use std::time::Duration; use bevy::{ prelude::*, window::{PresentMode, RequestRedraw}, winit::WinitSettings, }; /// 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. 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() }) // Turn off vsync to maximize CPU/GPU usage .insert_resource(WindowDescriptor { present_mode: PresentMode::Immediate, ..default() }) .insert_resource(ExampleMode::Game) .add_plugins(DefaultPlugins) .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(Debug)] enum ExampleMode { Game, Application, ApplicationWithRedraw, } /// Update winit based on the current `ExampleMode` fn update_winit( mode: Res, mut event: EventWriter, mut winit_config: ResMut, ) { 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, mouse_button_input: Res>, ) { 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