 061bee7e3c
			
		
	
	
		061bee7e3c
		
			
		
	
	
	
	
		
			
			# Objective - Upgrade winit to v0.30 - Fixes https://github.com/bevyengine/bevy/issues/13331 ## Solution This is a rewrite/adaptation of the new trait system described and implemented in `winit` v0.30. ## Migration Guide The custom UserEvent is now renamed as WakeUp, used to wake up the loop if anything happens outside the app (a new [custom_user_event](https://github.com/bevyengine/bevy/pull/13366/files#diff-2de8c0a8d3028d0059a3d80ae31b2bbc1cde2595ce2d317ea378fe3e0cf6ef2d) shows this behavior. The internal `UpdateState` has been removed and replaced internally by the AppLifecycle. When changed, the AppLifecycle is sent as an event. The `UpdateMode` now accepts only two values: `Continuous` and `Reactive`, but the latter exposes 3 new properties to enable reactive to device, user or window events. The previous `UpdateMode::Reactive` is now equivalent to `UpdateMode::reactive()`, while `UpdateMode::ReactiveLowPower` to `UpdateMode::reactive_low_power()`. The `ApplicationLifecycle` has been renamed as `AppLifecycle`, and now contains the possible values of the application state inside the event loop: * `Idle`: the loop has not started yet * `Running` (previously called `Started`): the loop is running * `WillSuspend`: the loop is going to be suspended * `Suspended`: the loop is suspended * `WillResume`: the loop is going to be resumed Note: the `Resumed` state has been removed since the resumed app is just running. Finally, now that `winit` enables this, it extends the `WinitPlugin` to support custom events. ## Test platforms - [x] Windows - [x] MacOs - [x] Linux (x11) - [x] Linux (Wayland) - [x] Android - [x] iOS - [x] WASM/WebGPU - [x] WASM/WebGL2 ## Outstanding issues / regressions - [ ] iOS: build failed in CI - blocking, but may just be flakiness - [x] Cross-platform: when the window is maximised, changes in the scale factor don't apply, to make them apply one has to make the window smaller again. (Re-maximising keeps the updated scale factor) - non-blocking, but good to fix - [ ] Android: it's pretty easy to quickly open and close the app and then the music keeps playing when suspended. - non-blocking but worrying - [ ] Web: the application will hang when switching tabs - Not new, duplicate of https://github.com/bevyengine/bevy/issues/13486 - [ ] Cross-platform?: Screenshot failure, `ERROR present_frames: wgpu_core::present: No work has been submitted for this frame before` taking the first screenshot, but after pressing space - non-blocking, but good to fix --------- Co-authored-by: François <francois.mockers@vleue.com>
		
			
				
	
	
		
			221 lines
		
	
	
		
			8.1 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			221 lines
		
	
	
		
			8.1 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
| //! This example illustrates how to run a winit window in a reactive, low power mode.
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| //!
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| //! This is useful for making desktop applications, or any other program that doesn't need to be
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| //! running the event loop non-stop.
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| 
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| use bevy::window::WindowResolution;
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| use bevy::winit::WakeUp;
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| use bevy::{
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|     prelude::*,
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|     utils::Duration,
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|     window::{PresentMode, WindowPlugin},
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|     winit::{EventLoopProxy, WinitSettings},
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| };
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| 
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| fn main() {
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|     App::new()
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|         // Continuous rendering for games - bevy's default.
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|         .insert_resource(WinitSettings::game())
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|         // Power-saving reactive rendering for applications.
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|         .insert_resource(WinitSettings::desktop_app())
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|         // You can also customize update behavior with the fields of [`WinitSettings`]
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|         .insert_resource(WinitSettings {
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|             focused_mode: bevy::winit::UpdateMode::Continuous,
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|             unfocused_mode: bevy::winit::UpdateMode::reactive_low_power(Duration::from_millis(10)),
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|         })
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|         .insert_resource(ExampleMode::Game)
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|         .add_plugins(DefaultPlugins.set(WindowPlugin {
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|             primary_window: Some(Window {
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|                 // Turn off vsync to maximize CPU/GPU usage
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|                 present_mode: PresentMode::AutoNoVsync,
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|                 resolution: WindowResolution::new(800., 640.).with_scale_factor_override(1.),
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|                 ..default()
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|             }),
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|             ..default()
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|         }))
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|         .add_systems(Startup, test_setup::setup)
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|         .add_systems(
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|             Update,
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|             (
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|                 test_setup::cycle_modes,
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|                 test_setup::rotate_cube,
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|                 test_setup::update_text,
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|                 update_winit,
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|             ),
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|         )
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|         .run();
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| }
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| 
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| #[derive(Resource, Debug)]
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| enum ExampleMode {
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|     Game,
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|     Application,
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|     ApplicationWithRedraw,
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| }
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| 
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| /// Update winit based on the current `ExampleMode`
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| fn update_winit(
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|     mode: Res<ExampleMode>,
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|     mut winit_config: ResMut<WinitSettings>,
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|     event_loop_proxy: NonSend<EventLoopProxy<WakeUp>>,
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| ) {
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|     use ExampleMode::*;
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|     *winit_config = match *mode {
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|         Game => {
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|             // In the default `WinitSettings::game()` mode:
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|             //   * When focused: the event loop runs as fast as possible
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|             //   * When not focused: the app will update when the window is directly interacted with
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|             //     (e.g. the mouse hovers over a visible part of the out of focus window), a
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|             //     [`RequestRedraw`] event is received, or one sixtieth of a second has passed
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|             //     without the app updating (60 Hz refresh rate max).
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|             WinitSettings::game()
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|         }
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|         Application => {
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|             // While in `WinitSettings::desktop_app()` mode:
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|             //   * When focused: the app will update any time a winit event (e.g. the window is
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|             //     moved/resized, the mouse moves, a button is pressed, etc.), a [`RequestRedraw`]
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|             //     event is received, or after 5 seconds if the app has not updated.
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|             //   * When not focused: the app will update when the window is directly interacted with
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|             //     (e.g. the mouse hovers over a visible part of the out of focus window), a
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|             //     [`RequestRedraw`] event is received, or one minute has passed without the app
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|             //     updating.
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|             WinitSettings {
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|                 focused_mode: bevy::winit::UpdateMode::reactive(Duration::from_secs(1)),
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|                 unfocused_mode: bevy::winit::UpdateMode::reactive_low_power(Duration::from_secs(5)),
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|             }
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|         }
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|         ApplicationWithRedraw => {
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|             // Sending a `RequestRedraw` event is useful when you want the app to update the next
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|             // frame regardless of any user input. For example, your application might use
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|             // `WinitSettings::desktop_app()` to reduce power use, but UI animations need to play even
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|             // when there are no inputs, so you send redraw requests while the animation is playing.
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|             // Note that in this example the RequestRedraw winit event will make the app run in the same
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|             // way as continuous
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|             let _ = event_loop_proxy.send_event(WakeUp);
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|             WinitSettings::desktop_app()
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|         }
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|     };
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| }
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| 
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| /// Everything in this module is for setting up and animating the scene, and is not important to the
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| /// demonstrated features.
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| pub(crate) mod test_setup {
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|     use crate::ExampleMode;
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|     use bevy::{
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|         color::palettes::basic::{LIME, YELLOW},
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|         prelude::*,
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|         window::RequestRedraw,
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|     };
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| 
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|     /// Switch between update modes when the mouse is clicked.
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|     pub(crate) fn cycle_modes(
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|         mut mode: ResMut<ExampleMode>,
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|         button_input: Res<ButtonInput<KeyCode>>,
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|     ) {
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|         if button_input.just_pressed(KeyCode::Space) {
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|             *mode = match *mode {
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|                 ExampleMode::Game => ExampleMode::Application,
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|                 ExampleMode::Application => ExampleMode::ApplicationWithRedraw,
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|                 ExampleMode::ApplicationWithRedraw => ExampleMode::Game,
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|             };
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|         }
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|     }
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| 
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|     #[derive(Component)]
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|     pub(crate) struct Rotator;
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| 
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|     /// Rotate the cube to make it clear when the app is updating
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|     pub(crate) fn rotate_cube(
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|         time: Res<Time>,
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|         mut cube_transform: Query<&mut Transform, With<Rotator>>,
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|     ) {
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|         for mut transform in &mut cube_transform {
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|             transform.rotate_x(time.delta_seconds());
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|             transform.rotate_local_y(time.delta_seconds());
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|         }
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|     }
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| 
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|     #[derive(Component)]
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|     pub struct ModeText;
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| 
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|     pub(crate) fn update_text(
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|         mut frame: Local<usize>,
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|         mode: Res<ExampleMode>,
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|         mut query: Query<&mut Text, With<ModeText>>,
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|     ) {
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|         *frame += 1;
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|         let mode = match *mode {
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|             ExampleMode::Game => "game(), continuous, default",
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|             ExampleMode::Application => "desktop_app(), reactive",
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|             ExampleMode::ApplicationWithRedraw => "desktop_app(), reactive, RequestRedraw sent",
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|         };
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|         let mut text = query.single_mut();
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|         text.sections[1].value = mode.to_string();
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|         text.sections[3].value = frame.to_string();
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|     }
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| 
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|     /// Set up a scene with a cube and some text
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|     pub fn setup(
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|         mut commands: Commands,
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|         mut meshes: ResMut<Assets<Mesh>>,
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|         mut materials: ResMut<Assets<StandardMaterial>>,
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|         mut event: EventWriter<RequestRedraw>,
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|     ) {
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|         commands.spawn((
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|             PbrBundle {
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|                 mesh: meshes.add(Cuboid::new(0.5, 0.5, 0.5)),
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|                 material: materials.add(Color::srgb(0.8, 0.7, 0.6)),
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|                 ..default()
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|             },
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|             Rotator,
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|         ));
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| 
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|         commands.spawn(DirectionalLightBundle {
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|             transform: Transform::from_xyz(1.0, 1.0, 1.0).looking_at(Vec3::ZERO, Vec3::Y),
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|             ..default()
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|         });
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|         commands.spawn(Camera3dBundle {
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|             transform: Transform::from_xyz(-2.0, 2.0, 2.0).looking_at(Vec3::ZERO, Vec3::Y),
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|             ..default()
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|         });
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|         event.send(RequestRedraw);
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|         commands.spawn((
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|             TextBundle::from_sections([
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|                 TextSection::new(
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|                     "Press space bar to cycle modes\n",
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|                     TextStyle {
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|                         font_size: 50.0,
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|                         ..default()
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|                     },
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|                 ),
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|                 TextSection::from_style(TextStyle {
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|                     font_size: 50.0,
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|                     color: LIME.into(),
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|                     ..default()
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|                 }),
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|                 TextSection::new(
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|                     "\nFrame: ",
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|                     TextStyle {
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|                         font_size: 50.0,
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|                         color: YELLOW.into(),
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|                         ..default()
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|                     },
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|                 ),
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|                 TextSection::from_style(TextStyle {
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|                     font_size: 50.0,
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|                     color: YELLOW.into(),
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|                     ..default()
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|                 }),
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|             ])
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|             .with_style(Style {
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|                 align_self: AlignSelf::FlexStart,
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|                 position_type: PositionType::Absolute,
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|                 top: Val::Px(5.0),
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|                 left: Val::Px(5.0),
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|                 ..default()
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|             }),
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|             ModeText,
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|         ));
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|     }
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| }
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