use bevy_ecs::system::Resource; use bevy_utils::Duration; /// Settings for the [`WinitPlugin`](super::WinitPlugin). #[derive(Debug, Resource)] pub struct WinitSettings { /// Determines how frequently the application can update when it has focus. pub focused_mode: UpdateMode, /// Determines how frequently the application can update when it's out of focus. pub unfocused_mode: UpdateMode, } impl WinitSettings { /// Default settings for games. /// /// [`Continuous`](UpdateMode::Continuous) if windows have focus, /// [`ReactiveLowPower`](UpdateMode::ReactiveLowPower) otherwise. pub fn game() -> Self { WinitSettings { focused_mode: UpdateMode::Continuous, unfocused_mode: UpdateMode::ReactiveLowPower { wait: Duration::from_secs_f64(1.0 / 60.0), // 60Hz }, } } /// Default settings for desktop applications. /// /// [`Reactive`](UpdateMode::Reactive) if windows have focus, /// [`ReactiveLowPower`](UpdateMode::ReactiveLowPower) otherwise. pub fn desktop_app() -> Self { WinitSettings { focused_mode: UpdateMode::Reactive { wait: Duration::from_secs(5), }, unfocused_mode: UpdateMode::ReactiveLowPower { wait: Duration::from_secs(60), }, } } /// Returns the current [`UpdateMode`]. /// /// **Note:** The output depends on whether the window has focus or not. pub fn update_mode(&self, focused: bool) -> &UpdateMode { match focused { true => &self.focused_mode, false => &self.unfocused_mode, } } } impl Default for WinitSettings { fn default() -> Self { WinitSettings { focused_mode: UpdateMode::Continuous, unfocused_mode: UpdateMode::Continuous, } } } /// Determines how frequently an [`App`](bevy_app::App) should update. /// /// **Note:** This setting is independent of VSync. VSync is controlled by a window's /// [`PresentMode`](bevy_window::PresentMode) setting. If an app can update faster than the refresh /// rate, but VSync is enabled, the update rate will be indirectly limited by the renderer. #[derive(Debug, Clone, Copy)] pub enum UpdateMode { /// The [`App`](bevy_app::App) will update over and over, as fast as it possibly can, until an /// [`AppExit`](bevy_app::AppExit) event appears. Continuous, /// The [`App`](bevy_app::App) will update in response to the following, until an /// [`AppExit`](bevy_app::AppExit) event appears: /// - `wait` time has elapsed since the previous update /// - a redraw has been requested by [`RequestRedraw`](bevy_window::RequestRedraw) /// - new [window](`winit::event::WindowEvent`) or [raw input](`winit::event::DeviceEvent`) /// events have appeared Reactive { /// The minimum time from the start of one update to the next. /// /// **Note:** This has no upper limit. /// The [`App`](bevy_app::App) will wait indefinitely if you set this to [`Duration::MAX`]. wait: Duration, }, /// The [`App`](bevy_app::App) will update in response to the following, until an /// [`AppExit`](bevy_app::AppExit) event appears: /// - `wait` time has elapsed since the previous update /// - a redraw has been requested by [`RequestRedraw`](bevy_window::RequestRedraw) /// - new [window events](`winit::event::WindowEvent`) have appeared /// /// **Note:** Unlike [`Reactive`](`UpdateMode::Reactive`), this mode will ignore events that /// don't come from interacting with a window, like [`MouseMotion`](winit::event::DeviceEvent::MouseMotion). /// Use this mode if, for example, you only want your app to update when the mouse cursor is /// moving over a window, not just moving in general. This can greatly reduce power consumption. ReactiveLowPower { /// The minimum time from the start of one update to the next. /// /// **Note:** This has no upper limit. /// The [`App`](bevy_app::App) will wait indefinitely if you set this to [`Duration::MAX`]. wait: Duration, }, }