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# Objective Fixes #21948 Currently we tell winit to spawn any new `Window`s during the `about_to_wait` lifecycle method, but that's unreliable: if no new events appear while we're already waiting it could take an arbitrarily long time, or no new events could appear at all so we never spawn the window. This is especially bad when going from 0 to 1 `Window`s, as many events are related to the existing window. ## Solution Check for new windows in `resumed` for the initial window (which is also what winit examples do) and in `user_event` for new windows. I also did some other improvements while I was investigating this: * Inlined the `Added<Window>` query filter into `CreateWindowParams`, as the logic didn't make sense with any other filter. * Insert the `EventLoopProxyWrapper` resource when the plugin builds instead of inside the `winit_runner`. This currently makes no practical difference, but in another version of this PR I had a crash because the observer tried to use the resource before the runner started. It's also a more natural way to do it. * Made `WinitPlugin` no longer generic, and removed the `custom_user_event` example. The functionality it provides (being able to send events into bevy from the outside) only works in one direction, and I don't see why it needs to go via winit instead of a dedicated plugin with channels. ~~If this feature is useful for reasons I've missed then I'm happy to re-add it.~~ edit: winit is removing custom user events in 0.31, which made me even more confident it's the right direction for us too. ## Testing Run different examples and see that the window spawns in a timely fashion, edit the `multiple_windows` example as in #21948 and see that the window spawns.
207 lines
8.0 KiB
Rust
207 lines
8.0 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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use bevy::{
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prelude::*,
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window::{PresentMode, RequestRedraw, WindowPlugin},
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winit::{EventLoopProxyWrapper, WinitSettings, WinitUserEvent},
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};
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use core::time::Duration;
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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 [`WinitSettings`]
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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::reactive_low_power(Duration::from_millis(10)),
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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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#[derive(Resource, Debug)]
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enum ExampleMode {
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Game,
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Application,
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ApplicationWithRequestRedraw,
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ApplicationWithWakeUp,
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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 winit_config: ResMut<WinitSettings>,
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event_loop_proxy: Res<EventLoopProxyWrapper>,
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mut redraw_request_writer: MessageWriter<RequestRedraw>,
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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 `WinitSettings::game()` mode:
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// * When focused: the event loop runs as fast as possible
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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 sixtieth of a second has passed
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// without the app updating (60 Hz refresh rate max).
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WinitSettings::game()
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}
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Application => {
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// While in `WinitSettings::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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ApplicationWithRequestRedraw => {
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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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// `WinitSettings::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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// Note that in this example the RequestRedraw winit event will make the app run in the same
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// way as continuous
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redraw_request_writer.write(RequestRedraw);
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WinitSettings::desktop_app()
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}
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ApplicationWithWakeUp => {
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// Sending a `WakeUp` event is useful when you want the app to update the next
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// frame regardless of any user input. This can be used from outside Bevy, see example
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// `window/custom_user_event.rs` for an example usage from outside.
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// Note that in this example the `WakeUp` winit event will make the app run in the same
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// way as continuous
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let _ = event_loop_proxy.send_event(WinitUserEvent::WakeUp);
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WinitSettings::desktop_app()
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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::{
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color::palettes::basic::{LIME, YELLOW},
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prelude::*,
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window::RequestRedraw,
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};
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/// Switch between update modes when the spacebar is pressed.
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pub(crate) fn cycle_modes(
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mut mode: ResMut<ExampleMode>,
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button_input: Res<ButtonInput<KeyCode>>,
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) {
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if 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::ApplicationWithRequestRedraw,
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ExampleMode::ApplicationWithRequestRedraw => ExampleMode::ApplicationWithWakeUp,
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ExampleMode::ApplicationWithWakeUp => ExampleMode::Game,
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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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/// 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_secs());
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transform.rotate_local_y(time.delta_secs());
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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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pub(crate) fn update_text(
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mut frame: Local<usize>,
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mode: Res<ExampleMode>,
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text: Single<Entity, With<ModeText>>,
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mut writer: TextUiWriter,
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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::ApplicationWithRequestRedraw => {
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"desktop_app(), reactive, RequestRedraw sent"
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}
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ExampleMode::ApplicationWithWakeUp => "desktop_app(), reactive, WakeUp sent",
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};
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*writer.text(*text, 2) = mode.to_string();
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*writer.text(*text, 4) = frame.to_string();
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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 request_redraw_writer: MessageWriter<RequestRedraw>,
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) {
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commands.spawn((
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Mesh3d(meshes.add(Cuboid::new(0.5, 0.5, 0.5))),
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MeshMaterial3d(materials.add(Color::srgb(0.8, 0.7, 0.6))),
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Rotator,
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));
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commands.spawn((
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DirectionalLight::default(),
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Transform::from_xyz(1.0, 1.0, 1.0).looking_at(Vec3::ZERO, Vec3::Y),
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));
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commands.spawn((
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Camera3d::default(),
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Transform::from_xyz(-2.0, 2.0, 2.0).looking_at(Vec3::ZERO, Vec3::Y),
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));
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request_redraw_writer.write(RequestRedraw);
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commands.spawn((
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Text::default(),
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Node {
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align_self: AlignSelf::FlexStart,
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position_type: PositionType::Absolute,
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top: px(12),
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left: px(12),
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..default()
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},
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ModeText,
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children![
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TextSpan::new("Press space bar to cycle modes\n"),
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(TextSpan::default(), TextColor(LIME.into())),
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(TextSpan::new("\nFrame: "), TextColor(YELLOW.into())),
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(TextSpan::new(""), TextColor(YELLOW.into())),
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],
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));
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}
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}
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