1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189
//! `bevy_window` provides a platform-agnostic interface for windowing in Bevy.
//!
//! This crate contains types for window management and events,
//! used by windowing implementors such as `bevy_winit`.
//! The [`WindowPlugin`] sets up some global window-related parameters and
//! is part of the [`DefaultPlugins`](https://docs.rs/bevy/latest/bevy/struct.DefaultPlugins.html).
use bevy_a11y::Focus;
mod cursor;
mod event;
mod raw_handle;
mod system;
mod window;
pub use crate::raw_handle::*;
pub use cursor::*;
pub use event::*;
pub use system::*;
pub use window::*;
#[allow(missing_docs)]
pub mod prelude {
#[doc(hidden)]
pub use crate::{
CursorEntered, CursorIcon, CursorLeft, CursorMoved, FileDragAndDrop, Ime, MonitorSelection,
ReceivedCharacter, Window, WindowMoved, WindowPlugin, WindowPosition,
WindowResizeConstraints,
};
}
use bevy_app::prelude::*;
use std::path::PathBuf;
impl Default for WindowPlugin {
fn default() -> Self {
WindowPlugin {
primary_window: Some(Window::default()),
exit_condition: ExitCondition::OnAllClosed,
close_when_requested: true,
}
}
}
/// A [`Plugin`] that defines an interface for windowing support in Bevy.
pub struct WindowPlugin {
/// Settings for the primary window.
///
/// `Some(custom_window)` will spawn an entity with `custom_window` and [`PrimaryWindow`] as components.
/// `None` will not spawn a primary window.
///
/// Defaults to `Some(Window::default())`.
///
/// Note that if there are no windows the App will exit (by default) due to
/// [`exit_on_all_closed`].
pub primary_window: Option<Window>,
/// Whether to exit the app when there are no open windows.
///
/// If disabling this, ensure that you send the [`bevy_app::AppExit`]
/// event when the app should exit. If this does not occur, you will
/// create 'headless' processes (processes without windows), which may
/// surprise your users. It is recommended to leave this setting to
/// either [`ExitCondition::OnAllClosed`] or [`ExitCondition::OnPrimaryClosed`].
///
/// [`ExitCondition::OnAllClosed`] will add [`exit_on_all_closed`] to [`Update`].
/// [`ExitCondition::OnPrimaryClosed`] will add [`exit_on_primary_closed`] to [`Update`].
pub exit_condition: ExitCondition,
/// Whether to close windows when they are requested to be closed (i.e.
/// when the close button is pressed).
///
/// If true, this plugin will add [`close_when_requested`] to [`Update`].
/// If this system (or a replacement) is not running, the close button will have no effect.
/// This may surprise your users. It is recommended to leave this setting as `true`.
pub close_when_requested: bool,
}
impl Plugin for WindowPlugin {
fn build(&self, app: &mut App) {
// User convenience events
app.add_event::<WindowResized>()
.add_event::<WindowCreated>()
.add_event::<WindowClosed>()
.add_event::<WindowCloseRequested>()
.add_event::<WindowDestroyed>()
.add_event::<RequestRedraw>()
.add_event::<CursorMoved>()
.add_event::<CursorEntered>()
.add_event::<CursorLeft>()
.add_event::<ReceivedCharacter>()
.add_event::<Ime>()
.add_event::<WindowFocused>()
.add_event::<WindowOccluded>()
.add_event::<WindowScaleFactorChanged>()
.add_event::<WindowBackendScaleFactorChanged>()
.add_event::<FileDragAndDrop>()
.add_event::<WindowMoved>()
.add_event::<WindowThemeChanged>()
.add_event::<ApplicationLifetime>();
if let Some(primary_window) = &self.primary_window {
let initial_focus = app
.world
.spawn(primary_window.clone())
.insert(PrimaryWindow)
.id();
if let Some(mut focus) = app.world.get_resource_mut::<Focus>() {
**focus = Some(initial_focus);
}
}
match self.exit_condition {
ExitCondition::OnPrimaryClosed => {
app.add_systems(PostUpdate, exit_on_primary_closed);
}
ExitCondition::OnAllClosed => {
app.add_systems(PostUpdate, exit_on_all_closed);
}
ExitCondition::DontExit => {}
}
if self.close_when_requested {
// Need to run before `exit_on_*` systems
app.add_systems(Update, close_when_requested);
}
// Register event types
app.register_type::<WindowResized>()
.register_type::<RequestRedraw>()
.register_type::<WindowCreated>()
.register_type::<WindowCloseRequested>()
.register_type::<WindowClosed>()
.register_type::<CursorMoved>()
.register_type::<CursorEntered>()
.register_type::<CursorLeft>()
.register_type::<ReceivedCharacter>()
.register_type::<WindowFocused>()
.register_type::<WindowOccluded>()
.register_type::<WindowScaleFactorChanged>()
.register_type::<WindowBackendScaleFactorChanged>()
.register_type::<FileDragAndDrop>()
.register_type::<WindowMoved>()
.register_type::<WindowThemeChanged>()
.register_type::<ApplicationLifetime>();
// Register window descriptor and related types
app.register_type::<Window>()
.register_type::<PrimaryWindow>()
.register_type::<Cursor>()
.register_type::<CursorIcon>()
.register_type::<CursorGrabMode>()
.register_type::<CompositeAlphaMode>()
.register_type::<WindowResolution>()
.register_type::<WindowPosition>()
.register_type::<WindowMode>()
.register_type::<WindowLevel>()
.register_type::<PresentMode>()
.register_type::<InternalWindowState>()
.register_type::<MonitorSelection>()
.register_type::<WindowResizeConstraints>()
.register_type::<WindowTheme>()
.register_type::<EnabledButtons>();
// Register `PathBuf` as it's used by `FileDragAndDrop`
app.register_type::<PathBuf>();
}
}
/// Defines the specific conditions the application should exit on
#[derive(Clone)]
pub enum ExitCondition {
/// Close application when the primary window is closed
///
/// The plugin will add [`exit_on_primary_closed`] to [`Update`].
OnPrimaryClosed,
/// Close application when all windows are closed
///
/// The plugin will add [`exit_on_all_closed`] to [`Update`].
OnAllClosed,
/// Keep application running headless even after closing all windows
///
/// If selecting this, ensure that you send the [`bevy_app::AppExit`]
/// event when the app should exit. If this does not occur, you will
/// create 'headless' processes (processes without windows), which may
/// surprise your users.
DontExit,
}