bevy/crates/bevy_winit/src/lib.rs
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

841 lines
34 KiB
Rust

#![cfg_attr(docsrs, feature(doc_auto_cfg))]
#![forbid(unsafe_code)]
#![doc(
html_logo_url = "https://bevyengine.org/assets/icon.png",
html_favicon_url = "https://bevyengine.org/assets/icon.png"
)]
//! `bevy_winit` provides utilities to handle window creation and the eventloop through [`winit`]
//!
//! Most commonly, the [`WinitPlugin`] is used as part of
//! [`DefaultPlugins`](https://docs.rs/bevy/latest/bevy/struct.DefaultPlugins.html).
//! The app's [runner](bevy_app::App::runner) is set by `WinitPlugin` and handles the `winit` [`EventLoop`].
//! See `winit_runner` for details.
pub mod accessibility;
mod converters;
mod system;
mod winit_config;
pub mod winit_event;
mod winit_windows;
use std::sync::{Arc, Mutex};
use approx::relative_eq;
use bevy_a11y::AccessibilityRequested;
use bevy_utils::Instant;
pub use system::create_windows;
use system::{changed_windows, despawn_windows, CachedWindow};
use winit::dpi::{LogicalSize, PhysicalSize};
pub use winit_config::*;
pub use winit_event::*;
pub use winit_windows::*;
use bevy_app::{App, AppExit, Last, Plugin, PluginsState};
use bevy_ecs::event::ManualEventReader;
use bevy_ecs::prelude::*;
use bevy_ecs::system::SystemState;
use bevy_input::{
mouse::{MouseButtonInput, MouseMotion, MouseScrollUnit, MouseWheel},
touchpad::{TouchpadMagnify, TouchpadRotate},
};
use bevy_math::{ivec2, DVec2, Vec2};
#[cfg(not(target_arch = "wasm32"))]
use bevy_tasks::tick_global_task_pools_on_main_thread;
use bevy_utils::tracing::{error, trace, warn};
#[allow(deprecated)]
use bevy_window::{
exit_on_all_closed, ApplicationLifetime, CursorEntered, CursorLeft, CursorMoved,
FileDragAndDrop, Ime, ReceivedCharacter, RequestRedraw, Window,
WindowBackendScaleFactorChanged, WindowCloseRequested, WindowCreated, WindowDestroyed,
WindowFocused, WindowMoved, WindowOccluded, WindowResized, WindowScaleFactorChanged,
WindowThemeChanged,
};
#[cfg(target_os = "android")]
use bevy_window::{PrimaryWindow, RawHandleWrapper};
#[cfg(target_os = "android")]
pub use winit::platform::android::activity as android_activity;
use winit::event::StartCause;
use winit::{
event::{self, DeviceEvent, Event, WindowEvent},
event_loop::{ControlFlow, EventLoop, EventLoopBuilder, EventLoopWindowTarget},
};
use crate::accessibility::{AccessKitAdapters, AccessKitPlugin, WinitActionHandlers};
use crate::converters::convert_winit_theme;
/// [`AndroidApp`] provides an interface to query the application state as well as monitor events
/// (for example lifecycle and input events).
#[cfg(target_os = "android")]
pub static ANDROID_APP: std::sync::OnceLock<android_activity::AndroidApp> =
std::sync::OnceLock::new();
/// A [`Plugin`] that uses `winit` to create and manage windows, and receive window and input
/// events.
///
/// This plugin will add systems and resources that sync with the `winit` backend and also
/// replace the existing [`App`] runner with one that constructs an [event loop](EventLoop) to
/// receive window and input events from the OS.
#[derive(Default)]
pub struct WinitPlugin {
/// Allows the window (and the event loop) to be created on any thread
/// instead of only the main thread.
///
/// See [`EventLoopBuilder::build`] for more information on this.
///
/// # Supported platforms
///
/// Only works on Linux (X11/Wayland) and Windows.
/// This field is ignored on other platforms.
pub run_on_any_thread: bool,
}
impl Plugin for WinitPlugin {
fn build(&self, app: &mut App) {
let mut event_loop_builder = EventLoopBuilder::<UserEvent>::with_user_event();
// linux check is needed because x11 might be enabled on other platforms.
#[cfg(all(target_os = "linux", feature = "x11"))]
{
use winit::platform::x11::EventLoopBuilderExtX11;
// This allows a Bevy app to be started and ran outside of the main thread.
// A use case for this is to allow external applications to spawn a thread
// which runs a Bevy app without requiring the Bevy app to need to reside on
// the main thread, which can be problematic.
event_loop_builder.with_any_thread(self.run_on_any_thread);
}
// linux check is needed because wayland might be enabled on other platforms.
#[cfg(all(target_os = "linux", feature = "wayland"))]
{
use winit::platform::wayland::EventLoopBuilderExtWayland;
event_loop_builder.with_any_thread(self.run_on_any_thread);
}
#[cfg(target_os = "windows")]
{
use winit::platform::windows::EventLoopBuilderExtWindows;
event_loop_builder.with_any_thread(self.run_on_any_thread);
}
#[cfg(target_os = "android")]
{
use winit::platform::android::EventLoopBuilderExtAndroid;
let msg = "Bevy must be setup with the #[bevy_main] macro on Android";
event_loop_builder.with_android_app(ANDROID_APP.get().expect(msg).clone());
}
app.init_non_send_resource::<WinitWindows>()
.init_resource::<WinitSettings>()
.add_event::<WinitEvent>()
.set_runner(winit_runner)
.add_systems(
Last,
(
// `exit_on_all_closed` only checks if windows exist but doesn't access data,
// so we don't need to care about its ordering relative to `changed_windows`
changed_windows.ambiguous_with(exit_on_all_closed),
despawn_windows,
)
.chain(),
);
app.add_plugins(AccessKitPlugin);
let event_loop = event_loop_builder
.build()
.expect("Failed to build event loop");
// iOS, macOS, and Android don't like it if you create windows before the event loop is
// initialized.
//
// See:
// - https://github.com/rust-windowing/winit/blob/master/README.md#macos
// - https://github.com/rust-windowing/winit/blob/master/README.md#ios
#[cfg(not(any(target_os = "android", target_os = "ios", target_os = "macos")))]
{
// Otherwise, we want to create a window before `bevy_render` initializes the renderer
// so that we have a surface to use as a hint. This improves compatibility with `wgpu`
// backends, especially WASM/WebGL2.
let mut create_window = SystemState::<CreateWindowParams>::from_world(app.world_mut());
create_windows(&event_loop, create_window.get_mut(app.world_mut()));
create_window.apply(app.world_mut());
}
// `winit`'s windows are bound to the event loop that created them, so the event loop must
// be inserted as a resource here to pass it onto the runner.
app.insert_non_send_resource(event_loop);
}
}
trait AppSendEvent {
fn send(&mut self, event: impl Into<WinitEvent>);
}
impl AppSendEvent for Vec<WinitEvent> {
fn send(&mut self, event: impl Into<WinitEvent>) {
self.push(Into::<WinitEvent>::into(event));
}
}
/// Persistent state that is used to run the [`App`] according to the current
/// [`UpdateMode`].
struct WinitAppRunnerState {
/// Current active state of the app.
active: ActiveState,
/// Is `true` if a new [`WindowEvent`] has been received since the last update.
window_event_received: bool,
/// Is `true` if a new [`DeviceEvent`] has been received since the last update.
device_event_received: bool,
/// Is `true` if the app has requested a redraw since the last update.
redraw_requested: bool,
/// Is `true` if enough time has elapsed since `last_update` to run another update.
wait_elapsed: bool,
/// The time the last update started.
last_update: Instant,
/// Number of "forced" updates to trigger on application start
startup_forced_updates: u32,
}
impl WinitAppRunnerState {
fn reset_on_update(&mut self) {
self.redraw_requested = false;
self.window_event_received = false;
self.device_event_received = false;
self.wait_elapsed = false;
}
}
#[derive(PartialEq, Eq)]
enum ActiveState {
NotYetStarted,
Active,
Suspended,
WillSuspend,
}
impl ActiveState {
#[inline]
fn should_run(&self) -> bool {
match self {
ActiveState::NotYetStarted | ActiveState::Suspended => false,
ActiveState::Active | ActiveState::WillSuspend => true,
}
}
}
impl Default for WinitAppRunnerState {
fn default() -> Self {
Self {
active: ActiveState::NotYetStarted,
window_event_received: false,
device_event_received: false,
redraw_requested: false,
wait_elapsed: false,
last_update: Instant::now(),
// 3 seems to be enough, 5 is a safe margin
startup_forced_updates: 5,
}
}
}
/// The parameters of the [`create_windows`] system.
pub type CreateWindowParams<'w, 's, F = ()> = (
Commands<'w, 's>,
Query<'w, 's, (Entity, &'static mut Window), F>,
EventWriter<'w, WindowCreated>,
NonSendMut<'w, WinitWindows>,
NonSendMut<'w, AccessKitAdapters>,
ResMut<'w, WinitActionHandlers>,
Res<'w, AccessibilityRequested>,
);
/// The [`winit::event_loop::EventLoopProxy`] with the specific [`winit::event::Event::UserEvent`] used in the [`winit_runner`].
///
/// The `EventLoopProxy` can be used to request a redraw from outside bevy.
///
/// Use `NonSend<EventLoopProxy>` to receive this resource.
pub type EventLoopProxy = winit::event_loop::EventLoopProxy<UserEvent>;
type UserEvent = RequestRedraw;
/// The default [`App::runner`] for the [`WinitPlugin`] plugin.
///
/// Overriding the app's [runner](bevy_app::App::runner) while using `WinitPlugin` will bypass the
/// `EventLoop`.
pub fn winit_runner(mut app: App) -> AppExit {
if app.plugins_state() == PluginsState::Ready {
app.finish();
app.cleanup();
}
let event_loop = app
.world_mut()
.remove_non_send_resource::<EventLoop<UserEvent>>()
.unwrap();
app.world_mut()
.insert_non_send_resource(event_loop.create_proxy());
let mut runner_state = WinitAppRunnerState::default();
// TODO: AppExit is effectively a u8 we could use a AtomicU8 here instead of a mutex.
let mut exit_status = Arc::new(Mutex::new(AppExit::Success));
let handle_exit_status = exit_status.clone();
// prepare structures to access data in the world
let mut redraw_event_reader = ManualEventReader::<RequestRedraw>::default();
let mut focused_windows_state: SystemState<(Res<WinitSettings>, Query<&Window>)> =
SystemState::new(app.world_mut());
let mut event_writer_system_state: SystemState<(
EventWriter<WindowResized>,
NonSend<WinitWindows>,
Query<(&mut Window, &mut CachedWindow)>,
NonSend<AccessKitAdapters>,
)> = SystemState::new(app.world_mut());
let mut create_window =
SystemState::<CreateWindowParams<Added<Window>>>::from_world(app.world_mut());
let mut winit_events = Vec::default();
// set up the event loop
let event_handler = move |event, event_loop: &EventLoopWindowTarget<UserEvent>| {
let mut exit_status = handle_exit_status.lock().unwrap();
handle_winit_event(
&mut app,
&mut runner_state,
&mut create_window,
&mut event_writer_system_state,
&mut focused_windows_state,
&mut redraw_event_reader,
&mut winit_events,
&mut exit_status,
event,
event_loop,
);
};
trace!("starting winit event loop");
// TODO(clean): the winit docs mention using `spawn` instead of `run` on WASM.
if let Err(err) = event_loop.run(event_handler) {
error!("winit event loop returned an error: {err}");
}
// We should be the only ones holding this `Arc` since the event loop exiting cleanly
// should drop the event handler. if this is not the case something funky is happening.
Arc::get_mut(&mut exit_status)
.map(|mutex| mutex.get_mut().unwrap().clone())
.unwrap_or(AppExit::error())
}
#[allow(clippy::too_many_arguments /* TODO: probs can reduce # of args */)]
fn handle_winit_event(
app: &mut App,
runner_state: &mut WinitAppRunnerState,
create_window: &mut SystemState<CreateWindowParams<Added<Window>>>,
event_writer_system_state: &mut SystemState<(
EventWriter<WindowResized>,
NonSend<WinitWindows>,
Query<(&mut Window, &mut CachedWindow)>,
NonSend<AccessKitAdapters>,
)>,
focused_windows_state: &mut SystemState<(Res<WinitSettings>, Query<&Window>)>,
redraw_event_reader: &mut ManualEventReader<RequestRedraw>,
winit_events: &mut Vec<WinitEvent>,
exit_status: &mut AppExit,
event: Event<UserEvent>,
event_loop: &EventLoopWindowTarget<UserEvent>,
) {
#[cfg(feature = "trace")]
let _span = bevy_utils::tracing::info_span!("winit event_handler").entered();
if app.plugins_state() != PluginsState::Cleaned {
if app.plugins_state() != PluginsState::Ready {
#[cfg(not(target_arch = "wasm32"))]
tick_global_task_pools_on_main_thread();
} else {
app.finish();
app.cleanup();
}
runner_state.redraw_requested = true;
if let Some(app_exit) = app.should_exit() {
*exit_status = app_exit;
event_loop.exit();
return;
}
}
match event {
Event::AboutToWait => {
let (config, windows) = focused_windows_state.get(app.world());
let focused = windows.iter().any(|window| window.focused);
let mut should_update = match config.update_mode(focused) {
UpdateMode::Continuous => {
runner_state.redraw_requested
|| runner_state.window_event_received
|| runner_state.device_event_received
}
UpdateMode::Reactive { .. } => {
runner_state.wait_elapsed
|| runner_state.redraw_requested
|| runner_state.window_event_received
|| runner_state.device_event_received
}
UpdateMode::ReactiveLowPower { .. } => {
runner_state.wait_elapsed
|| runner_state.redraw_requested
|| runner_state.window_event_received
}
};
// Ensure that an update is triggered on the first iterations for app initialization
if runner_state.startup_forced_updates > 0 {
runner_state.startup_forced_updates -= 1;
should_update = true;
}
// Trigger one last update to enter suspended state
if runner_state.active == ActiveState::WillSuspend {
should_update = true;
}
if should_update {
let visible = windows.iter().any(|window| window.visible);
let (_, winit_windows, _, _) = event_writer_system_state.get_mut(app.world_mut());
if visible && runner_state.active != ActiveState::WillSuspend {
for window in winit_windows.windows.values() {
window.request_redraw();
}
} else {
// there are no windows, or they are not visible.
// Winit won't send events on some platforms, so trigger an update manually.
run_app_update_if_should(
runner_state,
app,
focused_windows_state,
event_loop,
create_window,
redraw_event_reader,
winit_events,
exit_status,
);
if runner_state.active != ActiveState::Suspended {
event_loop.set_control_flow(ControlFlow::Poll);
}
}
}
}
Event::NewEvents(cause) => {
runner_state.wait_elapsed = match cause {
StartCause::WaitCancelled {
requested_resume: Some(resume),
..
} => resume >= Instant::now(),
_ => true,
};
}
Event::WindowEvent {
event, window_id, ..
} => {
let (mut window_resized, winit_windows, mut windows, access_kit_adapters) =
event_writer_system_state.get_mut(app.world_mut());
let Some(window) = winit_windows.get_window_entity(window_id) else {
warn!("Skipped event {event:?} for unknown winit Window Id {window_id:?}");
return;
};
let Ok((mut win, _)) = windows.get_mut(window) else {
warn!("Window {window:?} is missing `Window` component, skipping event {event:?}");
return;
};
// Allow AccessKit to respond to `WindowEvent`s before they reach
// the engine.
if let Some(adapter) = access_kit_adapters.get(&window) {
if let Some(winit_window) = winit_windows.get_window(window) {
adapter.process_event(winit_window, &event);
}
}
runner_state.window_event_received = true;
match event {
WindowEvent::Resized(size) => {
react_to_resize(&mut win, size, &mut window_resized, window);
}
WindowEvent::CloseRequested => winit_events.send(WindowCloseRequested { window }),
WindowEvent::KeyboardInput { ref event, .. } => {
if event.state.is_pressed() {
if let Some(char) = &event.text {
let char = char.clone();
#[allow(deprecated)]
winit_events.send(ReceivedCharacter { window, char });
}
}
winit_events.send(converters::convert_keyboard_input(event, window));
}
WindowEvent::CursorMoved { position, .. } => {
let physical_position = DVec2::new(position.x, position.y);
let last_position = win.physical_cursor_position();
let delta = last_position.map(|last_pos| {
(physical_position.as_vec2() - last_pos) / win.resolution.scale_factor()
});
win.set_physical_cursor_position(Some(physical_position));
let position =
(physical_position / win.resolution.scale_factor() as f64).as_vec2();
winit_events.send(CursorMoved {
window,
position,
delta,
});
}
WindowEvent::CursorEntered { .. } => {
winit_events.send(CursorEntered { window });
}
WindowEvent::CursorLeft { .. } => {
win.set_physical_cursor_position(None);
winit_events.send(CursorLeft { window });
}
WindowEvent::MouseInput { state, button, .. } => {
winit_events.send(MouseButtonInput {
button: converters::convert_mouse_button(button),
state: converters::convert_element_state(state),
window,
});
}
WindowEvent::TouchpadMagnify { delta, .. } => {
winit_events.send(TouchpadMagnify(delta as f32));
}
WindowEvent::TouchpadRotate { delta, .. } => {
winit_events.send(TouchpadRotate(delta));
}
WindowEvent::MouseWheel { delta, .. } => match delta {
event::MouseScrollDelta::LineDelta(x, y) => {
winit_events.send(MouseWheel {
unit: MouseScrollUnit::Line,
x,
y,
window,
});
}
event::MouseScrollDelta::PixelDelta(p) => {
winit_events.send(MouseWheel {
unit: MouseScrollUnit::Pixel,
x: p.x as f32,
y: p.y as f32,
window,
});
}
},
WindowEvent::Touch(touch) => {
let location = touch
.location
.to_logical(win.resolution.scale_factor() as f64);
winit_events.send(converters::convert_touch_input(touch, location, window));
}
WindowEvent::ScaleFactorChanged {
scale_factor,
mut inner_size_writer,
} => {
let prior_factor = win.resolution.scale_factor();
win.resolution.set_scale_factor(scale_factor as f32);
// Note: this may be different from new_scale_factor if
// `scale_factor_override` is set to Some(thing)
let new_factor = win.resolution.scale_factor();
let mut new_inner_size =
PhysicalSize::new(win.physical_width(), win.physical_height());
let scale_factor_override = win.resolution.scale_factor_override();
if let Some(forced_factor) = scale_factor_override {
// This window is overriding the OS-suggested DPI, so its physical size
// should be set based on the overriding value. Its logical size already
// incorporates any resize constraints.
let maybe_new_inner_size = LogicalSize::new(win.width(), win.height())
.to_physical::<u32>(forced_factor as f64);
if let Err(err) = inner_size_writer.request_inner_size(new_inner_size) {
warn!("Winit Failed to resize the window: {err}");
} else {
new_inner_size = maybe_new_inner_size;
}
}
let new_logical_width = new_inner_size.width as f32 / new_factor;
let new_logical_height = new_inner_size.height as f32 / new_factor;
let width_equal = relative_eq!(win.width(), new_logical_width);
let height_equal = relative_eq!(win.height(), new_logical_height);
win.resolution
.set_physical_resolution(new_inner_size.width, new_inner_size.height);
winit_events.send(WindowBackendScaleFactorChanged {
window,
scale_factor,
});
if scale_factor_override.is_none() && !relative_eq!(new_factor, prior_factor) {
winit_events.send(WindowScaleFactorChanged {
window,
scale_factor,
});
}
if !width_equal || !height_equal {
winit_events.send(WindowResized {
window,
width: new_logical_width,
height: new_logical_height,
});
}
}
WindowEvent::Focused(focused) => {
win.focused = focused;
winit_events.send(WindowFocused { window, focused });
}
WindowEvent::Occluded(occluded) => {
winit_events.send(WindowOccluded { window, occluded });
}
WindowEvent::DroppedFile(path_buf) => {
winit_events.send(FileDragAndDrop::DroppedFile { window, path_buf });
}
WindowEvent::HoveredFile(path_buf) => {
winit_events.send(FileDragAndDrop::HoveredFile { window, path_buf });
}
WindowEvent::HoveredFileCancelled => {
winit_events.send(FileDragAndDrop::HoveredFileCanceled { window });
}
WindowEvent::Moved(position) => {
let position = ivec2(position.x, position.y);
win.position.set(position);
winit_events.send(WindowMoved { window, position });
}
WindowEvent::Ime(event) => match event {
event::Ime::Preedit(value, cursor) => {
winit_events.send(Ime::Preedit {
window,
value,
cursor,
});
}
event::Ime::Commit(value) => {
winit_events.send(Ime::Commit { window, value });
}
event::Ime::Enabled => {
winit_events.send(Ime::Enabled { window });
}
event::Ime::Disabled => {
winit_events.send(Ime::Disabled { window });
}
},
WindowEvent::ThemeChanged(theme) => {
winit_events.send(WindowThemeChanged {
window,
theme: convert_winit_theme(theme),
});
}
WindowEvent::Destroyed => {
winit_events.send(WindowDestroyed { window });
}
WindowEvent::RedrawRequested => {
run_app_update_if_should(
runner_state,
app,
focused_windows_state,
event_loop,
create_window,
redraw_event_reader,
winit_events,
exit_status,
);
}
_ => {}
}
let mut windows = app.world_mut().query::<(&mut Window, &mut CachedWindow)>();
if let Ok((window_component, mut cache)) = windows.get_mut(app.world_mut(), window) {
if window_component.is_changed() {
cache.window = window_component.clone();
}
}
}
Event::DeviceEvent { event, .. } => {
runner_state.device_event_received = true;
if let DeviceEvent::MouseMotion { delta: (x, y) } = event {
let delta = Vec2::new(x as f32, y as f32);
winit_events.send(MouseMotion { delta });
}
}
Event::Suspended => {
winit_events.send(ApplicationLifetime::Suspended);
// Mark the state as `WillSuspend`. This will let the schedule run one last time
// before actually suspending to let the application react
runner_state.active = ActiveState::WillSuspend;
}
Event::Resumed => {
#[cfg(any(target_os = "android", target_os = "ios", target_os = "macos"))]
{
if runner_state.active == ActiveState::NotYetStarted {
create_windows(event_loop, create_window.get_mut(app.world_mut()));
create_window.apply(app.world_mut());
}
}
match runner_state.active {
ActiveState::NotYetStarted => winit_events.send(ApplicationLifetime::Started),
_ => winit_events.send(ApplicationLifetime::Resumed),
}
runner_state.active = ActiveState::Active;
runner_state.redraw_requested = true;
#[cfg(target_os = "android")]
{
// Get windows that are cached but without raw handles. Those window were already created, but got their
// handle wrapper removed when the app was suspended.
let mut query = app
.world_mut()
.query_filtered::<(Entity, &Window), (With<CachedWindow>, Without<bevy_window::RawHandleWrapper>)>();
if let Ok((entity, window)) = query.get_single(app.world()) {
use raw_window_handle::{HasDisplayHandle, HasWindowHandle};
let window = window.clone();
let (
..,
mut winit_windows,
mut adapters,
mut handlers,
accessibility_requested,
) = create_window.get_mut(app.world_mut());
let winit_window = winit_windows.create_window(
event_loop,
entity,
&window,
&mut adapters,
&mut handlers,
&accessibility_requested,
);
let wrapper = RawHandleWrapper {
window_handle: winit_window.window_handle().unwrap().as_raw(),
display_handle: winit_window.display_handle().unwrap().as_raw(),
};
app.world_mut().entity_mut(entity).insert(wrapper);
}
event_loop.set_control_flow(ControlFlow::Wait);
}
}
Event::UserEvent(RequestRedraw) => {
runner_state.redraw_requested = true;
}
_ => (),
}
// We drain events after every received winit event in addition to on app update to ensure
// the work of pushing events into event queues is spread out over time in case the app becomes
// dormant for a long stretch.
forward_winit_events(winit_events, app);
}
#[allow(clippy::too_many_arguments)]
fn run_app_update_if_should(
runner_state: &mut WinitAppRunnerState,
app: &mut App,
focused_windows_state: &mut SystemState<(Res<WinitSettings>, Query<&Window>)>,
event_loop: &EventLoopWindowTarget<UserEvent>,
create_window: &mut SystemState<CreateWindowParams<Added<Window>>>,
redraw_event_reader: &mut ManualEventReader<RequestRedraw>,
winit_events: &mut Vec<WinitEvent>,
exit_status: &mut AppExit,
) {
runner_state.reset_on_update();
if !runner_state.active.should_run() {
return;
}
forward_winit_events(winit_events, app);
if runner_state.active == ActiveState::WillSuspend {
runner_state.active = ActiveState::Suspended;
#[cfg(target_os = "android")]
{
// Remove the `RawHandleWrapper` from the primary window.
// This will trigger the surface destruction.
let mut query = app
.world_mut()
.query_filtered::<Entity, With<PrimaryWindow>>();
let entity = query.single(app.world());
app.world_mut()
.entity_mut(entity)
.remove::<RawHandleWrapper>();
event_loop.set_control_flow(ControlFlow::Wait);
}
}
if app.plugins_state() == PluginsState::Cleaned {
runner_state.last_update = Instant::now();
app.update();
// decide when to run the next update
let (config, windows) = focused_windows_state.get(app.world());
let focused = windows.iter().any(|window| window.focused);
match config.update_mode(focused) {
UpdateMode::Continuous => {
runner_state.redraw_requested = true;
event_loop.set_control_flow(ControlFlow::Wait);
}
UpdateMode::Reactive { wait } | UpdateMode::ReactiveLowPower { wait } => {
// TODO(bug): this is unexpected behavior.
// When Reactive, user expects bevy to actually wait that amount of time,
// and not potentially infinitely depending on platform specifics (which this does)
// Need to verify the platform specifics (whether this can occur in
// rare-but-possible cases) and replace this with a panic or a log warn!
if let Some(next) = runner_state.last_update.checked_add(*wait) {
event_loop.set_control_flow(ControlFlow::WaitUntil(next));
} else {
event_loop.set_control_flow(ControlFlow::Wait);
}
}
}
if let Some(app_redraw_events) = app.world().get_resource::<Events<RequestRedraw>>() {
if redraw_event_reader.read(app_redraw_events).last().is_some() {
runner_state.redraw_requested = true;
}
}
if let Some(app_exit) = app.should_exit() {
*exit_status = app_exit;
event_loop.exit();
return;
}
}
// create any new windows
// (even if app did not update, some may have been created by plugin setup)
create_windows(event_loop, create_window.get_mut(app.world_mut()));
create_window.apply(app.world_mut());
}
fn react_to_resize(
win: &mut Mut<'_, Window>,
size: winit::dpi::PhysicalSize<u32>,
window_resized: &mut EventWriter<WindowResized>,
window: Entity,
) {
win.resolution
.set_physical_resolution(size.width, size.height);
window_resized.send(WindowResized {
window,
width: win.width(),
height: win.height(),
});
}