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#[warn(missing_docs)]
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::*;

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 bevy_ecs::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. This will be spawned by
    /// default, if you want to run without a primary window you should
    /// set this to `None`.
    ///
    /// Note that if there are no windows, by default the App will exit,
    /// 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 [`CoreSet::Update`].
    /// [`ExitCondition::OnPrimaryClosed`] will add [`exit_on_primary_closed`] to [`CoreSet::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 [`CoreSet::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::<RequestRedraw>()
            .add_event::<CursorMoved>()
            .add_event::<CursorEntered>()
            .add_event::<CursorLeft>()
            .add_event::<ReceivedCharacter>()
            .add_event::<Ime>()
            .add_event::<WindowFocused>()
            .add_event::<WindowScaleFactorChanged>()
            .add_event::<WindowBackendScaleFactorChanged>()
            .add_event::<FileDragAndDrop>()
            .add_event::<WindowMoved>();

        if let Some(primary_window) = &self.primary_window {
            app.world
                .spawn(primary_window.clone())
                .insert(PrimaryWindow);
        }

        match self.exit_condition {
            ExitCondition::OnPrimaryClosed => {
                app.add_system(exit_on_primary_closed.in_base_set(CoreSet::PostUpdate));
            }
            ExitCondition::OnAllClosed => {
                app.add_system(exit_on_all_closed.in_base_set(CoreSet::PostUpdate));
            }
            ExitCondition::DontExit => {}
        }

        if self.close_when_requested {
            // Need to run before `exit_on_*` systems
            app.add_system(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::<WindowScaleFactorChanged>()
            .register_type::<WindowBackendScaleFactorChanged>()
            .register_type::<FileDragAndDrop>()
            .register_type::<WindowMoved>();

        // Register window descriptor and related types
        app.register_type::<Window>()
            .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 `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 [`CoreSet::Update`].
    OnPrimaryClosed,
    /// Close application when all windows are closed
    ///
    /// The plugin will add [`exit_on_all_closed`] to [`CoreSet::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,
}