# Objective - There are several redundant imports in the tests and examples that are not caught by CI because additional flags need to be passed. ## Solution - Run `cargo check --workspace --tests` and `cargo check --workspace --examples`, then fix all warnings. - Add `test-check` to CI, which will be run in the check-compiles job. This should catch future warnings for tests. Examples are already checked, but I'm not yet sure why they weren't caught. ## Discussion - Should the `--tests` and `--examples` flags be added to CI, so this is caught in the future? - If so, #12818 will need to be merged first. It was also a warning raised by checking the examples, but I chose to split off into a separate PR. --------- Co-authored-by: François Mockers <francois.mockers@vleue.com>
		
			
				
	
	
		
			215 lines
		
	
	
		
			7.6 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			215 lines
		
	
	
		
			7.6 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
//! This example illustrates how to run a winit window in a reactive, low power mode.
 | 
						|
//!
 | 
						|
//! This is useful for making desktop applications, or any other program that doesn't need to be
 | 
						|
//! running the event loop non-stop.
 | 
						|
 | 
						|
use bevy::{
 | 
						|
    prelude::*,
 | 
						|
    utils::Duration,
 | 
						|
    window::{PresentMode, RequestRedraw},
 | 
						|
    winit::WinitSettings,
 | 
						|
};
 | 
						|
 | 
						|
fn main() {
 | 
						|
    App::new()
 | 
						|
        // Continuous rendering for games - bevy's default.
 | 
						|
        .insert_resource(WinitSettings::game())
 | 
						|
        // Power-saving reactive rendering for applications.
 | 
						|
        .insert_resource(WinitSettings::desktop_app())
 | 
						|
        // You can also customize update behavior with the fields of [`WinitSettings`]
 | 
						|
        .insert_resource(WinitSettings {
 | 
						|
            focused_mode: bevy::winit::UpdateMode::Continuous,
 | 
						|
            unfocused_mode: bevy::winit::UpdateMode::ReactiveLowPower {
 | 
						|
                wait: Duration::from_millis(10),
 | 
						|
            },
 | 
						|
        })
 | 
						|
        .insert_resource(ExampleMode::Game)
 | 
						|
        .add_plugins(DefaultPlugins.set(WindowPlugin {
 | 
						|
            primary_window: Some(Window {
 | 
						|
                // Turn off vsync to maximize CPU/GPU usage
 | 
						|
                present_mode: PresentMode::AutoNoVsync,
 | 
						|
                ..default()
 | 
						|
            }),
 | 
						|
            ..default()
 | 
						|
        }))
 | 
						|
        .add_systems(Startup, test_setup::setup)
 | 
						|
        .add_systems(
 | 
						|
            Update,
 | 
						|
            (
 | 
						|
                test_setup::cycle_modes,
 | 
						|
                test_setup::rotate_cube,
 | 
						|
                test_setup::update_text,
 | 
						|
                update_winit,
 | 
						|
            ),
 | 
						|
        )
 | 
						|
        .run();
 | 
						|
}
 | 
						|
 | 
						|
#[derive(Resource, Debug)]
 | 
						|
enum ExampleMode {
 | 
						|
    Game,
 | 
						|
    Application,
 | 
						|
    ApplicationWithRedraw,
 | 
						|
}
 | 
						|
 | 
						|
/// Update winit based on the current `ExampleMode`
 | 
						|
fn update_winit(
 | 
						|
    mode: Res<ExampleMode>,
 | 
						|
    mut event: EventWriter<RequestRedraw>,
 | 
						|
    mut winit_config: ResMut<WinitSettings>,
 | 
						|
) {
 | 
						|
    use ExampleMode::*;
 | 
						|
    *winit_config = match *mode {
 | 
						|
        Game => {
 | 
						|
            // In the default `WinitSettings::game()` mode:
 | 
						|
            //   * When focused: the event loop runs as fast as possible
 | 
						|
            //   * When not focused: the app will update when the window is directly interacted with
 | 
						|
            //     (e.g. the mouse hovers over a visible part of the out of focus window), a
 | 
						|
            //     [`RequestRedraw`] event is received, or one sixtieth of a second has passed
 | 
						|
            //     without the app updating (60 Hz refresh rate max).
 | 
						|
            WinitSettings::game()
 | 
						|
        }
 | 
						|
        Application => {
 | 
						|
            // While in `WinitSettings::desktop_app()` mode:
 | 
						|
            //   * When focused: the app will update any time a winit event (e.g. the window is
 | 
						|
            //     moved/resized, the mouse moves, a button is pressed, etc.), a [`RequestRedraw`]
 | 
						|
            //     event is received, or after 5 seconds if the app has not updated.
 | 
						|
            //   * When not focused: the app will update when the window is directly interacted with
 | 
						|
            //     (e.g. the mouse hovers over a visible part of the out of focus window), a
 | 
						|
            //     [`RequestRedraw`] event is received, or one minute has passed without the app
 | 
						|
            //     updating.
 | 
						|
            WinitSettings::desktop_app()
 | 
						|
        }
 | 
						|
        ApplicationWithRedraw => {
 | 
						|
            // Sending a `RequestRedraw` event is useful when you want the app to update the next
 | 
						|
            // frame regardless of any user input. For example, your application might use
 | 
						|
            // `WinitSettings::desktop_app()` to reduce power use, but UI animations need to play even
 | 
						|
            // when there are no inputs, so you send redraw requests while the animation is playing.
 | 
						|
            event.send(RequestRedraw);
 | 
						|
            WinitSettings::desktop_app()
 | 
						|
        }
 | 
						|
    };
 | 
						|
}
 | 
						|
 | 
						|
/// Everything in this module is for setting up and animating the scene, and is not important to the
 | 
						|
/// demonstrated features.
 | 
						|
pub(crate) mod test_setup {
 | 
						|
    use crate::ExampleMode;
 | 
						|
    use bevy::{
 | 
						|
        color::palettes::basic::{LIME, YELLOW},
 | 
						|
        prelude::*,
 | 
						|
        window::RequestRedraw,
 | 
						|
    };
 | 
						|
 | 
						|
    /// Switch between update modes when the mouse is clicked.
 | 
						|
    pub(crate) fn cycle_modes(
 | 
						|
        mut mode: ResMut<ExampleMode>,
 | 
						|
        button_input: Res<ButtonInput<KeyCode>>,
 | 
						|
    ) {
 | 
						|
        if button_input.just_pressed(KeyCode::Space) {
 | 
						|
            *mode = match *mode {
 | 
						|
                ExampleMode::Game => ExampleMode::Application,
 | 
						|
                ExampleMode::Application => ExampleMode::ApplicationWithRedraw,
 | 
						|
                ExampleMode::ApplicationWithRedraw => ExampleMode::Game,
 | 
						|
            };
 | 
						|
        }
 | 
						|
    }
 | 
						|
 | 
						|
    #[derive(Component)]
 | 
						|
    pub(crate) struct Rotator;
 | 
						|
 | 
						|
    /// Rotate the cube to make it clear when the app is updating
 | 
						|
    pub(crate) fn rotate_cube(
 | 
						|
        time: Res<Time>,
 | 
						|
        mut cube_transform: Query<&mut Transform, With<Rotator>>,
 | 
						|
    ) {
 | 
						|
        for mut transform in &mut cube_transform {
 | 
						|
            transform.rotate_x(time.delta_seconds());
 | 
						|
            transform.rotate_local_y(time.delta_seconds());
 | 
						|
        }
 | 
						|
    }
 | 
						|
 | 
						|
    #[derive(Component)]
 | 
						|
    pub struct ModeText;
 | 
						|
 | 
						|
    pub(crate) fn update_text(
 | 
						|
        mut frame: Local<usize>,
 | 
						|
        mode: Res<ExampleMode>,
 | 
						|
        mut query: Query<&mut Text, With<ModeText>>,
 | 
						|
    ) {
 | 
						|
        *frame += 1;
 | 
						|
        let mode = match *mode {
 | 
						|
            ExampleMode::Game => "game(), continuous, default",
 | 
						|
            ExampleMode::Application => "desktop_app(), reactive",
 | 
						|
            ExampleMode::ApplicationWithRedraw => "desktop_app(), reactive, RequestRedraw sent",
 | 
						|
        };
 | 
						|
        let mut text = query.single_mut();
 | 
						|
        text.sections[1].value = mode.to_string();
 | 
						|
        text.sections[3].value = frame.to_string();
 | 
						|
    }
 | 
						|
 | 
						|
    /// Set up a scene with a cube and some text
 | 
						|
    pub fn setup(
 | 
						|
        mut commands: Commands,
 | 
						|
        mut meshes: ResMut<Assets<Mesh>>,
 | 
						|
        mut materials: ResMut<Assets<StandardMaterial>>,
 | 
						|
        mut event: EventWriter<RequestRedraw>,
 | 
						|
    ) {
 | 
						|
        commands.spawn((
 | 
						|
            PbrBundle {
 | 
						|
                mesh: meshes.add(Cuboid::new(0.5, 0.5, 0.5)),
 | 
						|
                material: materials.add(Color::srgb(0.8, 0.7, 0.6)),
 | 
						|
                ..default()
 | 
						|
            },
 | 
						|
            Rotator,
 | 
						|
        ));
 | 
						|
 | 
						|
        commands.spawn(DirectionalLightBundle {
 | 
						|
            transform: Transform::from_xyz(1.0, 1.0, 1.0).looking_at(Vec3::ZERO, Vec3::Y),
 | 
						|
            ..default()
 | 
						|
        });
 | 
						|
        commands.spawn(Camera3dBundle {
 | 
						|
            transform: Transform::from_xyz(-2.0, 2.0, 2.0).looking_at(Vec3::ZERO, Vec3::Y),
 | 
						|
            ..default()
 | 
						|
        });
 | 
						|
        event.send(RequestRedraw);
 | 
						|
        commands.spawn((
 | 
						|
            TextBundle::from_sections([
 | 
						|
                TextSection::new(
 | 
						|
                    "Press space bar to cycle modes\n",
 | 
						|
                    TextStyle {
 | 
						|
                        font_size: 50.0,
 | 
						|
                        ..default()
 | 
						|
                    },
 | 
						|
                ),
 | 
						|
                TextSection::from_style(TextStyle {
 | 
						|
                    font_size: 50.0,
 | 
						|
                    color: LIME.into(),
 | 
						|
                    ..default()
 | 
						|
                }),
 | 
						|
                TextSection::new(
 | 
						|
                    "\nFrame: ",
 | 
						|
                    TextStyle {
 | 
						|
                        font_size: 50.0,
 | 
						|
                        color: YELLOW.into(),
 | 
						|
                        ..default()
 | 
						|
                    },
 | 
						|
                ),
 | 
						|
                TextSection::from_style(TextStyle {
 | 
						|
                    font_size: 50.0,
 | 
						|
                    color: YELLOW.into(),
 | 
						|
                    ..default()
 | 
						|
                }),
 | 
						|
            ])
 | 
						|
            .with_style(Style {
 | 
						|
                align_self: AlignSelf::FlexStart,
 | 
						|
                position_type: PositionType::Absolute,
 | 
						|
                top: Val::Px(5.0),
 | 
						|
                left: Val::Px(5.0),
 | 
						|
                ..default()
 | 
						|
            }),
 | 
						|
            ModeText,
 | 
						|
        ));
 | 
						|
    }
 | 
						|
}
 |