# Objective - Fixes #17960 ## Solution - Followed the [edition upgrade guide](https://doc.rust-lang.org/edition-guide/editions/transitioning-an-existing-project-to-a-new-edition.html) ## Testing - CI --- ## Summary of Changes ### Documentation Indentation When using lists in documentation, proper indentation is now linted for. This means subsequent lines within the same list item must start at the same indentation level as the item. ```rust /* Valid */ /// - Item 1 /// Run-on sentence. /// - Item 2 struct Foo; /* Invalid */ /// - Item 1 /// Run-on sentence. /// - Item 2 struct Foo; ``` ### Implicit `!` to `()` Conversion `!` (the never return type, returned by `panic!`, etc.) no longer implicitly converts to `()`. This is particularly painful for systems with `todo!` or `panic!` statements, as they will no longer be functions returning `()` (or `Result<()>`), making them invalid systems for functions like `add_systems`. The ideal fix would be to accept functions returning `!` (or rather, _not_ returning), but this is blocked on the [stabilisation of the `!` type itself](https://doc.rust-lang.org/std/primitive.never.html), which is not done. The "simple" fix would be to add an explicit `-> ()` to system signatures (e.g., `|| { todo!() }` becomes `|| -> () { todo!() }`). However, this is _also_ banned, as there is an existing lint which (IMO, incorrectly) marks this as an unnecessary annotation. So, the "fix" (read: workaround) is to put these kinds of `|| -> ! { ... }` closuers into variables and give the variable an explicit type (e.g., `fn()`). ```rust // Valid let system: fn() = || todo!("Not implemented yet!"); app.add_systems(..., system); // Invalid app.add_systems(..., || todo!("Not implemented yet!")); ``` ### Temporary Variable Lifetimes The order in which temporary variables are dropped has changed. The simple fix here is _usually_ to just assign temporaries to a named variable before use. ### `gen` is a keyword We can no longer use the name `gen` as it is reserved for a future generator syntax. This involved replacing uses of the name `gen` with `r#gen` (the raw-identifier syntax). ### Formatting has changed Use statements have had the order of imports changed, causing a substantial +/-3,000 diff when applied. For now, I have opted-out of this change by amending `rustfmt.toml` ```toml style_edition = "2021" ``` This preserves the original formatting for now, reducing the size of this PR. It would be a simple followup to update this to 2024 and run `cargo fmt`. ### New `use<>` Opt-Out Syntax Lifetimes are now implicitly included in RPIT types. There was a handful of instances where it needed to be added to satisfy the borrow checker, but there may be more cases where it _should_ be added to avoid breakages in user code. ### `MyUnitStruct { .. }` is an invalid pattern Previously, you could match against unit structs (and unit enum variants) with a `{ .. }` destructuring. This is no longer valid. ### Pretty much every use of `ref` and `mut` are gone Pattern binding has changed to the point where these terms are largely unused now. They still serve a purpose, but it is far more niche now. ### `iter::repeat(...).take(...)` is bad New lint recommends using the more explicit `iter::repeat_n(..., ...)` instead. ## Migration Guide The lifetimes of functions using return-position impl-trait (RPIT) are likely _more_ conservative than they had been previously. If you encounter lifetime issues with such a function, please create an issue to investigate the addition of `+ use<...>`. ## Notes - Check the individual commits for a clearer breakdown for what _actually_ changed. --------- Co-authored-by: François Mockers <francois.mockers@vleue.com>
126 lines
4.9 KiB
Rust
126 lines
4.9 KiB
Rust
use bevy_ecs::resource::Resource;
|
|
use core::time::Duration;
|
|
|
|
/// Settings for the [`WinitPlugin`](super::WinitPlugin).
|
|
#[derive(Debug, Resource, Clone)]
|
|
pub struct WinitSettings {
|
|
/// Determines how frequently the application can update when it has focus.
|
|
pub focused_mode: UpdateMode,
|
|
/// Determines how frequently the application can update when it's out of focus.
|
|
pub unfocused_mode: UpdateMode,
|
|
}
|
|
|
|
impl WinitSettings {
|
|
/// Default settings for games.
|
|
///
|
|
/// [`Continuous`](UpdateMode::Continuous) if windows have focus,
|
|
/// [`reactive_low_power`](UpdateMode::reactive_low_power) otherwise.
|
|
pub fn game() -> Self {
|
|
WinitSettings {
|
|
focused_mode: UpdateMode::Continuous,
|
|
unfocused_mode: UpdateMode::reactive_low_power(Duration::from_secs_f64(1.0 / 60.0)), /* 60Hz, */
|
|
}
|
|
}
|
|
|
|
/// Default settings for desktop applications.
|
|
///
|
|
/// [`Reactive`](UpdateMode::Reactive) if windows have focus,
|
|
/// [`reactive_low_power`](UpdateMode::reactive_low_power) otherwise.
|
|
///
|
|
/// Use the [`EventLoopProxy`](crate::EventLoopProxy) to request a redraw from outside bevy.
|
|
pub fn desktop_app() -> Self {
|
|
WinitSettings {
|
|
focused_mode: UpdateMode::reactive(Duration::from_secs(5)),
|
|
unfocused_mode: UpdateMode::reactive_low_power(Duration::from_secs(60)),
|
|
}
|
|
}
|
|
|
|
/// Default settings for mobile.
|
|
///
|
|
/// [`Reactive`](UpdateMode::Reactive) if windows have focus,
|
|
/// [`reactive_low_power`](UpdateMode::reactive_low_power) otherwise.
|
|
///
|
|
/// Use the [`EventLoopProxy`](crate::EventLoopProxy) to request a redraw from outside bevy.
|
|
pub fn mobile() -> Self {
|
|
WinitSettings {
|
|
focused_mode: UpdateMode::reactive(Duration::from_secs_f32(1.0 / 60.0)),
|
|
unfocused_mode: UpdateMode::reactive_low_power(Duration::from_secs(1)),
|
|
}
|
|
}
|
|
|
|
/// Returns the current [`UpdateMode`].
|
|
///
|
|
/// **Note:** The output depends on whether the window has focus or not.
|
|
pub fn update_mode(&self, focused: bool) -> UpdateMode {
|
|
match focused {
|
|
true => self.focused_mode,
|
|
false => self.unfocused_mode,
|
|
}
|
|
}
|
|
}
|
|
|
|
impl Default for WinitSettings {
|
|
fn default() -> Self {
|
|
WinitSettings::game()
|
|
}
|
|
}
|
|
|
|
/// Determines how frequently an [`App`](bevy_app::App) should update.
|
|
///
|
|
/// **Note:** This setting is independent of VSync. VSync is controlled by a window's
|
|
/// [`PresentMode`](bevy_window::PresentMode) setting. If an app can update faster than the refresh
|
|
/// rate, but VSync is enabled, the update rate will be indirectly limited by the renderer.
|
|
#[derive(Debug, Clone, Copy, PartialEq)]
|
|
pub enum UpdateMode {
|
|
/// The [`App`](bevy_app::App) will update over and over, as fast as it possibly can, until an
|
|
/// [`AppExit`](bevy_app::AppExit) event appears.
|
|
Continuous,
|
|
/// The [`App`](bevy_app::App) will update in response to the following, until an
|
|
/// [`AppExit`](bevy_app::AppExit) event appears:
|
|
/// - `wait` time has elapsed since the previous update
|
|
/// - a redraw has been requested by [`RequestRedraw`](bevy_window::RequestRedraw)
|
|
/// - new [window](`winit::event::WindowEvent`), [raw input](`winit::event::DeviceEvent`), or custom
|
|
/// events have appeared
|
|
/// - a redraw has been requested with the [`EventLoopProxy`](crate::EventLoopProxy)
|
|
Reactive {
|
|
/// The approximate time from the start of one update to the next.
|
|
///
|
|
/// **Note:** This has no upper limit.
|
|
/// The [`App`](bevy_app::App) will wait indefinitely if you set this to [`Duration::MAX`].
|
|
wait: Duration,
|
|
/// Reacts to device events, that will wake up the loop if it's in a wait state
|
|
react_to_device_events: bool,
|
|
/// Reacts to user events, that will wake up the loop if it's in a wait state
|
|
react_to_user_events: bool,
|
|
/// Reacts to window events, that will wake up the loop if it's in a wait state
|
|
react_to_window_events: bool,
|
|
},
|
|
}
|
|
|
|
impl UpdateMode {
|
|
/// Reactive mode, will update the app for any kind of event
|
|
pub fn reactive(wait: Duration) -> Self {
|
|
Self::Reactive {
|
|
wait,
|
|
react_to_device_events: true,
|
|
react_to_user_events: true,
|
|
react_to_window_events: true,
|
|
}
|
|
}
|
|
|
|
/// Low power mode
|
|
///
|
|
/// Unlike [`Reactive`](`UpdateMode::reactive()`), this will ignore events that
|
|
/// don't come from interacting with a window, like [`MouseMotion`](winit::event::DeviceEvent::MouseMotion).
|
|
/// Use this if, for example, you only want your app to update when the mouse cursor is
|
|
/// moving over a window, not just moving in general. This can greatly reduce power consumption.
|
|
pub fn reactive_low_power(wait: Duration) -> Self {
|
|
Self::Reactive {
|
|
wait,
|
|
react_to_device_events: false,
|
|
react_to_user_events: true,
|
|
react_to_window_events: true,
|
|
}
|
|
}
|
|
}
|