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:
Andrew 2024-03-12 18:03:41 -04:00 committed by GitHub
parent 78c754ca00
commit 3f6300dc81
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@ -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,