bevy/crates
Aevyrie 2d674e7c3e Reduce power usage with configurable event loop (#3974)
# Objective

- Reduce power usage for games when not focused.
- Reduce power usage to ~0 when a desktop application is minimized (opt-in).
- Reduce power usage when focused, only updating on a `winit` event, or the user sends a redraw request. (opt-in)

https://user-images.githubusercontent.com/2632925/156904387-ec47d7de-7f06-4c6f-8aaf-1e952c1153a2.mp4

Note resource usage in the Task Manager in the above video.

## Solution

- Added a type `UpdateMode` that allows users to specify how the winit event loop is updated, without exposing winit types.
- Added two fields to `WinitConfig`, both with the `UpdateMode` type. One configures how the application updates when focused, and the other configures how the application behaves when it is not focused. Users can modify this resource manually to set the type of event loop control flow they want.
- For convenience, two functions were added to `WinitConfig`, that provide reasonable presets: `game()` (default) and `desktop_app()`.
    - The `game()` preset, which is used by default, is unchanged from current behavior with one exception: when the app is out of focus the app updates at a minimum of 10fps, or every time a winit event is received. This has a huge positive impact on power use and responsiveness on my machine, which will otherwise continue running the app at many hundreds of fps when out of focus or minimized.
    - The `desktop_app()` preset is fully reactive, only updating when user input (winit event) is supplied or a `RedrawRequest` event is sent. When the app is out of focus, it only updates on `Window` events - i.e. any winit event that directly interacts with the window. What this means in practice is that the app uses *zero* resources when minimized or not interacted with, but still updates fluidly when the app is out of focus and the user mouses over the application.
- Added a `RedrawRequest` event so users can force an update even if there are no events. This is useful in an application when you want to, say, run an animation even when the user isn't providing input.
- Added an example `low_power` to demonstrate these changes

## Usage

Configuring the event loop:
```rs
use bevy::winit::{WinitConfig};
// ...
.insert_resource(WinitConfig::desktop_app()) // preset
// or
.insert_resource(WinitConfig::game()) // preset
// or
.insert_resource(WinitConfig{ .. }) // manual
```

Requesting a redraw:
```rs
use bevy:🪟:RequestRedraw;
// ...
fn request_redraw(mut event: EventWriter<RequestRedraw>) {
    event.send(RequestRedraw);
}
```

## Other details

- Because we have a single event loop for multiple windows, every time I've mentioned "focused" above, I more precisely mean, "if at least one bevy window is focused".
- Due to a platform bug in winit (https://github.com/rust-windowing/winit/issues/1619), we can't simply use `Window::request_redraw()`. As a workaround, this PR will temporarily set the window mode to `Poll` when a redraw is requested. This is then reset to the user's `WinitConfig` setting on the next frame.
2022-03-07 23:32:05 +00:00
..
bevy_app remove Events from bevy_app, they now live in bevy_ecs (#4066) 2022-03-01 19:33:56 +00:00
bevy_asset iter_mut on Assets: send modified event only when asset is iterated over (#3565) 2022-03-05 21:25:30 +00:00
bevy_audio Audio control - play, pause, volume, speed, loop (#3948) 2022-03-01 01:12:11 +00:00
bevy_core Make get_resource (and friends) infallible (#4047) 2022-02-27 22:37:18 +00:00
bevy_core_pipeline Make get_resource (and friends) infallible (#4047) 2022-02-27 22:37:18 +00:00
bevy_crevice Don't panic in macro shape validation (#3647) 2022-01-15 22:14:43 +00:00
bevy_derive small and mostly pointless refactoring (#2934) 2022-02-13 22:33:55 +00:00
bevy_diagnostic small and mostly pointless refactoring (#2934) 2022-02-13 22:33:55 +00:00
bevy_dylib Release 0.6.0 (#3587) 2022-01-08 10:18:22 +00:00
bevy_dynamic_plugin Release 0.6.0 (#3587) 2022-01-08 10:18:22 +00:00
bevy_ecs Add clear_schedule (#3941) 2022-03-05 21:53:17 +00:00
bevy_ecs_compile_fail_tests Release 0.6.0 (#3587) 2022-01-08 10:18:22 +00:00
bevy_gilrs remove Events from bevy_app, they now live in bevy_ecs (#4066) 2022-03-01 19:33:56 +00:00
bevy_gltf Mesh vertex buffer layouts (#3959) 2022-02-23 23:21:13 +00:00
bevy_input remove Events from bevy_app, they now live in bevy_ecs (#4066) 2022-03-01 19:33:56 +00:00
bevy_internal default() shorthand (#4071) 2022-03-01 20:52:09 +00:00
bevy_log Example of module-level log usage and RUST_LOG usage in main doc (#3919) 2022-03-05 03:00:31 +00:00
bevy_macro_utils small and mostly pointless refactoring (#2934) 2022-02-13 22:33:55 +00:00
bevy_math Release 0.6.0 (#3587) 2022-01-08 10:18:22 +00:00
bevy_pbr StandardMaterial: expose a cull_mode option (#3982) 2022-03-05 03:37:23 +00:00
bevy_reflect Updated visibility of reflected trait (#4034) 2022-02-25 07:05:51 +00:00
bevy_render improve error messages for render graph runner (#3930) 2022-03-07 09:09:24 +00:00
bevy_scene remove Events from bevy_app, they now live in bevy_ecs (#4066) 2022-03-01 19:33:56 +00:00
bevy_sprite Make get_resource (and friends) infallible (#4047) 2022-02-27 22:37:18 +00:00
bevy_tasks small and mostly pointless refactoring (#2934) 2022-02-13 22:33:55 +00:00
bevy_text Make get_resource (and friends) infallible (#4047) 2022-02-27 22:37:18 +00:00
bevy_transform small and mostly pointless refactoring (#2934) 2022-02-13 22:33:55 +00:00
bevy_ui remove Events from bevy_app, they now live in bevy_ecs (#4066) 2022-03-01 19:33:56 +00:00
bevy_utils default() shorthand (#4071) 2022-03-01 20:52:09 +00:00
bevy_window Reduce power usage with configurable event loop (#3974) 2022-03-07 23:32:05 +00:00
bevy_winit Reduce power usage with configurable event loop (#3974) 2022-03-07 23:32:05 +00:00