*This PR description is an edited copy of #5007, written by @alice-i-cecile.* # Objective Follow-up to https://github.com/bevyengine/bevy/pull/2254. The `Resource` trait currently has a blanket implementation for all types that meet its bounds. While ergonomic, this results in several drawbacks: * it is possible to make confusing, silent mistakes such as inserting a function pointer (Foo) rather than a value (Foo::Bar) as a resource * it is challenging to discover if a type is intended to be used as a resource * we cannot later add customization options (see the [RFC](https://github.com/bevyengine/rfcs/blob/main/rfcs/27-derive-component.md) for the equivalent choice for Component). * dependencies can use the same Rust type as a resource in invisibly conflicting ways * raw Rust types used as resources cannot preserve privacy appropriately, as anyone able to access that type can read and write to internal values * we cannot capture a definitive list of possible resources to display to users in an editor ## Notes to reviewers * Review this commit-by-commit; there's effectively no back-tracking and there's a lot of churn in some of these commits. *ira: My commits are not as well organized :')* * I've relaxed the bound on Local to Send + Sync + 'static: I don't think these concerns apply there, so this can keep things simple. Storing e.g. a u32 in a Local is fine, because there's a variable name attached explaining what it does. * I think this is a bad place for the Resource trait to live, but I've left it in place to make reviewing easier. IMO that's best tackled with https://github.com/bevyengine/bevy/issues/4981. ## Changelog `Resource` is no longer automatically implemented for all matching types. Instead, use the new `#[derive(Resource)]` macro. ## Migration Guide Add `#[derive(Resource)]` to all types you are using as a resource. If you are using a third party type as a resource, wrap it in a tuple struct to bypass orphan rules. Consider deriving `Deref` and `DerefMut` to improve ergonomics. `ClearColor` no longer implements `Component`. Using `ClearColor` as a component in 0.8 did nothing. Use the `ClearColorConfig` in the `Camera3d` and `Camera2d` components instead. Co-authored-by: Alice <alice.i.cecile@gmail.com> Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com> Co-authored-by: devil-ira <justthecooldude@gmail.com> Co-authored-by: Carter Anderson <mcanders1@gmail.com>
101 lines
4.2 KiB
Rust
101 lines
4.2 KiB
Rust
use bevy_ecs::system::Resource;
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use bevy_utils::Duration;
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/// A resource for configuring usage of the `rust_winit` library.
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#[derive(Debug, Resource)]
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pub struct WinitSettings {
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/// Configures the winit library to return control to the main thread after the
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/// [run](bevy_app::App::run) loop is exited. Winit strongly recommends avoiding this when
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/// possible. Before using this please read and understand the
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/// [caveats](winit::platform::run_return::EventLoopExtRunReturn::run_return) in the winit
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/// documentation.
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///
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/// This feature is only available on desktop `target_os` configurations. Namely `windows`,
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/// `macos`, `linux`, `dragonfly`, `freebsd`, `netbsd`, and `openbsd`. If set to true on an
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/// unsupported platform [run](bevy_app::App::run) will panic.
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pub return_from_run: bool,
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/// Configures how the winit event loop updates while the window is focused.
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pub focused_mode: UpdateMode,
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/// Configures how the winit event loop updates while the window is *not* focused.
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pub unfocused_mode: UpdateMode,
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}
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impl WinitSettings {
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/// Configure winit with common settings for a game.
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pub fn game() -> Self {
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WinitSettings::default()
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}
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/// Configure winit with common settings for a desktop application.
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pub fn desktop_app() -> Self {
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WinitSettings {
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focused_mode: UpdateMode::Reactive {
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max_wait: Duration::from_secs(5),
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},
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unfocused_mode: UpdateMode::ReactiveLowPower {
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max_wait: Duration::from_secs(60),
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},
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..Default::default()
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}
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}
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/// Gets the configured `UpdateMode` depending on whether the window is focused or not
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pub fn update_mode(&self, focused: bool) -> &UpdateMode {
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match focused {
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true => &self.focused_mode,
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false => &self.unfocused_mode,
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}
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}
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}
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impl Default for WinitSettings {
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fn default() -> Self {
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WinitSettings {
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return_from_run: false,
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focused_mode: UpdateMode::Continuous,
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unfocused_mode: UpdateMode::Continuous,
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}
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}
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}
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/// Configure how the winit event loop should update.
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#[derive(Debug)]
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pub enum UpdateMode {
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/// The event loop will update continuously, running as fast as possible.
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Continuous,
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/// The event loop will only update if there is a winit event, a redraw is requested, or the
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/// maximum wait time has elapsed.
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///
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/// ## Note
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///
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/// Once the app has executed all bevy systems and reaches the end of the event loop, there is
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/// no way to force the app to wake and update again, unless a `winit` event (such as user
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/// input, or the window being resized) is received or the time limit is reached.
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Reactive {
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/// The maximum time to wait before the event loop runs again.
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///
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/// Note that Bevy will wait indefinitely if the duration is too high (such as [`Duration::MAX`]).
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max_wait: Duration,
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},
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/// The event loop will only update if there is a winit event from direct interaction with the
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/// window (e.g. mouseover), a redraw is requested, or the maximum wait time has elapsed.
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///
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/// ## Note
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///
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/// Once the app has executed all bevy systems and reaches the end of the event loop, there is
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/// no way to force the app to wake and update again, unless a `winit` event (such as user
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/// input, or the window being resized) is received or the time limit is reached.
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///
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/// ## Differences from [`UpdateMode::Reactive`]
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///
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/// Unlike [`UpdateMode::Reactive`], this mode will ignore winit events that aren't directly
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/// caused by interaction with the window. For example, you might want to use this mode when the
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/// window is not focused, to only re-draw your bevy app when the cursor is over the window, but
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/// not when the mouse moves somewhere else on the screen. This helps to significantly reduce
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/// power consumption by only updated the app when absolutely necessary.
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ReactiveLowPower {
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/// The maximum time to wait before the event loop runs again.
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///
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/// Note that Bevy will wait indefinitely if the duration is too high (such as [`Duration::MAX`]).
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max_wait: Duration,
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},
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}
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