Tracing is a modern replacement for the log crate that allows for
annotating log messages with the function that they come from.
Signed-off-by: John Nunley <dev@notgull.net>
Closes: #3482
* Convert usage of Lazy to OnceLock on macOS and iOS
* Remove a few uses of Lazy that wrapped Mutex or RwLock
The `new` functions on these were made `const` in Rust 1.63.0
* Use AtomicBool instead of RwLock
Removes the once_cell dependency, instead using std::sync::OnceLock and a
minimal polyfill for std::sync::LazyLock, which may be stabilized soon
(see rust-lang/rust#121377).
This should not require a bump in MSRV, as OnceLock was stabilized in 1.70,
which this crate is using.
Replace the `CustomCursorBuilder` with the `CustomCursorSource` and
perform the loading of the cursor via the
`EventLoop::create_custom_cursor` instead of passing it to the builder
itself.
This follows the `EventLoop::create_window` API.
Creating window when event loop is not running generally doesn't work,
since a bunch of events and sync OS requests can't be processed. This
is also an issue on e.g. Android, since window can't be created outside
event loop easily.
Thus deprecate the window creation when event loop is not running,
as well as other resource creation to running event loop.
Given that all the examples use the bad pattern of creating the window
when event loop is not running and also most example existence is
questionable, since they show single thing and the majority of their
code is window/event loop initialization, they wore merged into
a single example 'window.rs' example that showcases very simple
application using winit.
Fixes#3399.
This was supposed to be rolled out with the rwh v0.6 update, but it
was left behind for some reason. I've added this type back.
Signed-off-by: John Nunley <dev@notgull.net>
There seems to be many PRs relating to this issue, but they don't include all
platforms and for some reason lost steam. This PR again tries to make this
feature happen, and does it for all desktop platforms (x11, wayland, macos,
windows, web).
I think the best user of this feature and the reason I'm doing this is Bevy and
game engines in general. There non laggy hardware cursors with custom images are
very important. Game devs also like their PNGs so supporting platform native
cursor files is not that important, but I guess could be added too.
Co-authored-by: daxpedda <daxpedda@gmail.com>
Co-authored-by: Mads Marquart <mads@marquart.dk>
Co-authored-by: Kirill Chibisov <contact@kchibisov.com>
Split `Key` into clear categories, like `Named`, `Dead`, Character`, `Unidentified`
removing the `#[non_exhaustive]` from the `Key` itself.
Similar action was done for the `KeyCode`.
Fixes: #2995
Co-authored-by: Kirill Chibisov <contact@kchibisov.com>
Hook `Occluded` event to foreground/background evens on iOS.
This commit also enabled the `MemoryWarning` event, since it's
emitted from the windowing system.
Co-authored-by: Dusty DeWeese <dustin.deweese@gmail.com>
Co-authored-by: Kirill Chibisov <contact@kchibisov.com>
Add a method to request a system menu. The implementation
is provided only on Windows for now.
Co-authored-by: daxpedda <daxpedda@gmail.com>
Co-authored-by: Kirill Chibisov <contact@kchibisov.com>
* Make Linux platforms less dependent on the root monitor handle
* Add various functions to the Wayland platform to reduce cfgs
* Don't use a cfg in listen_device_events
* Don't use a cfg in set_content_protected
* Fix instance of a target_os cfg
Inner panics could make it hard to trouble shoot the issues and for some
users it's not desirable.
The inner panics were left only when they are used to `assert!` during
development.
This reverts commit 9f91bc413fe20618bd7090829832bb074aab15c3 which
reverted the original patch which was merged without a proper review.
Fixes: #500.
Up until now the Android backend has been directly mapping key codes
which essentially just represent the "physical" cap of the key (quoted
since this also related to virtual keyboards).
Since we didn't account for any meta keys either it meant the backend
only supported a 1:1 mapping from key codes, which only covers a tiny
subset of characters. For example you couldn't type a colon since
there's no keycode for that and we didn't try and map Shift+Semicolon
into a colon character.
This has been tricky to support because the `NativeActivity` class doesn't
have direct access to the Java `KeyEvent` object which exposes a more
convenient `getUnicodeChar` API.
It is now possible to query a `KeyCharcterMap` for the device associated
with a `KeyEvent` via the `AndroidApp::device_key_character_map` API
which provides a binding to the SDK `KeyCharacterMap` API in Java:
https://developer.android.com/reference/android/view/KeyCharacterMap
This is effectively what `getUnicodeChar` is implemented based on and is
a bit more general purpose.
`KeyCharacterMap` lets us map a key_code + meta_state from a `KeyEvent`
into either a unicode character or dead key accent that can be combined
with the following key. This mapping is done based on the user's chosen
layout for the keyboard.
To enable support for key character maps the
`AndroidApp::input_events()` API was replaced by
`AndroidApp::input_events_iter()` which returns a (lending) iterator for
events. This was changed because the previous design made it difficult
to allow other AndroidApp APIs to be used while iterating events (mainly
because AndroidApp held a lock over the backend during iteration)
Inner panics could make it hard to trouble shoot the issues and for some
users ints not desirable.
The inner panics were left only when they are used to `assert!` during
development.
There's no need to force the static on the users, given that internally
some backends were not using static in the first place.
Co-authored-by: daxpedda <daxpedda@gmail.com>
Lifetimes don't work nicely when dealing with multithreaded environments
in the current design of the existing winit's event handling model, so
remove it in favor of `InnerSizeWriter` fences passed to client, so they
could try to update the size.
Fixes#1387.
The idea that redraw events are dispatched with a specific ordering
that makes it possible to specifically report when we have finished
dispatching redraw events isn't portable and the way in which we
dispatched RedrawEventsCleared was inconsistent across backends.
More generally speaking, there is no inherent relationship between
redrawing and event loop iterations. An event loop may wake up at any
frequency depending on what sources of input events are being listened
to but redrawing is generally throttled and in some way synchronized
with the display frequency.
Similarly there's no inherent relationship between a single event loop
iteration and the dispatching of any specific kind of "main" event.
An event loop wakes up when there are events to read (e.g. input
events or responses from a display server / compositor) and goes back
to waiting when there's nothing else to read.
There isn't really a special kind of "main" event that is dispatched
in order with respect to other events.
What we can do more portably is emit an event when the event loop
is about to block and wait for new events.
In practice this is very similar to how MainEventsCleared was
implemented except it wasn't the very last event previously since
redraw events could be dispatched afterwards.
The main backend where we don't strictly know when we're going to
wait for events is Web (since the real event loop is internal to
the browser). For now we emulate AboutToWait on Web similar to how
MainEventsCleared was dispatched.
In practice most applications almost certainly shouldn't care about
AboutToWait because the frequency of event loop iterations is
essentially arbitrary and usually irrelevant.
Considering the possibility of re-running an event loop via run_ondemand
then it's more correct to say that the loop is about to exit without
assuming it's going to be destroyed.
This renames all internal implementations of pump_events_with_timeout
to pump_events and makes them public.
Since all platforms that support pump_events support timeouts there's
no need to have a separate API.
This re-works the portable `run()` API that consumes the `EventLoop` and
runs the loop on the calling thread until the app exits.
This can be supported across _all_ platforms and compared to the
previous `run() -> !` API is now able to return a `Result` status on all
platforms except iOS and Web. Fixes: #2709
By moving away from `run() -> !` we stop calling `std::process::exit()`
internally as a means to kill the process without returning which means
it's possible to return an exit status and applications can return from
their `main()` function normally.
This also fixes Android support where an Activity runs in a thread but
we can't assume to have full ownership of the process (other services
could be running in separate threads).
Additionally all examples have generally been updated so that `main()`
returns a `Result` from `run()`
Fixes: #2709
Some systems could resize the window immediately and we'd rather
inform the users right away if that was the case, so they could
create e.g. EGLSurface without waiting for resize, which is really
important for Wayland.
Fixes#2868.
The recent overhaul of the keyboard API broke keyboard input on Android.
The recent keyboard changes also broke building against the
game-activity backend of android-activity because it was assumed that
the backend is based on the NDK input API which isn't the case with
with game-activity since it doesn't use the InputQueue API from the NDK.
Any alphanumeric keycodes were being mapped to `Unidentified` Keys
which meant even crude keyboard input support was broken.
We do need to expose `getUnicodeChar` (or the ability to look
up characters based on the current character map and modifiers) but
for now we should at least map alphanumeric keycodes to `Key::Character`
for basic interim support of virtual keyboards.
This moves all the keycode mapping into a separate `keycodes.rs` file
to reduce clutter.
This adds back the mapping from Android key codes to Winit key codes
that we had before the keyboard API overhaul.
Android activity does expose scan codes but key codes currently seem
like the more appropriate mapping to Winit physical key codes.
This removes the gnarly, unsafe cfg() guarded digging into
'native-activity' and 'game-activity' specific implementation details. I
never intended to expose these details in the public API and really
hope to avoid there being a release of Winit that would depend on this.
I'm also hoping/considering if I can get away with sealing this without
necessarily requiring a semver breaking release of android_activity
since this absolutely should never have been possible, and can probably
safely assume this was the only code in the wild that has briefly done
this.
I'm also a bit unclear as to what led to doing this. There is a
`.key_code()` and `.scan_code()` getter and we even already accessed the
keycode in the Android backend so I'm not sure how those APIs were missed.
Overhaul the keyboard API in winit to mimic the W3C specification
to achieve better crossplatform parity. The `KeyboardInput` event
is now uses `KeyEvent` which consists of:
- `physical_key` - a cross platform way to refer to scancodes;
- `logical_key` - keysym value, which shows your key respecting the
layout;
- `text` - the text produced by this keypress;
- `location` - the location of the key on the keyboard;
- `repeat` - whether the key was produced by the repeat.
And also a `platform_specific` field which encapsulates extra
information on desktop platforms, like key without modifiers
and text with all modifiers.
The `Modifiers` were also slightly reworked as in, the information
whether the left or right modifier is pressed is now also exposed
on platforms where it could be queried reliably. The support was
also added for the web and orbital platforms finishing the API
change.
This change made the `OptionAsAlt` API on macOS redundant thus it
was removed all together.
Co-authored-by: Artúr Kovács <kovacs.artur.barnabas@gmail.com>
Co-authored-by: Kirill Chibisov <contact@kchibisov.com>
Co-authored-by: daxpedda <daxpedda@gmail.com>
Fixes: #2631.
Fixes: #2055.
Fixes: #2032.
Fixes: #1904.
Fixes: #1810.
Fixes: #1700.
Fixes: #1443.
Fixes: #1343.
Fixes: #1208.
Fixes: #1151.
Fixes: #812.
Fixes: #600.
Fixes: #361.
Fixes: #343.