bevy/crates/bevy_winit/src/lib.rs
irate bc9e159b26
Revert App::run() behavior/Remove winit specific code from bevy_app (#10389)
# Objective
The way `bevy_app` works was changed unnecessarily in #9826 whose
changes should have been specific to `bevy_winit`.
I'm somewhat disappointed that happened and we can see in
https://github.com/bevyengine/bevy/pull/10195 that it made things more
complicated.

Even worse, in #10385 it's clear that this breaks the clean abstraction
over another engine someone built with Bevy!

Fixes #10385.

## Solution

- Move the changes made to `bevy_app` in #9826 to `bevy_winit`
- Revert the changes to `ScheduleRunnerPlugin` and the `run_once` runner
in #10195 as they're no longer necessary.

While this code is breaking relative to `0.12.0`, it reverts the
behavior of `bevy_app` back to how it was in `0.11`.
Due to the nature of the breakage relative to `0.11` I hope this will be
considered for `0.12.1`.
2023-11-16 21:50:17 +00:00

931 lines
39 KiB
Rust

#![allow(clippy::type_complexity)]
#![warn(missing_docs)]
//! `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;
#[cfg(target_arch = "wasm32")]
mod web_resize;
mod winit_config;
mod winit_windows;
use bevy_a11y::AccessibilityRequested;
use system::{changed_windows, create_windows, despawn_windows, CachedWindow};
pub use winit_config::*;
pub use winit_windows::*;
use bevy_app::{App, AppExit, Last, Plugin, PluginsState};
use bevy_ecs::event::{Events, ManualEventReader};
use bevy_ecs::prelude::*;
use bevy_ecs::system::{SystemParam, SystemState};
use bevy_input::{
keyboard::KeyboardInput,
mouse::{MouseButtonInput, MouseMotion, MouseScrollUnit, MouseWheel},
touch::TouchInput,
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::{trace, warn},
Duration, Instant,
};
use bevy_window::{
exit_on_all_closed, ApplicationLifetime, CursorEntered, CursorLeft, CursorMoved,
FileDragAndDrop, Ime, ReceivedCharacter, RequestRedraw, Window,
WindowBackendScaleFactorChanged, WindowCloseRequested, WindowCreated, WindowDestroyed,
WindowFocused, WindowMoved, WindowResized, WindowScaleFactorChanged, WindowThemeChanged,
};
#[cfg(target_os = "android")]
use bevy_window::{PrimaryWindow, RawHandleWrapper};
#[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::accessibility::{AccessKitAdapters, AccessibilityPlugin, WinitActionHandlers};
use crate::converters::convert_winit_theme;
#[cfg(target_arch = "wasm32")]
use crate::web_resize::{CanvasParentResizeEventChannel, CanvasParentResizePlugin};
/// [`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<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::<()>::with_user_event();
// This is needed because the features checked in the inner
// block might be enabled on other platforms than linux.
#[cfg(target_os = "linux")]
{
#[cfg(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);
}
#[cfg(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;
event_loop_builder.with_android_app(
ANDROID_APP
.get()
.expect("Bevy must be setup with the #[bevy_main] macro on Android")
.clone(),
);
}
app.init_non_send_resource::<WinitWindows>()
.init_resource::<WinitSettings>()
.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(AccessibilityPlugin);
#[cfg(target_arch = "wasm32")]
app.add_plugins(CanvasParentResizePlugin);
let event_loop = event_loop_builder.build();
// 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.
#[cfg(not(target_arch = "wasm32"))]
let mut create_window_system_state: SystemState<(
Commands,
Query<(Entity, &mut Window)>,
EventWriter<WindowCreated>,
NonSendMut<WinitWindows>,
NonSendMut<AccessKitAdapters>,
ResMut<WinitActionHandlers>,
ResMut<AccessibilityRequested>,
)> = SystemState::from_world(&mut app.world);
#[cfg(target_arch = "wasm32")]
let mut create_window_system_state: SystemState<(
Commands,
Query<(Entity, &mut Window)>,
EventWriter<WindowCreated>,
NonSendMut<WinitWindows>,
NonSendMut<AccessKitAdapters>,
ResMut<WinitActionHandlers>,
ResMut<AccessibilityRequested>,
ResMut<CanvasParentResizeEventChannel>,
)> = SystemState::from_world(&mut app.world);
#[cfg(not(target_arch = "wasm32"))]
let (
commands,
mut windows,
event_writer,
winit_windows,
adapters,
handlers,
accessibility_requested,
) = create_window_system_state.get_mut(&mut app.world);
#[cfg(target_arch = "wasm32")]
let (
commands,
mut windows,
event_writer,
winit_windows,
adapters,
handlers,
accessibility_requested,
event_channel,
) = create_window_system_state.get_mut(&mut app.world);
create_windows(
&event_loop,
commands,
windows.iter_mut(),
event_writer,
winit_windows,
adapters,
handlers,
accessibility_requested,
#[cfg(target_arch = "wasm32")]
event_channel,
);
create_window_system_state.apply(&mut app.world);
}
// `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);
}
}
fn run<F, T>(event_loop: EventLoop<T>, event_handler: F) -> !
where
F: 'static + FnMut(Event<'_, T>, &EventLoopWindowTarget<T>, &mut ControlFlow),
{
event_loop.run(event_handler)
}
#[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<F, T>(event_loop: &mut EventLoop<T>, event_handler: F)
where
F: FnMut(Event<'_, T>, &EventLoopWindowTarget<T>, &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<F, T>(_event_loop: &mut EventLoop<T>, _event_handler: F)
where
F: FnMut(Event<'_, T>, &EventLoopWindowTarget<T>, &mut ControlFlow),
{
panic!("Run return is not supported on this platform!")
}
#[derive(SystemParam)]
struct WindowAndInputEventWriters<'w> {
// `winit` `WindowEvent`s
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>,
window_theme_changed: EventWriter<'w, WindowThemeChanged>,
window_destroyed: EventWriter<'w, WindowDestroyed>,
lifetime: EventWriter<'w, ApplicationLifetime>,
keyboard_input: EventWriter<'w, KeyboardInput>,
character_input: EventWriter<'w, ReceivedCharacter>,
mouse_button_input: EventWriter<'w, MouseButtonInput>,
touchpad_magnify_input: EventWriter<'w, TouchpadMagnify>,
touchpad_rotate_input: EventWriter<'w, TouchpadRotate>,
mouse_wheel_input: EventWriter<'w, MouseWheel>,
touch_input: EventWriter<'w, TouchInput>,
ime_input: EventWriter<'w, Ime>,
file_drag_and_drop: EventWriter<'w, FileDragAndDrop>,
cursor_moved: EventWriter<'w, CursorMoved>,
cursor_entered: EventWriter<'w, CursorEntered>,
cursor_left: EventWriter<'w, CursorLeft>,
// `winit` `DeviceEvent`s
mouse_motion: EventWriter<'w, MouseMotion>,
}
/// 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 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,
/// The time the next update is scheduled to start.
scheduled_update: Option<Instant>,
}
#[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,
redraw_requested: false,
wait_elapsed: false,
last_update: Instant::now(),
scheduled_update: None,
}
}
}
/// 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) {
if app.plugins_state() == PluginsState::Ready {
// If we're already ready, we finish up now and advance one frame.
// This prevents black frames during the launch transition on iOS.
app.finish();
app.cleanup();
app.update();
}
let mut event_loop = app
.world
.remove_non_send_resource::<EventLoop<()>>()
.unwrap();
let return_from_run = app.world.resource::<WinitSettings>().return_from_run;
app.world
.insert_non_send_resource(event_loop.create_proxy());
let mut runner_state = WinitAppRunnerState::default();
// prepare structures to access data in the world
let mut app_exit_event_reader = ManualEventReader::<AppExit>::default();
let mut redraw_event_reader = ManualEventReader::<RequestRedraw>::default();
let mut focused_windows_state: SystemState<(Res<WinitSettings>, Query<&Window>)> =
SystemState::new(&mut app.world);
let mut event_writer_system_state: SystemState<(
WindowAndInputEventWriters,
NonSend<WinitWindows>,
Query<(&mut Window, &mut CachedWindow)>,
NonSend<AccessKitAdapters>,
)> = SystemState::new(&mut app.world);
#[cfg(not(target_arch = "wasm32"))]
let mut create_window_system_state: SystemState<(
Commands,
Query<(Entity, &mut Window), Added<Window>>,
EventWriter<WindowCreated>,
NonSendMut<WinitWindows>,
NonSendMut<AccessKitAdapters>,
ResMut<WinitActionHandlers>,
ResMut<AccessibilityRequested>,
)> = SystemState::from_world(&mut app.world);
#[cfg(target_arch = "wasm32")]
let mut create_window_system_state: SystemState<(
Commands,
Query<(Entity, &mut Window), Added<Window>>,
EventWriter<WindowCreated>,
NonSendMut<WinitWindows>,
NonSendMut<AccessKitAdapters>,
ResMut<WinitActionHandlers>,
ResMut<AccessibilityRequested>,
ResMut<CanvasParentResizeEventChannel>,
)> = SystemState::from_world(&mut app.world);
// setup up the event loop
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 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();
}
if let Some(app_exit_events) = app.world.get_resource::<Events<AppExit>>() {
if app_exit_event_reader.read(app_exit_events).last().is_some() {
*control_flow = ControlFlow::Exit;
return;
}
}
}
match event {
event::Event::NewEvents(start_cause) => match start_cause {
StartCause::Init => {
#[cfg(any(target_os = "ios", target_os = "macos"))]
{
#[cfg(not(target_arch = "wasm32"))]
let (
commands,
mut windows,
event_writer,
winit_windows,
adapters,
handlers,
accessibility_requested,
) = create_window_system_state.get_mut(&mut app.world);
#[cfg(target_arch = "wasm32")]
let (
commands,
mut windows,
event_writer,
winit_windows,
adapters,
handlers,
accessibility_requested,
event_channel,
) = create_window_system_state.get_mut(&mut app.world);
create_windows(
event_loop,
commands,
windows.iter_mut(),
event_writer,
winit_windows,
adapters,
handlers,
accessibility_requested,
#[cfg(target_arch = "wasm32")]
event_channel,
);
create_window_system_state.apply(&mut app.world);
}
}
_ => {
if let Some(t) = runner_state.scheduled_update {
let now = Instant::now();
let remaining = t.checked_duration_since(now).unwrap_or(Duration::ZERO);
runner_state.wait_elapsed = remaining.is_zero();
}
}
},
event::Event::WindowEvent {
event, window_id, ..
} => {
let (mut event_writers, winit_windows, mut windows, access_kit_adapters) =
event_writer_system_state.get_mut(&mut app.world);
let Some(window_entity) = winit_windows.get_window_entity(window_id) else {
warn!(
"Skipped event {:?} for unknown winit Window Id {:?}",
event, window_id
);
return;
};
let Ok((mut window, mut cache)) = windows.get_mut(window_entity) else {
warn!(
"Window {:?} is missing `Window` component, skipping event {:?}",
window_entity, event
);
return;
};
// Allow AccessKit to respond to `WindowEvent`s before they reach
// the engine.
if let Some(adapter) = access_kit_adapters.get(&window_entity) {
if let Some(window) = winit_windows.get_window(window_entity) {
// Somewhat surprisingly, this call has meaningful side effects
// See https://github.com/AccessKit/accesskit/issues/300
// AccessKit might later need to filter events based on this, but we currently do not.
// See https://github.com/bevyengine/bevy/pull/10239#issuecomment-1775572176
let _ = adapter.on_event(window, &event);
}
}
runner_state.window_event_received = true;
match event {
WindowEvent::Resized(size) => {
window
.resolution
.set_physical_resolution(size.width, size.height);
event_writers.window_resized.send(WindowResized {
window: window_entity,
width: window.width(),
height: window.height(),
});
}
WindowEvent::CloseRequested => {
event_writers
.window_close_requested
.send(WindowCloseRequested {
window: window_entity,
});
}
WindowEvent::KeyboardInput { ref input, .. } => {
event_writers
.keyboard_input
.send(converters::convert_keyboard_input(input, window_entity));
}
WindowEvent::CursorMoved { position, .. } => {
let physical_position = DVec2::new(position.x, position.y);
window.set_physical_cursor_position(Some(physical_position));
event_writers.cursor_moved.send(CursorMoved {
window: window_entity,
position: (physical_position / window.resolution.scale_factor())
.as_vec2(),
});
}
WindowEvent::CursorEntered { .. } => {
event_writers.cursor_entered.send(CursorEntered {
window: window_entity,
});
}
WindowEvent::CursorLeft { .. } => {
window.set_physical_cursor_position(None);
event_writers.cursor_left.send(CursorLeft {
window: window_entity,
});
}
WindowEvent::MouseInput { state, button, .. } => {
event_writers.mouse_button_input.send(MouseButtonInput {
button: converters::convert_mouse_button(button),
state: converters::convert_element_state(state),
window: window_entity,
});
}
WindowEvent::TouchpadMagnify { delta, .. } => {
event_writers
.touchpad_magnify_input
.send(TouchpadMagnify(delta as f32));
}
WindowEvent::TouchpadRotate { delta, .. } => {
event_writers
.touchpad_rotate_input
.send(TouchpadRotate(delta));
}
WindowEvent::MouseWheel { delta, .. } => match delta {
event::MouseScrollDelta::LineDelta(x, y) => {
event_writers.mouse_wheel_input.send(MouseWheel {
unit: MouseScrollUnit::Line,
x,
y,
window: window_entity,
});
}
event::MouseScrollDelta::PixelDelta(p) => {
event_writers.mouse_wheel_input.send(MouseWheel {
unit: MouseScrollUnit::Pixel,
x: p.x as f32,
y: p.y as f32,
window: window_entity,
});
}
},
WindowEvent::Touch(touch) => {
let location = touch.location.to_logical(window.resolution.scale_factor());
event_writers
.touch_input
.send(converters::convert_touch_input(touch, location));
}
WindowEvent::ReceivedCharacter(char) => {
event_writers.character_input.send(ReceivedCharacter {
window: window_entity,
char,
});
}
WindowEvent::ScaleFactorChanged {
scale_factor,
new_inner_size,
} => {
event_writers.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() {
// 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.
*new_inner_size =
winit::dpi::LogicalSize::new(window.width(), window.height())
.to_physical::<u32>(forced_factor);
} else if approx::relative_ne!(new_factor, prior_factor) {
event_writers.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)
{
event_writers.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) => {
window.focused = focused;
event_writers.window_focused.send(WindowFocused {
window: window_entity,
focused,
});
}
WindowEvent::DroppedFile(path_buf) => {
event_writers
.file_drag_and_drop
.send(FileDragAndDrop::DroppedFile {
window: window_entity,
path_buf,
});
}
WindowEvent::HoveredFile(path_buf) => {
event_writers
.file_drag_and_drop
.send(FileDragAndDrop::HoveredFile {
window: window_entity,
path_buf,
});
}
WindowEvent::HoveredFileCancelled => {
event_writers.file_drag_and_drop.send(
FileDragAndDrop::HoveredFileCanceled {
window: window_entity,
},
);
}
WindowEvent::Moved(position) => {
let position = ivec2(position.x, position.y);
window.position.set(position);
event_writers.window_moved.send(WindowMoved {
entity: window_entity,
position,
});
}
WindowEvent::Ime(event) => match event {
event::Ime::Preedit(value, cursor) => {
event_writers.ime_input.send(Ime::Preedit {
window: window_entity,
value,
cursor,
});
}
event::Ime::Commit(value) => {
event_writers.ime_input.send(Ime::Commit {
window: window_entity,
value,
});
}
event::Ime::Enabled => {
event_writers.ime_input.send(Ime::Enabled {
window: window_entity,
});
}
event::Ime::Disabled => {
event_writers.ime_input.send(Ime::Disabled {
window: window_entity,
});
}
},
WindowEvent::ThemeChanged(theme) => {
event_writers.window_theme_changed.send(WindowThemeChanged {
window: window_entity,
theme: convert_winit_theme(theme),
});
}
WindowEvent::Destroyed => {
event_writers.window_destroyed.send(WindowDestroyed {
window: window_entity,
});
}
_ => {}
}
if window.is_changed() {
cache.window = window.clone();
}
}
event::Event::DeviceEvent {
event: DeviceEvent::MouseMotion { delta: (x, y) },
..
} => {
let (mut event_writers, ..) = event_writer_system_state.get_mut(&mut app.world);
event_writers.mouse_motion.send(MouseMotion {
delta: Vec2::new(x as f32, y as f32),
});
}
event::Event::Suspended => {
let (mut event_writers, ..) = event_writer_system_state.get_mut(&mut app.world);
event_writers.lifetime.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::Event::Resumed => {
let (mut event_writers, ..) = event_writer_system_state.get_mut(&mut app.world);
match runner_state.active {
ActiveState::NotYetStarted => {
event_writers.lifetime.send(ApplicationLifetime::Started);
}
_ => {
event_writers.lifetime.send(ApplicationLifetime::Resumed);
}
}
runner_state.active = ActiveState::Active;
#[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
.query_filtered::<(Entity, &Window), (With<CachedWindow>, Without<bevy_window::RawHandleWrapper>)>();
if let Ok((entity, window)) = query.get_single(&app.world) {
use raw_window_handle::{HasRawDisplayHandle, HasRawWindowHandle};
let window = window.clone();
let (
_,
_,
_,
mut winit_windows,
mut adapters,
mut handlers,
accessibility_requested,
) = create_window_system_state.get_mut(&mut app.world);
let winit_window = winit_windows.create_window(
event_loop,
entity,
&window,
&mut adapters,
&mut handlers,
&accessibility_requested,
);
let wrapper = RawHandleWrapper {
window_handle: winit_window.raw_window_handle(),
display_handle: winit_window.raw_display_handle(),
};
app.world.entity_mut(entity).insert(wrapper);
}
*control_flow = ControlFlow::Poll;
}
}
event::Event::MainEventsCleared => {
if runner_state.active.should_run() {
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.query_filtered::<Entity, With<PrimaryWindow>>();
let entity = query.single(&app.world);
app.world.entity_mut(entity).remove::<RawHandleWrapper>();
*control_flow = ControlFlow::Wait;
}
}
let (config, windows) = focused_windows_state.get(&app.world);
let focused = windows.iter().any(|window| window.focused);
let should_update = match config.update_mode(focused) {
UpdateMode::Continuous | UpdateMode::Reactive { .. } => {
// `Reactive`: In order for `event_handler` to have been called, either
// we received a window or raw input event, the `wait` elapsed, or a
// redraw was requested (by the app or the OS). There are no other
// conditions, so we can just return `true` here.
true
}
UpdateMode::ReactiveLowPower { .. } => {
runner_state.wait_elapsed
|| runner_state.redraw_requested
|| runner_state.window_event_received
}
};
if app.plugins_state() == PluginsState::Cleaned && should_update {
// reset these on each update
runner_state.wait_elapsed = false;
runner_state.window_event_received = false;
runner_state.redraw_requested = false;
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 => *control_flow = ControlFlow::Poll,
UpdateMode::Reactive { wait }
| UpdateMode::ReactiveLowPower { wait } => {
if let Some(next) = runner_state.last_update.checked_add(*wait) {
runner_state.scheduled_update = Some(next);
*control_flow = ControlFlow::WaitUntil(next);
} else {
runner_state.scheduled_update = None;
*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;
*control_flow = ControlFlow::Poll;
}
}
if let Some(app_exit_events) = app.world.get_resource::<Events<AppExit>>() {
if app_exit_event_reader.read(app_exit_events).last().is_some() {
*control_flow = ControlFlow::Exit;
}
}
}
// create any new windows
// (even if app did not update, some may have been created by plugin setup)
#[cfg(not(target_arch = "wasm32"))]
let (
commands,
mut windows,
event_writer,
winit_windows,
adapters,
handlers,
accessibility_requested,
) = create_window_system_state.get_mut(&mut app.world);
#[cfg(target_arch = "wasm32")]
let (
commands,
mut windows,
event_writer,
winit_windows,
adapters,
handlers,
accessibility_requested,
event_channel,
) = create_window_system_state.get_mut(&mut app.world);
create_windows(
event_loop,
commands,
windows.iter_mut(),
event_writer,
winit_windows,
adapters,
handlers,
accessibility_requested,
#[cfg(target_arch = "wasm32")]
event_channel,
);
create_window_system_state.apply(&mut app.world);
}
}
_ => (),
}
};
trace!("starting winit event loop");
if return_from_run {
run_return(&mut event_loop, event_handler);
} else {
run(event_loop, event_handler);
}
}