mirror of
https://github.com/bevyengine/bevy
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72c51cdab9
# Objective - In #12366 `![cfg_attr(docsrs, feature(doc_auto_cfg))] `was added. But to apply it it needs `--cfg=docsrs` in rustdoc-args. ## Solution - Apply `--cfg=docsrs` to all crates and CI. I also added `[package.metadata.docs.rs]` to all crates to avoid adding code behind a feature and forget adding the metadata. Before: ![Screenshot 2024-03-22 at 00 51 57](https://github.com/bevyengine/bevy/assets/104745335/6a9dfdaa-8710-4784-852b-5f9b74e3522c) After: ![Screenshot 2024-03-22 at 00 51 32](https://github.com/bevyengine/bevy/assets/104745335/c5bd6d8e-8ddb-45b3-b844-5ecf9f88961c)
173 lines
6.3 KiB
Rust
173 lines
6.3 KiB
Rust
#![cfg_attr(docsrs, feature(doc_auto_cfg))]
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//! `bevy_window` provides a platform-agnostic interface for windowing in Bevy.
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//!
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//! This crate contains types for window management and events,
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//! used by windowing implementors such as `bevy_winit`.
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//! The [`WindowPlugin`] sets up some global window-related parameters and
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//! is part of the [`DefaultPlugins`](https://docs.rs/bevy/latest/bevy/struct.DefaultPlugins.html).
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use bevy_a11y::Focus;
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mod cursor;
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mod event;
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mod raw_handle;
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mod system;
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mod window;
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pub use crate::raw_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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#[allow(missing_docs)]
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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, Ime, MonitorSelection,
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ReceivedCharacter, Window, WindowMoved, WindowPlugin, WindowPosition,
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WindowResizeConstraints,
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};
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}
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use bevy_app::prelude::*;
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impl Default for WindowPlugin {
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fn default() -> Self {
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WindowPlugin {
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primary_window: Some(Window::default()),
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exit_condition: ExitCondition::OnAllClosed,
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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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pub struct WindowPlugin {
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/// Settings for the primary window.
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///
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/// `Some(custom_window)` will spawn an entity with `custom_window` and [`PrimaryWindow`] as components.
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/// `None` will not spawn a primary window.
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///
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/// Defaults to `Some(Window::default())`.
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///
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/// Note that if there are no windows the App will exit (by default) due to
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/// [`exit_on_all_closed`].
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pub primary_window: Option<Window>,
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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 to
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/// either [`ExitCondition::OnAllClosed`] or [`ExitCondition::OnPrimaryClosed`].
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///
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/// [`ExitCondition::OnAllClosed`] will add [`exit_on_all_closed`] to [`Update`].
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/// [`ExitCondition::OnPrimaryClosed`] will add [`exit_on_primary_closed`] to [`Update`].
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pub exit_condition: ExitCondition,
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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 [`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 Plugin for WindowPlugin {
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fn build(&self, app: &mut App) {
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// User convenience events
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app.add_event::<WindowResized>()
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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::<WindowDestroyed>()
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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::<Ime>()
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.add_event::<WindowFocused>()
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.add_event::<WindowOccluded>()
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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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.add_event::<WindowThemeChanged>()
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.add_event::<ApplicationLifetime>();
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if let Some(primary_window) = &self.primary_window {
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let initial_focus = app
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.world
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.spawn(primary_window.clone())
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.insert(PrimaryWindow)
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.id();
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if let Some(mut focus) = app.world.get_resource_mut::<Focus>() {
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**focus = Some(initial_focus);
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}
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}
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match self.exit_condition {
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ExitCondition::OnPrimaryClosed => {
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app.add_systems(PostUpdate, exit_on_primary_closed);
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}
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ExitCondition::OnAllClosed => {
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app.add_systems(PostUpdate, exit_on_all_closed);
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}
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ExitCondition::DontExit => {}
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}
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if self.close_when_requested {
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// Need to run before `exit_on_*` systems
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app.add_systems(Update, close_when_requested);
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}
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// Register event types
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app.register_type::<WindowResized>()
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.register_type::<RequestRedraw>()
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.register_type::<WindowCreated>()
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.register_type::<WindowCloseRequested>()
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.register_type::<WindowClosed>()
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.register_type::<CursorMoved>()
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.register_type::<CursorEntered>()
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.register_type::<CursorLeft>()
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.register_type::<ReceivedCharacter>()
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.register_type::<WindowFocused>()
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.register_type::<WindowOccluded>()
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.register_type::<WindowScaleFactorChanged>()
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.register_type::<WindowBackendScaleFactorChanged>()
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.register_type::<FileDragAndDrop>()
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.register_type::<WindowMoved>()
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.register_type::<WindowThemeChanged>()
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.register_type::<ApplicationLifetime>();
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// Register window descriptor and related types
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app.register_type::<Window>()
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.register_type::<PrimaryWindow>();
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}
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}
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/// Defines the specific conditions the application should exit on
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#[derive(Clone)]
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pub enum ExitCondition {
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/// Close application when the primary window is closed
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///
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/// The plugin will add [`exit_on_primary_closed`] to [`Update`].
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OnPrimaryClosed,
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/// Close application when all windows are closed
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///
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/// The plugin will add [`exit_on_all_closed`] to [`Update`].
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OnAllClosed,
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/// Keep application running headless even after closing all windows
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///
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/// If selecting 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.
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DontExit,
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}
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