 c0510c87ff
			
		
	
	
		c0510c87ff
		
			
		
	
	
	
	
		
			
			Redo of #7590 since I messed up my branch. # Objective - Revise docs. - Refactor event loop code a little bit to make it easier to follow. ## Solution - Do the above. --- ### Migration Guide - `UpdateMode::Reactive { max_wait: .. }` -> `UpdateMode::Reactive { wait: .. }` - `UpdateMode::ReactiveLowPower { max_wait: .. }` -> `UpdateMode::ReactiveLowPower { wait: .. }` --------- Co-authored-by: Sélène Amanita <134181069+Selene-Amanita@users.noreply.github.com>
		
			
				
	
	
		
			214 lines
		
	
	
		
			7.5 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			214 lines
		
	
	
		
			7.5 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::{
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|     prelude::*,
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|     utils::Duration,
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|     window::{PresentMode, RequestRedraw, WindowPlugin},
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|     winit::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 [`WinitConfig`]
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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::ReactiveLowPower {
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|                 wait: Duration::from_millis(10),
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|             },
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|             ..default()
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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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|                 ..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 event: EventWriter<RequestRedraw>,
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|     mut winit_config: ResMut<WinitSettings>,
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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 `WinitConfig::game()` mode:
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|             //   * When focused: the event loop runs as fast as possible
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|             //   * When not focused: the event loop runs as fast as possible
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|             WinitSettings::game()
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|         }
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|         Application => {
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|             // While in `WinitConfig::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::desktop_app()
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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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|             // `WinitConfig::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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|             event.send(RequestRedraw);
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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::{prelude::*, window::RequestRedraw};
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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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|         mouse_button_input: Res<Input<KeyCode>>,
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|     ) {
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|         if mouse_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(Mesh::from(shape::Cube { size: 0.5 })),
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|                 material: materials.add(Color::rgb(0.8, 0.7, 0.6).into()),
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|                 ..default()
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|             },
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|             Rotator,
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|         ));
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|         commands.spawn(PointLightBundle {
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|             point_light: PointLight {
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|                 intensity: 1500.0,
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|                 shadows_enabled: true,
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|                 ..default()
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|             },
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|             transform: Transform::from_xyz(4.0, 8.0, 4.0),
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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 spacebar to cycle modes\n",
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|                     TextStyle {
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|                         font_size: 50.0,
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|                         color: Color::WHITE,
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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: Color::GREEN,
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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: Color::YELLOW,
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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: Color::YELLOW,
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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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