bevy/examples/window/low_power.rs
ira 992681b59b Make Resource trait opt-in, requiring #[derive(Resource)] V2 (#5577)
*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>
2022-08-08 21:36:35 +00:00

212 lines
7.8 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 std::time::Duration;
use bevy::{
prelude::*,
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 [`WinitConfig`]
.insert_resource(WinitSettings {
focused_mode: bevy::winit::UpdateMode::Continuous,
unfocused_mode: bevy::winit::UpdateMode::ReactiveLowPower {
max_wait: Duration::from_millis(10),
},
..default()
})
// Turn off vsync to maximize CPU/GPU usage
.insert_resource(WindowDescriptor {
present_mode: PresentMode::AutoNoVsync,
..default()
})
.insert_resource(ExampleMode::Game)
.add_plugins(DefaultPlugins)
.add_startup_system(test_setup::setup)
.add_system(test_setup::cycle_modes)
.add_system(test_setup::rotate_cube)
.add_system(test_setup::update_text)
.add_system(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 `WinitConfig::game()` mode:
// * When focused: the event loop runs as fast as possible
// * When not focused: the event loop runs as fast as possible
WinitSettings::game()
}
Application => {
// While in `WinitConfig::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
// `WinitConfig::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::{prelude::*, window::RequestRedraw};
/// Switch between update modes when the mouse is clicked.
pub(crate) fn cycle_modes(
mut mode: ResMut<ExampleMode>,
mouse_button_input: Res<Input<KeyCode>>,
) {
if mouse_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>,
asset_server: Res<AssetServer>,
) {
commands
.spawn_bundle(PbrBundle {
mesh: meshes.add(Mesh::from(shape::Cube { size: 0.5 })),
material: materials.add(Color::rgb(0.8, 0.7, 0.6).into()),
..default()
})
.insert(Rotator);
commands.spawn_bundle(PointLightBundle {
point_light: PointLight {
intensity: 1500.0,
shadows_enabled: true,
..default()
},
transform: Transform::from_xyz(4.0, 8.0, 4.0),
..default()
});
commands.spawn_bundle(Camera3dBundle {
transform: Transform::from_xyz(-2.0, 2.0, 2.0).looking_at(Vec3::ZERO, Vec3::Y),
..default()
});
event.send(RequestRedraw);
commands
.spawn_bundle(
TextBundle::from_sections([
TextSection::new(
"Press spacebar to cycle modes\n",
TextStyle {
font: asset_server.load("fonts/FiraSans-Bold.ttf"),
font_size: 50.0,
color: Color::WHITE,
},
),
TextSection::from_style(TextStyle {
font: asset_server.load("fonts/FiraSans-Bold.ttf"),
font_size: 50.0,
color: Color::GREEN,
}),
TextSection::new(
"\nFrame: ",
TextStyle {
font: asset_server.load("fonts/FiraSans-Bold.ttf"),
font_size: 50.0,
color: Color::YELLOW,
},
),
TextSection::from_style(TextStyle {
font: asset_server.load("fonts/FiraSans-Bold.ttf"),
font_size: 50.0,
color: Color::YELLOW,
}),
])
.with_style(Style {
align_self: AlignSelf::FlexStart,
position_type: PositionType::Absolute,
position: UiRect {
top: Val::Px(5.0),
left: Val::Px(5.0),
..default()
},
..default()
}),
)
.insert(ModeText);
}
}