mirror of
https://github.com/bevyengine/bevy
synced 2024-11-22 20:53:53 +00:00
low_power example: pick nits (#12437)
# Objective - no-longer-extant type `WinitConfig` referenced in comments - `mouse_button_input` refers to `KeyCode` input - "spacebar" flagged as a typo by RustRover IDE ## Solution - replace `WinitConfig` with `WinitSettings` in comments - rename `mouse_button_input` to just `button_input` - change "spacebar" to "space bar"
This commit is contained in:
parent
78c754ca00
commit
3f6300dc81
1 changed files with 11 additions and 8 deletions
|
@ -16,7 +16,7 @@ fn main() {
|
||||||
.insert_resource(WinitSettings::game())
|
.insert_resource(WinitSettings::game())
|
||||||
// Power-saving reactive rendering for applications.
|
// Power-saving reactive rendering for applications.
|
||||||
.insert_resource(WinitSettings::desktop_app())
|
.insert_resource(WinitSettings::desktop_app())
|
||||||
// You can also customize update behavior with the fields of [`WinitConfig`]
|
// You can also customize update behavior with the fields of [`WinitSettings`]
|
||||||
.insert_resource(WinitSettings {
|
.insert_resource(WinitSettings {
|
||||||
focused_mode: bevy::winit::UpdateMode::Continuous,
|
focused_mode: bevy::winit::UpdateMode::Continuous,
|
||||||
unfocused_mode: bevy::winit::UpdateMode::ReactiveLowPower {
|
unfocused_mode: bevy::winit::UpdateMode::ReactiveLowPower {
|
||||||
|
@ -61,13 +61,16 @@ fn update_winit(
|
||||||
use ExampleMode::*;
|
use ExampleMode::*;
|
||||||
*winit_config = match *mode {
|
*winit_config = match *mode {
|
||||||
Game => {
|
Game => {
|
||||||
// In the default `WinitConfig::game()` mode:
|
// In the default `WinitSettings::game()` mode:
|
||||||
// * When focused: the event loop runs as fast as possible
|
// * When focused: the event loop runs as fast as possible
|
||||||
// * When not 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()
|
WinitSettings::game()
|
||||||
}
|
}
|
||||||
Application => {
|
Application => {
|
||||||
// While in `WinitConfig::desktop_app()` mode:
|
// While in `WinitSettings::desktop_app()` mode:
|
||||||
// * When focused: the app will update any time a winit event (e.g. the window is
|
// * 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`]
|
// 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.
|
// event is received, or after 5 seconds if the app has not updated.
|
||||||
|
@ -80,7 +83,7 @@ fn update_winit(
|
||||||
ApplicationWithRedraw => {
|
ApplicationWithRedraw => {
|
||||||
// Sending a `RequestRedraw` event is useful when you want the app to update the next
|
// 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
|
// 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
|
// `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.
|
// when there are no inputs, so you send redraw requests while the animation is playing.
|
||||||
event.send(RequestRedraw);
|
event.send(RequestRedraw);
|
||||||
WinitSettings::desktop_app()
|
WinitSettings::desktop_app()
|
||||||
|
@ -101,9 +104,9 @@ pub(crate) mod test_setup {
|
||||||
/// Switch between update modes when the mouse is clicked.
|
/// Switch between update modes when the mouse is clicked.
|
||||||
pub(crate) fn cycle_modes(
|
pub(crate) fn cycle_modes(
|
||||||
mut mode: ResMut<ExampleMode>,
|
mut mode: ResMut<ExampleMode>,
|
||||||
mouse_button_input: Res<ButtonInput<KeyCode>>,
|
button_input: Res<ButtonInput<KeyCode>>,
|
||||||
) {
|
) {
|
||||||
if mouse_button_input.just_pressed(KeyCode::Space) {
|
if button_input.just_pressed(KeyCode::Space) {
|
||||||
*mode = match *mode {
|
*mode = match *mode {
|
||||||
ExampleMode::Game => ExampleMode::Application,
|
ExampleMode::Game => ExampleMode::Application,
|
||||||
ExampleMode::Application => ExampleMode::ApplicationWithRedraw,
|
ExampleMode::Application => ExampleMode::ApplicationWithRedraw,
|
||||||
|
|
Loading…
Reference in a new issue