;
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mod raw_window_handle;
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mod system;
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mod window;
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mod windows;
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pub use crate::raw_window_handle::*;
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pub use cursor::*;
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pub use event::*;
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pub use system::*;
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pub use window::*;
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pub use windows::*;
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pub mod prelude {
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#[doc(hidden)]
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pub use crate::{
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CursorEntered, CursorIcon, CursorLeft, CursorMoved, FileDragAndDrop, MonitorSelection,
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ReceivedCharacter, Window, WindowDescriptor, WindowMoved, WindowPosition, Windows,
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};
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}
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use bevy_app::prelude::*;
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use bevy_ecs::{
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event::Events,
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schedule::{ParallelSystemDescriptorCoercion, SystemLabel},
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};
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/// The configuration information for the [`WindowPlugin`].
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///
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/// It can be added as a [`Resource`](bevy_ecs::system::Resource) before the [`WindowPlugin`]
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/// runs, to configure how it behaves.
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#[derive(Clone)]
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pub struct WindowSettings {
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/// Whether to create a window when added.
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///
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/// Note that if there are no windows, by default the App will exit,
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/// due to [`exit_on_all_closed`].
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pub add_primary_window: bool,
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/// Whether to exit the app when there are no open windows.
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///
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/// If disabling this, ensure that you send the [`bevy_app::AppExit`]
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/// event when the app should exit. If this does not occur, you will
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/// create 'headless' processes (processes without windows), which may
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/// surprise your users. It is recommended to leave this setting as `true`.
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///
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/// If true, this plugin will add [`exit_on_all_closed`] to [`CoreStage::Update`].
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pub exit_on_all_closed: bool,
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/// Whether to close windows when they are requested to be closed (i.e.
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/// when the close button is pressed).
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///
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/// If true, this plugin will add [`close_when_requested`] to [`CoreStage::Update`].
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/// If this system (or a replacement) is not running, the close button will have no effect.
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/// This may surprise your users. It is recommended to leave this setting as `true`.
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pub close_when_requested: bool,
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}
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impl Default for WindowSettings {
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fn default() -> Self {
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WindowSettings {
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add_primary_window: true,
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exit_on_all_closed: true,
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close_when_requested: true,
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}
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}
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}
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/// A [`Plugin`] that defines an interface for windowing support in Bevy.
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#[derive(Default)]
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pub struct WindowPlugin;
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impl Plugin for WindowPlugin {
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fn build(&self, app: &mut App) {
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app.add_event::<WindowResized>()
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.add_event::<CreateWindow>()
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.add_event::<WindowCreated>()
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.add_event::<WindowClosed>()
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.add_event::<WindowCloseRequested>()
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.add_event::<RequestRedraw>()
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.add_event::<CursorMoved>()
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.add_event::<CursorEntered>()
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.add_event::<CursorLeft>()
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.add_event::<ReceivedCharacter>()
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.add_event::<WindowFocused>()
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.add_event::<WindowScaleFactorChanged>()
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.add_event::<WindowBackendScaleFactorChanged>()
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.add_event::<FileDragAndDrop>()
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.add_event::<WindowMoved>()
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.init_resource::<Windows>();
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let settings = app
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.world
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.get_resource::<WindowSettings>()
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.cloned()
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.unwrap_or_default();
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if settings.add_primary_window {
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let window_descriptor = app
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.world
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.get_resource::<WindowDescriptor>()
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.cloned()
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.unwrap_or_default();
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let mut create_window_event = app.world.resource_mut::<Events<CreateWindow>>();
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create_window_event.send(CreateWindow {
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id: WindowId::primary(),
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descriptor: window_descriptor,
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});
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}
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if settings.exit_on_all_closed {
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app.add_system_to_stage(
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CoreStage::PostUpdate,
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exit_on_all_closed.after(ModifiesWindows),
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);
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}
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if settings.close_when_requested {
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app.add_system(close_when_requested);
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}
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}
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}
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#[derive(Debug, Hash, PartialEq, Eq, Clone, SystemLabel)]
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pub struct ModifiesWindows;
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