bevy/crates/bevy_window/src/window.rs
Gino Valente aeeb20ec4c
bevy_reflect: FromReflect Ergonomics Implementation (#6056)
# Objective

**This implementation is based on
https://github.com/bevyengine/rfcs/pull/59.**

---

Resolves #4597

Full details and motivation can be found in the RFC, but here's a brief
summary.

`FromReflect` is a very powerful and important trait within the
reflection API. It allows Dynamic types (e.g., `DynamicList`, etc.) to
be formed into Real ones (e.g., `Vec<i32>`, etc.).

This mainly comes into play concerning deserialization, where the
reflection deserializers both return a `Box<dyn Reflect>` that almost
always contain one of these Dynamic representations of a Real type. To
convert this to our Real type, we need to use `FromReflect`.

It also sneaks up in other ways. For example, it's a required bound for
`T` in `Vec<T>` so that `Vec<T>` as a whole can be made `FromReflect`.
It's also required by all fields of an enum as it's used as part of the
`Reflect::apply` implementation.

So in other words, much like `GetTypeRegistration` and `Typed`, it is
very much a core reflection trait.

The problem is that it is not currently treated like a core trait and is
not automatically derived alongside `Reflect`. This makes using it a bit
cumbersome and easy to forget.

## Solution

Automatically derive `FromReflect` when deriving `Reflect`.

Users can then choose to opt-out if needed using the
`#[reflect(from_reflect = false)]` attribute.

```rust
#[derive(Reflect)]
struct Foo;

#[derive(Reflect)]
#[reflect(from_reflect = false)]
struct Bar;

fn test<T: FromReflect>(value: T) {}

test(Foo); // <-- OK
test(Bar); // <-- Panic! Bar does not implement trait `FromReflect`
```

#### `ReflectFromReflect`

This PR also automatically adds the `ReflectFromReflect` (introduced in
#6245) registration to the derived `GetTypeRegistration` impl— if the
type hasn't opted out of `FromReflect` of course.

<details>
<summary><h4>Improved Deserialization</h4></summary>

> **Warning**
> This section includes changes that have since been descoped from this
PR. They will likely be implemented again in a followup PR. I am mainly
leaving these details in for archival purposes, as well as for reference
when implementing this logic again.

And since we can do all the above, we might as well improve
deserialization. We can now choose to deserialize into a Dynamic type or
automatically convert it using `FromReflect` under the hood.

`[Un]TypedReflectDeserializer::new` will now perform the conversion and
return the `Box`'d Real type.

`[Un]TypedReflectDeserializer::new_dynamic` will work like what we have
now and simply return the `Box`'d Dynamic type.

```rust
// Returns the Real type
let reflect_deserializer = UntypedReflectDeserializer::new(&registry);
let mut deserializer = ron:🇩🇪:Deserializer::from_str(input)?;

let output: SomeStruct = reflect_deserializer.deserialize(&mut deserializer)?.take()?;

// Returns the Dynamic type
let reflect_deserializer = UntypedReflectDeserializer::new_dynamic(&registry);
let mut deserializer = ron:🇩🇪:Deserializer::from_str(input)?;

let output: DynamicStruct = reflect_deserializer.deserialize(&mut deserializer)?.take()?;
```

</details>

---

## Changelog

* `FromReflect` is now automatically derived within the `Reflect` derive
macro
* This includes auto-registering `ReflectFromReflect` in the derived
`GetTypeRegistration` impl
* ~~Renamed `TypedReflectDeserializer::new` and
`UntypedReflectDeserializer::new` to
`TypedReflectDeserializer::new_dynamic` and
`UntypedReflectDeserializer::new_dynamic`, respectively~~ **Descoped**
* ~~Changed `TypedReflectDeserializer::new` and
`UntypedReflectDeserializer::new` to automatically convert the
deserialized output using `FromReflect`~~ **Descoped**

## Migration Guide

* `FromReflect` is now automatically derived within the `Reflect` derive
macro. Items with both derives will need to remove the `FromReflect`
one.

  ```rust
  // OLD
  #[derive(Reflect, FromReflect)]
  struct Foo;
  
  // NEW
  #[derive(Reflect)]
  struct Foo;
  ```

If using a manual implementation of `FromReflect` and the `Reflect`
derive, users will need to opt-out of the automatic implementation.

  ```rust
  // OLD
  #[derive(Reflect)]
  struct Foo;
  
  impl FromReflect for Foo {/* ... */}
  
  // NEW
  #[derive(Reflect)]
  #[reflect(from_reflect = false)]
  struct Foo;
  
  impl FromReflect for Foo {/* ... */}
  ```

<details>
<summary><h4>Removed Migrations</h4></summary>

> **Warning**
> This section includes changes that have since been descoped from this
PR. They will likely be implemented again in a followup PR. I am mainly
leaving these details in for archival purposes, as well as for reference
when implementing this logic again.

* The reflect deserializers now perform a `FromReflect` conversion
internally. The expected output of `TypedReflectDeserializer::new` and
`UntypedReflectDeserializer::new` is no longer a Dynamic (e.g.,
`DynamicList`), but its Real counterpart (e.g., `Vec<i32>`).

  ```rust
let reflect_deserializer =
UntypedReflectDeserializer::new_dynamic(&registry);
  let mut deserializer = ron:🇩🇪:Deserializer::from_str(input)?;
  
  // OLD
let output: DynamicStruct = reflect_deserializer.deserialize(&mut
deserializer)?.take()?;
  
  // NEW
let output: SomeStruct = reflect_deserializer.deserialize(&mut
deserializer)?.take()?;
  ```

Alternatively, if this behavior isn't desired, use the
`TypedReflectDeserializer::new_dynamic` and
`UntypedReflectDeserializer::new_dynamic` methods instead:

  ```rust
  // OLD
  let reflect_deserializer = UntypedReflectDeserializer::new(&registry);
  
  // NEW
let reflect_deserializer =
UntypedReflectDeserializer::new_dynamic(&registry);
  ```

</details>

---------

Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2023-06-29 01:31:34 +00:00

965 lines
34 KiB
Rust

use bevy_ecs::{
entity::{Entity, EntityMapper, MapEntities},
prelude::{Component, ReflectComponent},
};
use bevy_math::{DVec2, IVec2, Vec2};
use bevy_reflect::{std_traits::ReflectDefault, Reflect};
#[cfg(feature = "serialize")]
use bevy_reflect::{ReflectDeserialize, ReflectSerialize};
use bevy_utils::tracing::warn;
use crate::CursorIcon;
/// Marker [`Component`] for the window considered the primary window.
///
/// Currently this is assumed to only exist on 1 entity at a time.
///
/// [`WindowPlugin`](crate::WindowPlugin) will spawn a window entity
/// with this component if `primary_window` is `Some`.
#[derive(Default, Debug, Component, PartialEq, Eq, PartialOrd, Ord, Copy, Clone, Reflect)]
#[reflect(Component)]
pub struct PrimaryWindow;
/// Reference to a [`Window`], whether it be a direct link to a specific entity or
/// a more vague defaulting choice.
#[repr(C)]
#[derive(Default, Copy, Clone, Debug, Reflect)]
#[cfg_attr(
feature = "serialize",
derive(serde::Serialize, serde::Deserialize),
reflect(Serialize, Deserialize)
)]
pub enum WindowRef {
/// This will be linked to the primary window that is created by default
/// in the [`WindowPlugin`](crate::WindowPlugin::primary_window).
#[default]
Primary,
/// A more direct link to a window entity.
///
/// Use this if you want to reference a secondary/tertiary/... window.
///
/// To create a new window you can spawn an entity with a [`Window`],
/// then you can use that entity here for usage in cameras.
Entity(Entity),
}
impl WindowRef {
/// Normalize the window reference so that it can be compared to other window references.
pub fn normalize(&self, primary_window: Option<Entity>) -> Option<NormalizedWindowRef> {
let entity = match self {
Self::Primary => primary_window,
Self::Entity(entity) => Some(*entity),
};
entity.map(NormalizedWindowRef)
}
}
impl MapEntities for WindowRef {
fn map_entities(&mut self, entity_mapper: &mut EntityMapper) {
match self {
Self::Entity(entity) => {
*entity = entity_mapper.get_or_reserve(*entity);
}
Self::Primary => {}
};
}
}
/// A flattened representation of a window reference for equality/hashing purposes.
///
/// For most purposes you probably want to use the unnormalized version [`WindowRef`].
#[repr(C)]
#[derive(Copy, Clone, Debug, PartialEq, Eq, PartialOrd, Ord, Hash, Reflect)]
#[cfg_attr(
feature = "serialize",
derive(serde::Serialize, serde::Deserialize),
reflect(Serialize, Deserialize)
)]
pub struct NormalizedWindowRef(Entity);
impl NormalizedWindowRef {
/// Fetch the entity of this window reference
pub fn entity(&self) -> Entity {
self.0
}
}
/// The defining [`Component`] for window entities,
/// storing information about how it should appear and behave.
///
/// Each window corresponds to an entity, and is uniquely identified by the value of their [`Entity`].
/// When the [`Window`] component is added to an entity, a new window will be opened.
/// When it is removed or the entity is despawned, the window will close.
///
/// This component is synchronized with `winit` through `bevy_winit`:
/// it will reflect the current state of the window and can be modified to change this state.
#[derive(Component, Debug, Clone, Reflect)]
#[cfg_attr(
feature = "serialize",
derive(serde::Serialize, serde::Deserialize),
reflect(Serialize, Deserialize)
)]
#[reflect(Component, Default)]
pub struct Window {
/// The cursor of this window.
pub cursor: Cursor,
/// What presentation mode to give the window.
pub present_mode: PresentMode,
/// Which fullscreen or windowing mode should be used.
pub mode: WindowMode,
/// Where the window should be placed.
pub position: WindowPosition,
/// What resolution the window should have.
pub resolution: WindowResolution,
/// Stores the title of the window.
pub title: String,
/// How the alpha channel of textures should be handled while compositing.
pub composite_alpha_mode: CompositeAlphaMode,
/// The limits of the window's logical size
/// (found in its [`resolution`](WindowResolution)) when resizing.
pub resize_constraints: WindowResizeConstraints,
/// Should the window be resizable?
///
/// Note: This does not stop the program from fullscreening/setting
/// the size programmatically.
pub resizable: bool,
/// Should the window have decorations enabled?
///
/// (Decorations are the minimize, maximize, and close buttons on desktop apps)
///
// ## Platform-specific
//
// **`iOS`**, **`Android`**, and the **`Web`** do not have decorations.
pub decorations: bool,
/// Should the window be transparent?
///
/// Defines whether the background of the window should be transparent.
///
/// ## Platform-specific
/// - iOS / Android / Web: Unsupported.
/// - macOS X: Not working as expected.
///
/// macOS X transparent works with winit out of the box, so this issue might be related to: <https://github.com/gfx-rs/wgpu/issues/687>.
/// You should also set the window `composite_alpha_mode` to `CompositeAlphaMode::PostMultiplied`.
pub transparent: bool,
/// Get/set whether the window is focused.
pub focused: bool,
/// Where should the window appear relative to other overlapping window.
///
/// ## Platform-specific
///
/// - iOS / Android / Web / Wayland: Unsupported.
pub window_level: WindowLevel,
/// The "html canvas" element selector.
///
/// If set, this selector will be used to find a matching html canvas element,
/// rather than creating a new one.
/// Uses the [CSS selector format](https://developer.mozilla.org/en-US/docs/Web/API/Document/querySelector).
///
/// This value has no effect on non-web platforms.
pub canvas: Option<String>,
/// Whether or not to fit the canvas element's size to its parent element's size.
///
/// **Warning**: this will not behave as expected for parents that set their size according to the size of their
/// children. This creates a "feedback loop" that will result in the canvas growing on each resize. When using this
/// feature, ensure the parent's size is not affected by its children.
///
/// This value has no effect on non-web platforms.
pub fit_canvas_to_parent: bool,
/// Whether or not to stop events from propagating out of the canvas element
///
/// When `true`, this will prevent common browser hotkeys like F5, F12, Ctrl+R, tab, etc.
/// from performing their default behavior while the bevy app has focus.
///
/// This value has no effect on non-web platforms.
pub prevent_default_event_handling: bool,
/// Stores internal state that isn't directly accessible.
pub internal: InternalWindowState,
/// Should the window use Input Method Editor?
///
/// If enabled, the window will receive [`Ime`](crate::Ime) events instead of
/// [`ReceivedCharacter`](crate::ReceivedCharacter) or
/// [`KeyboardInput`](bevy_input::keyboard::KeyboardInput).
///
/// IME should be enabled during text input, but not when you expect to get the exact key pressed.
///
/// ## Platform-specific
///
/// - iOS / Android / Web: Unsupported.
pub ime_enabled: bool,
/// Sets location of IME candidate box in client area coordinates relative to the top left.
///
/// ## Platform-specific
///
/// - iOS / Android / Web: Unsupported.
pub ime_position: Vec2,
/// Sets a specific theme for the window.
///
/// If `None` is provided, the window will use the system theme.
///
/// ## Platform-specific
///
/// - iOS / Android / Web: Unsupported.
pub window_theme: Option<WindowTheme>,
}
impl Default for Window {
fn default() -> Self {
Self {
title: "Bevy App".to_owned(),
cursor: Default::default(),
present_mode: Default::default(),
mode: Default::default(),
position: Default::default(),
resolution: Default::default(),
internal: Default::default(),
composite_alpha_mode: Default::default(),
resize_constraints: Default::default(),
ime_enabled: Default::default(),
ime_position: Default::default(),
resizable: true,
decorations: true,
transparent: false,
focused: true,
window_level: Default::default(),
fit_canvas_to_parent: false,
prevent_default_event_handling: true,
canvas: None,
window_theme: None,
}
}
}
impl Window {
/// Setting this to true will attempt to maximize the window.
///
/// Setting it to false will attempt to un-maximize the window.
pub fn set_maximized(&mut self, maximized: bool) {
self.internal.maximize_request = Some(maximized);
}
/// Setting this to true will attempt to minimize the window.
///
/// Setting it to false will attempt to un-minimize the window.
pub fn set_minimized(&mut self, minimized: bool) {
self.internal.minimize_request = Some(minimized);
}
/// The window's client area width in logical pixels.
///
/// See [`WindowResolution`] for an explanation about logical/physical sizes.
#[inline]
pub fn width(&self) -> f32 {
self.resolution.width()
}
/// The window's client area height in logical pixels.
///
/// See [`WindowResolution`] for an explanation about logical/physical sizes.
#[inline]
pub fn height(&self) -> f32 {
self.resolution.height()
}
/// The window's client area width in physical pixels.
///
/// See [`WindowResolution`] for an explanation about logical/physical sizes.
#[inline]
pub fn physical_width(&self) -> u32 {
self.resolution.physical_width()
}
/// The window's client area height in physical pixels.
///
/// See [`WindowResolution`] for an explanation about logical/physical sizes.
#[inline]
pub fn physical_height(&self) -> u32 {
self.resolution.physical_height()
}
/// The window's scale factor.
///
/// Ratio of physical size to logical size, see [`WindowResolution`].
#[inline]
pub fn scale_factor(&self) -> f64 {
self.resolution.scale_factor()
}
/// The cursor position in this window in logical pixels.
///
/// Returns `None` if the cursor is outside the window area.
///
/// See [`WindowResolution`] for an explanation about logical/physical sizes.
#[inline]
pub fn cursor_position(&self) -> Option<Vec2> {
self.internal
.physical_cursor_position
.map(|position| (position / self.scale_factor()).as_vec2())
}
/// The cursor position in this window in physical pixels.
///
/// Returns `None` if the cursor is outside the window area.
///
/// See [`WindowResolution`] for an explanation about logical/physical sizes.
#[inline]
pub fn physical_cursor_position(&self) -> Option<Vec2> {
self.internal
.physical_cursor_position
.map(|position| position.as_vec2())
}
/// Set the cursor position in this window in logical pixels.
///
/// See [`WindowResolution`] for an explanation about logical/physical sizes.
pub fn set_cursor_position(&mut self, position: Option<Vec2>) {
self.internal.physical_cursor_position =
position.map(|p| p.as_dvec2() * self.scale_factor());
}
/// Set the cursor position in this window in physical pixels.
///
/// See [`WindowResolution`] for an explanation about logical/physical sizes.
pub fn set_physical_cursor_position(&mut self, position: Option<DVec2>) {
self.internal.physical_cursor_position = position;
}
}
/// The size limits on a [`Window`].
///
/// These values are measured in logical pixels (see [`WindowResolution`]), so the user's
/// scale factor does affect the size limits on the window.
///
/// Please note that if the window is resizable, then when the window is
/// maximized it may have a size outside of these limits. The functionality
/// required to disable maximizing is not yet exposed by winit.
#[derive(Debug, Clone, Copy, PartialEq, Reflect)]
#[cfg_attr(
feature = "serialize",
derive(serde::Serialize, serde::Deserialize),
reflect(Serialize, Deserialize)
)]
#[reflect(Debug, PartialEq, Default)]
pub struct WindowResizeConstraints {
/// The minimum width the window can have.
pub min_width: f32,
/// The minimum height the window can have.
pub min_height: f32,
/// The maximum width the window can have.
pub max_width: f32,
/// The maximum height the window can have.
pub max_height: f32,
}
impl Default for WindowResizeConstraints {
fn default() -> Self {
Self {
min_width: 180.,
min_height: 120.,
max_width: f32::INFINITY,
max_height: f32::INFINITY,
}
}
}
impl WindowResizeConstraints {
/// Checks if the constraints are valid.
///
/// Will output warnings if it isn't.
#[must_use]
pub fn check_constraints(&self) -> Self {
let WindowResizeConstraints {
mut min_width,
mut min_height,
mut max_width,
mut max_height,
} = self;
min_width = min_width.max(1.);
min_height = min_height.max(1.);
if max_width < min_width {
warn!(
"The given maximum width {} is smaller than the minimum width {}",
max_width, min_width
);
max_width = min_width;
}
if max_height < min_height {
warn!(
"The given maximum height {} is smaller than the minimum height {}",
max_height, min_height
);
max_height = min_height;
}
WindowResizeConstraints {
min_width,
min_height,
max_width,
max_height,
}
}
}
/// Cursor data for a [`Window`].
#[derive(Debug, Copy, Clone, Reflect)]
#[cfg_attr(
feature = "serialize",
derive(serde::Serialize, serde::Deserialize),
reflect(Serialize, Deserialize)
)]
#[reflect(Debug, Default)]
pub struct Cursor {
/// What the cursor should look like while inside the window.
pub icon: CursorIcon,
/// Whether the cursor is visible or not.
///
/// ## Platform-specific
///
/// - **`Windows`**, **`X11`**, and **`Wayland`**: The cursor is hidden only when inside the window.
/// To stop the cursor from leaving the window, change [`Cursor::grab_mode`] to [`CursorGrabMode::Locked`] or [`CursorGrabMode::Confined`]
/// - **`macOS`**: The cursor is hidden only when the window is focused.
/// - **`iOS`** and **`Android`** do not have cursors
pub visible: bool,
/// Whether or not the cursor is locked by or confined within the window.
///
/// ## Platform-specific
///
/// - **`Windows`** doesn't support [`CursorGrabMode::Locked`]
/// - **`macOS`** doesn't support [`CursorGrabMode::Confined`]
/// - **`iOS/Android`** don't have cursors.
///
/// Since `Windows` and `macOS` have different [`CursorGrabMode`] support, we first try to set the grab mode that was asked for. If it doesn't work then use the alternate grab mode.
pub grab_mode: CursorGrabMode,
/// Set whether or not mouse events within *this* window are captured or fall through to the Window below.
///
/// ## Platform-specific
///
/// - iOS / Android / Web / X11: Unsupported.
pub hit_test: bool,
}
impl Default for Cursor {
fn default() -> Self {
Cursor {
icon: CursorIcon::Default,
visible: true,
grab_mode: CursorGrabMode::None,
hit_test: true,
}
}
}
/// Defines where a [`Window`] should be placed on the screen.
#[derive(Default, Debug, Clone, Copy, PartialEq, Reflect)]
#[cfg_attr(
feature = "serialize",
derive(serde::Serialize, serde::Deserialize),
reflect(Serialize, Deserialize)
)]
#[reflect(Debug, PartialEq)]
pub enum WindowPosition {
/// Position will be set by the window manager.
/// Bevy will delegate this decision to the window manager and no guarantees can be made about where the window will be placed.
///
/// Used at creation but will be changed to [`At`](WindowPosition::At).
#[default]
Automatic,
/// Window will be centered on the selected monitor.
///
/// Note that this does not account for window decorations.
///
/// Used at creation or for update but will be changed to [`At`](WindowPosition::At)
Centered(MonitorSelection),
/// The window's top-left corner should be placed at the specified position (in physical pixels).
///
/// (0,0) represents top-left corner of screen space.
At(IVec2),
}
impl WindowPosition {
/// Creates a new [`WindowPosition`] at a position.
pub fn new(position: IVec2) -> Self {
Self::At(position)
}
/// Set the position to a specific point.
pub fn set(&mut self, position: IVec2) {
*self = WindowPosition::At(position);
}
/// Set the window to a specific monitor.
pub fn center(&mut self, monitor: MonitorSelection) {
*self = WindowPosition::Centered(monitor);
}
}
/// Controls the size of a [`Window`]
///
/// ## Physical, logical and requested sizes
///
/// There are three sizes associated with a window:
/// - the physical size,
/// which represents the actual height and width in physical pixels
/// the window occupies on the monitor,
/// - the logical size,
/// which represents the size that should be used to scale elements
/// inside the window, measured in logical pixels,
/// - the requested size,
/// measured in logical pixels, which is the value submitted
/// to the API when creating the window, or requesting that it be resized.
///
/// ## Scale factor
///
/// The reason logical size and physical size are separated and can be different
/// is to account for the cases where:
/// - several monitors have different pixel densities,
/// - the user has set up a pixel density preference in its operating system,
/// - the Bevy `App` has specified a specific scale factor between both.
///
/// The factor between physical size and logical size can be retrieved with
/// [`WindowResolution::scale_factor`].
///
/// For the first two cases, a scale factor is set automatically by the operating
/// system through the window backend. You can get it with
/// [`WindowResolution::base_scale_factor`].
///
/// For the third case, you can override this automatic scale factor with
/// [`WindowResolution::set_scale_factor_override`].
///
/// ## Requested and obtained sizes
///
/// The logical size should be equal to the requested size after creating/resizing,
/// when possible.
/// The reason the requested size and logical size might be different
/// is because the corresponding physical size might exceed limits (either the
/// size limits of the monitor, or limits defined in [`WindowResizeConstraints`]).
///
/// Note: The requested size is not kept in memory, for example requesting a size
/// too big for the screen, making the logical size different from the requested size,
/// and then setting a scale factor that makes the previous requested size within
/// the limits of the screen will not get back that previous requested size.
#[derive(Debug, Clone, PartialEq, Reflect)]
#[cfg_attr(
feature = "serialize",
derive(serde::Serialize, serde::Deserialize),
reflect(Serialize, Deserialize)
)]
#[reflect(Debug, PartialEq, Default)]
pub struct WindowResolution {
/// Width of the window in physical pixels.
physical_width: u32,
/// Height of the window in physical pixels.
physical_height: u32,
/// Code-provided ratio of physical size to logical size.
///
/// Should be used instead `scale_factor` when set.
scale_factor_override: Option<f64>,
/// OS-provided ratio of physical size to logical size.
///
/// Set automatically depending on the pixel density of the screen.
scale_factor: f64,
}
impl Default for WindowResolution {
fn default() -> Self {
WindowResolution {
physical_width: 1280,
physical_height: 720,
scale_factor_override: None,
scale_factor: 1.0,
}
}
}
impl WindowResolution {
/// Creates a new [`WindowResolution`].
pub fn new(logical_width: f32, logical_height: f32) -> Self {
Self {
physical_width: logical_width as u32,
physical_height: logical_height as u32,
..Default::default()
}
}
/// Builder method for adding a scale factor override to the resolution.
pub fn with_scale_factor_override(mut self, scale_factor_override: f64) -> Self {
self.scale_factor_override = Some(scale_factor_override);
self
}
/// The window's client area width in logical pixels.
#[inline]
pub fn width(&self) -> f32 {
(self.physical_width() as f64 / self.scale_factor()) as f32
}
/// The window's client area height in logical pixels.
#[inline]
pub fn height(&self) -> f32 {
(self.physical_height() as f64 / self.scale_factor()) as f32
}
/// The window's client area width in physical pixels.
#[inline]
pub fn physical_width(&self) -> u32 {
self.physical_width
}
/// The window's client area height in physical pixels.
#[inline]
pub fn physical_height(&self) -> u32 {
self.physical_height
}
/// The ratio of physical pixels to logical pixels.
///
/// `physical_pixels = logical_pixels * scale_factor`
pub fn scale_factor(&self) -> f64 {
self.scale_factor_override
.unwrap_or_else(|| self.base_scale_factor())
}
/// The window scale factor as reported by the window backend.
///
/// This value is unaffected by [`WindowResolution::scale_factor_override`].
#[inline]
pub fn base_scale_factor(&self) -> f64 {
self.scale_factor
}
/// The scale factor set with [`WindowResolution::set_scale_factor_override`].
///
/// This value may be different from the scale factor reported by the window backend.
#[inline]
pub fn scale_factor_override(&self) -> Option<f64> {
self.scale_factor_override
}
/// Set the window's logical resolution.
#[inline]
pub fn set(&mut self, width: f32, height: f32) {
self.set_physical_resolution(
(width as f64 * self.scale_factor()) as u32,
(height as f64 * self.scale_factor()) as u32,
);
}
/// Set the window's physical resolution.
///
/// This will ignore the scale factor setting, so most of the time you should
/// prefer to use [`WindowResolution::set`].
#[inline]
pub fn set_physical_resolution(&mut self, width: u32, height: u32) {
self.physical_width = width;
self.physical_height = height;
}
/// Set the window's scale factor, this may get overridden by the backend.
#[inline]
pub fn set_scale_factor(&mut self, scale_factor: f64) {
let (width, height) = (self.width(), self.height());
self.scale_factor = scale_factor;
self.set(width, height);
}
/// Set the window's scale factor, this will be used over what the backend decides.
///
/// This can change the logical and physical sizes if the resulting physical
/// size is not within the limits.
#[inline]
pub fn set_scale_factor_override(&mut self, scale_factor_override: Option<f64>) {
let (width, height) = (self.width(), self.height());
self.scale_factor_override = scale_factor_override;
self.set(width, height);
}
}
impl<I> From<(I, I)> for WindowResolution
where
I: Into<f32>,
{
fn from((width, height): (I, I)) -> WindowResolution {
WindowResolution::new(width.into(), height.into())
}
}
impl<I> From<[I; 2]> for WindowResolution
where
I: Into<f32>,
{
fn from([width, height]: [I; 2]) -> WindowResolution {
WindowResolution::new(width.into(), height.into())
}
}
impl From<bevy_math::Vec2> for WindowResolution {
fn from(res: bevy_math::Vec2) -> WindowResolution {
WindowResolution::new(res.x, res.y)
}
}
impl From<bevy_math::DVec2> for WindowResolution {
fn from(res: bevy_math::DVec2) -> WindowResolution {
WindowResolution::new(res.x as f32, res.y as f32)
}
}
/// Defines if and how the [`Cursor`] is grabbed by a [`Window`].
///
/// ## Platform-specific
///
/// - **`Windows`** doesn't support [`CursorGrabMode::Locked`]
/// - **`macOS`** doesn't support [`CursorGrabMode::Confined`]
/// - **`iOS/Android`** don't have cursors.
///
/// Since `Windows` and `macOS` have different [`CursorGrabMode`] support, we first try to set the grab mode that was asked for. If it doesn't work then use the alternate grab mode.
#[derive(Default, Debug, Clone, Copy, PartialEq, Eq, Reflect)]
#[cfg_attr(
feature = "serialize",
derive(serde::Serialize, serde::Deserialize),
reflect(Serialize, Deserialize)
)]
#[reflect(Debug, PartialEq, Default)]
pub enum CursorGrabMode {
/// The cursor can freely leave the window.
#[default]
None,
/// The cursor is confined to the window area.
Confined,
/// The cursor is locked inside the window area to a certain position.
Locked,
}
/// Stores internal [`Window`] state that isn't directly accessible.
#[derive(Default, Debug, Copy, Clone, PartialEq, Reflect)]
#[cfg_attr(
feature = "serialize",
derive(serde::Serialize, serde::Deserialize),
reflect(Serialize, Deserialize)
)]
#[reflect(Debug, PartialEq, Default)]
pub struct InternalWindowState {
/// If this is true then next frame we will ask to minimize the window.
minimize_request: Option<bool>,
/// If this is true then next frame we will ask to maximize/un-maximize the window depending on `maximized`.
maximize_request: Option<bool>,
/// Unscaled cursor position.
physical_cursor_position: Option<DVec2>,
}
impl InternalWindowState {
/// Consumes the current maximize request, if it exists. This should only be called by window backends.
pub fn take_maximize_request(&mut self) -> Option<bool> {
self.maximize_request.take()
}
/// Consumes the current minimize request, if it exists. This should only be called by window backends.
pub fn take_minimize_request(&mut self) -> Option<bool> {
self.minimize_request.take()
}
}
/// References a screen monitor.
///
/// Used when centering a [`Window`] on a monitor.
#[derive(Debug, Clone, Copy, PartialEq, Eq, Reflect)]
#[cfg_attr(
feature = "serialize",
derive(serde::Serialize, serde::Deserialize),
reflect(Serialize, Deserialize)
)]
#[reflect(Debug, PartialEq)]
pub enum MonitorSelection {
/// Uses the current monitor of the window.
///
/// If [`WindowPosition::Centered(MonitorSelection::Current)`](WindowPosition::Centered) is used when creating a window,
/// the window doesn't have a monitor yet, this will fall back to [`WindowPosition::Automatic`].
Current,
/// Uses the primary monitor of the system.
Primary,
/// Uses the monitor with the specified index.
Index(usize),
}
/// Presentation mode for a [`Window`].
///
/// The presentation mode specifies when a frame is presented to the window. The [`Fifo`]
/// option corresponds to a traditional `VSync`, where the framerate is capped by the
/// display refresh rate. Both [`Immediate`] and [`Mailbox`] are low-latency and are not
/// capped by the refresh rate, but may not be available on all platforms. Tearing
/// may be observed with [`Immediate`] mode, but will not be observed with [`Mailbox`] or
/// [`Fifo`].
///
/// [`AutoVsync`] or [`AutoNoVsync`] will gracefully fallback to [`Fifo`] when unavailable.
///
/// [`Immediate`] or [`Mailbox`] will panic if not supported by the platform.
///
/// [`Fifo`]: PresentMode::Fifo
/// [`Immediate`]: PresentMode::Immediate
/// [`Mailbox`]: PresentMode::Mailbox
/// [`AutoVsync`]: PresentMode::AutoVsync
/// [`AutoNoVsync`]: PresentMode::AutoNoVsync
///
#[repr(C)]
#[derive(Default, Copy, Clone, Debug, PartialEq, Eq, Hash, Reflect)]
#[cfg_attr(
feature = "serialize",
derive(serde::Serialize, serde::Deserialize),
reflect(Serialize, Deserialize)
)]
#[reflect(Debug, PartialEq, Hash)]
#[doc(alias = "vsync")]
pub enum PresentMode {
/// Chooses FifoRelaxed -> Fifo based on availability.
///
/// Because of the fallback behavior, it is supported everywhere.
AutoVsync = 0,
/// Chooses Immediate -> Mailbox -> Fifo (on web) based on availability.
///
/// Because of the fallback behavior, it is supported everywhere.
AutoNoVsync = 1,
/// The presentation engine does **not** wait for a vertical blanking period and
/// the request is presented immediately. This is a low-latency presentation mode,
/// but visible tearing may be observed. Not optimal for mobile.
///
/// Selecting this variant will panic if not supported, it is preferred to use
/// [`PresentMode::AutoNoVsync`].
Immediate = 2,
/// The presentation engine waits for the next vertical blanking period to update
/// the current image, but frames may be submitted without delay. This is a low-latency
/// presentation mode and visible tearing will **not** be observed. Not optimal for mobile.
///
/// Selecting this variant will panic if not supported, it is preferred to use
/// [`PresentMode::AutoNoVsync`].
Mailbox = 3,
/// The presentation engine waits for the next vertical blanking period to update
/// the current image. The framerate will be capped at the display refresh rate,
/// corresponding to the `VSync`. Tearing cannot be observed. Optimal for mobile.
#[default]
Fifo = 4, // NOTE: The explicit ordinal values mirror wgpu.
}
/// Specifies how the alpha channel of the textures should be handled during compositing, for a [`Window`].
#[repr(C)]
#[derive(Default, Debug, Clone, Copy, PartialEq, Eq, Hash, Reflect)]
#[cfg_attr(
feature = "serialize",
derive(serde::Serialize, serde::Deserialize),
reflect(Serialize, Deserialize)
)]
#[reflect(Debug, PartialEq, Hash)]
pub enum CompositeAlphaMode {
/// Chooses either [`Opaque`](CompositeAlphaMode::Opaque) or [`Inherit`](CompositeAlphaMode::Inherit)
/// automatically, depending on the `alpha_mode` that the current surface can support.
#[default]
Auto = 0,
/// The alpha channel, if it exists, of the textures is ignored in the
/// compositing process. Instead, the textures is treated as if it has a
/// constant alpha of 1.0.
Opaque = 1,
/// The alpha channel, if it exists, of the textures is respected in the
/// compositing process. The non-alpha channels of the textures are
/// expected to already be multiplied by the alpha channel by the
/// application.
PreMultiplied = 2,
/// The alpha channel, if it exists, of the textures is respected in the
/// compositing process. The non-alpha channels of the textures are not
/// expected to already be multiplied by the alpha channel by the
/// application; instead, the compositor will multiply the non-alpha
/// channels of the texture by the alpha channel during compositing.
PostMultiplied = 3,
/// The alpha channel, if it exists, of the textures is unknown for processing
/// during compositing. Instead, the application is responsible for setting
/// the composite alpha blending mode using native WSI command. If not set,
/// then a platform-specific default will be used.
Inherit = 4,
}
/// Defines the way a [`Window`] is displayed.
#[derive(Default, Debug, Clone, Copy, PartialEq, Eq, Reflect)]
#[cfg_attr(
feature = "serialize",
derive(serde::Serialize, serde::Deserialize),
reflect(Serialize, Deserialize)
)]
#[reflect(Debug, PartialEq)]
pub enum WindowMode {
/// The window should take a portion of the screen, using the window resolution size.
#[default]
Windowed,
/// The window should appear fullscreen by being borderless and using the full
/// size of the screen.
///
/// When setting this, the window's physical size will be modified to match the size
/// of the current monitor resolution, and the logical size will follow based
/// on the scale factor, see [`WindowResolution`].
BorderlessFullscreen,
/// The window should be in "true"/"legacy" Fullscreen mode.
///
/// When setting this, the operating system will be requested to use the
/// **closest** resolution available for the current monitor to match as
/// closely as possible the window's physical size.
/// After that, the window's physical size will be modified to match
/// that monitor resolution, and the logical size will follow based on the
/// scale factor, see [`WindowResolution`].
SizedFullscreen,
/// The window should be in "true"/"legacy" Fullscreen mode.
///
/// When setting this, the operating system will be requested to use the
/// **biggest** resolution available for the current monitor.
/// After that, the window's physical size will be modified to match
/// that monitor resolution, and the logical size will follow based on the
/// scale factor, see [`WindowResolution`].
Fullscreen,
}
/// Specifies where a [`Window`] should appear relative to other overlapping windows (on top or under) .
///
/// Levels are groups of windows with respect to their z-position.
///
/// The relative ordering between windows in different window levels is fixed.
/// The z-order of windows within the same window level may change dynamically on user interaction.
///
/// ## Platform-specific
///
/// - **iOS / Android / Web / Wayland:** Unsupported.
#[derive(Default, Debug, Clone, Copy, PartialEq, Eq, Reflect)]
#[cfg_attr(
feature = "serialize",
derive(serde::Serialize, serde::Deserialize),
reflect(Serialize, Deserialize)
)]
#[reflect(Debug, PartialEq)]
pub enum WindowLevel {
/// The window will always be below [`WindowLevel::Normal`] and [`WindowLevel::AlwaysOnTop`] windows.
///
/// This is useful for a widget-based app.
AlwaysOnBottom,
/// The default group.
#[default]
Normal,
/// The window will always be on top of [`WindowLevel::Normal`] and [`WindowLevel::AlwaysOnBottom`] windows.
AlwaysOnTop,
}
/// The [`Window`] theme variant to use.
#[derive(Debug, Clone, Copy, PartialEq, Eq, Reflect)]
#[cfg_attr(
feature = "serialize",
derive(serde::Serialize, serde::Deserialize),
reflect(Serialize, Deserialize)
)]
#[reflect(Debug, PartialEq)]
pub enum WindowTheme {
/// Use the light variant.
Light,
/// Use the dark variant.
Dark,
}