# Objective NOTE: This depends on #7267 and should not be merged until #7267 is merged. If you are reviewing this before that is merged, I highly recommend viewing the Base Sets commit instead of trying to find my changes amongst those from #7267. "Default sets" as described by the [Stageless RFC](https://github.com/bevyengine/rfcs/pull/45) have some [unfortunate consequences](https://github.com/bevyengine/bevy/discussions/7365). ## Solution This adds "base sets" as a variant of `SystemSet`: A set is a "base set" if `SystemSet::is_base` returns `true`. Typically this will be opted-in to using the `SystemSet` derive: ```rust #[derive(SystemSet, Clone, Hash, Debug, PartialEq, Eq)] #[system_set(base)] enum MyBaseSet { A, B, } ``` **Base sets are exclusive**: a system can belong to at most one "base set". Adding a system to more than one will result in an error. When possible we fail immediately during system-config-time with a nice file + line number. For the more nested graph-ey cases, this will fail at the final schedule build. **Base sets cannot belong to other sets**: this is where the word "base" comes from Systems and Sets can only be added to base sets using `in_base_set`. Calling `in_set` with a base set will fail. As will calling `in_base_set` with a normal set. ```rust app.add_system(foo.in_base_set(MyBaseSet::A)) // X must be a normal set ... base sets cannot be added to base sets .configure_set(X.in_base_set(MyBaseSet::A)) ``` Base sets can still be configured like normal sets: ```rust app.add_system(MyBaseSet::B.after(MyBaseSet::Ap)) ``` The primary use case for base sets is enabling a "default base set": ```rust schedule.set_default_base_set(CoreSet::Update) // this will belong to CoreSet::Update by default .add_system(foo) // this will override the default base set with PostUpdate .add_system(bar.in_base_set(CoreSet::PostUpdate)) ``` This allows us to build apis that work by default in the standard Bevy style. This is a rough analog to the "default stage" model, but it use the new "stageless sets" model instead, with all of the ordering flexibility (including exclusive systems) that it provides. --- ## Changelog - Added "base sets" and ported CoreSet to use them. ## Migration Guide TODO
		
			
				
	
	
		
			213 lines
		
	
	
		
			7.7 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			213 lines
		
	
	
		
			7.7 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, WindowPlugin},
 | 
						|
    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()
 | 
						|
        })
 | 
						|
        .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_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((
 | 
						|
            PbrBundle {
 | 
						|
                mesh: meshes.add(Mesh::from(shape::Cube { size: 0.5 })),
 | 
						|
                material: materials.add(Color::rgb(0.8, 0.7, 0.6).into()),
 | 
						|
                ..default()
 | 
						|
            },
 | 
						|
            Rotator,
 | 
						|
        ));
 | 
						|
        commands.spawn(PointLightBundle {
 | 
						|
            point_light: PointLight {
 | 
						|
                intensity: 1500.0,
 | 
						|
                shadows_enabled: true,
 | 
						|
                ..default()
 | 
						|
            },
 | 
						|
            transform: Transform::from_xyz(4.0, 8.0, 4.0),
 | 
						|
            ..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 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()
 | 
						|
            }),
 | 
						|
            ModeText,
 | 
						|
        ));
 | 
						|
    }
 | 
						|
}
 |