mirror of
https://github.com/bevyengine/bevy
synced 2024-11-13 00:17:27 +00:00
dcc03724a5
# Objective NOTE: This depends on #7267 and should not be merged until #7267 is merged. If you are reviewing this before that is merged, I highly recommend viewing the Base Sets commit instead of trying to find my changes amongst those from #7267. "Default sets" as described by the [Stageless RFC](https://github.com/bevyengine/rfcs/pull/45) have some [unfortunate consequences](https://github.com/bevyengine/bevy/discussions/7365). ## Solution This adds "base sets" as a variant of `SystemSet`: A set is a "base set" if `SystemSet::is_base` returns `true`. Typically this will be opted-in to using the `SystemSet` derive: ```rust #[derive(SystemSet, Clone, Hash, Debug, PartialEq, Eq)] #[system_set(base)] enum MyBaseSet { A, B, } ``` **Base sets are exclusive**: a system can belong to at most one "base set". Adding a system to more than one will result in an error. When possible we fail immediately during system-config-time with a nice file + line number. For the more nested graph-ey cases, this will fail at the final schedule build. **Base sets cannot belong to other sets**: this is where the word "base" comes from Systems and Sets can only be added to base sets using `in_base_set`. Calling `in_set` with a base set will fail. As will calling `in_base_set` with a normal set. ```rust app.add_system(foo.in_base_set(MyBaseSet::A)) // X must be a normal set ... base sets cannot be added to base sets .configure_set(X.in_base_set(MyBaseSet::A)) ``` Base sets can still be configured like normal sets: ```rust app.add_system(MyBaseSet::B.after(MyBaseSet::Ap)) ``` The primary use case for base sets is enabling a "default base set": ```rust schedule.set_default_base_set(CoreSet::Update) // this will belong to CoreSet::Update by default .add_system(foo) // this will override the default base set with PostUpdate .add_system(bar.in_base_set(CoreSet::PostUpdate)) ``` This allows us to build apis that work by default in the standard Bevy style. This is a rough analog to the "default stage" model, but it use the new "stageless sets" model instead, with all of the ordering flexibility (including exclusive systems) that it provides. --- ## Changelog - Added "base sets" and ported CoreSet to use them. ## Migration Guide TODO
212 lines
7.7 KiB
Rust
212 lines
7.7 KiB
Rust
//! 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.
|
|
|
|
use bevy::{
|
|
prelude::*,
|
|
utils::Duration,
|
|
window::{PresentMode, RequestRedraw, WindowPlugin},
|
|
winit::WinitSettings,
|
|
};
|
|
|
|
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()
|
|
})
|
|
.insert_resource(ExampleMode::Game)
|
|
.add_plugins(DefaultPlugins.set(WindowPlugin {
|
|
primary_window: Some(Window {
|
|
// Turn off vsync to maximize CPU/GPU usage
|
|
present_mode: PresentMode::AutoNoVsync,
|
|
..default()
|
|
}),
|
|
..default()
|
|
}))
|
|
.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(Resource, Debug)]
|
|
enum ExampleMode {
|
|
Game,
|
|
Application,
|
|
ApplicationWithRedraw,
|
|
}
|
|
|
|
/// Update winit based on the current `ExampleMode`
|
|
fn update_winit(
|
|
mode: Res<ExampleMode>,
|
|
mut event: EventWriter<RequestRedraw>,
|
|
mut winit_config: ResMut<WinitSettings>,
|
|
) {
|
|
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<ExampleMode>,
|
|
mouse_button_input: Res<Input<KeyCode>>,
|
|
) {
|
|
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<Time>,
|
|
mut cube_transform: Query<&mut Transform, With<Rotator>>,
|
|
) {
|
|
for mut transform in &mut cube_transform {
|
|
transform.rotate_x(time.delta_seconds());
|
|
transform.rotate_local_y(time.delta_seconds());
|
|
}
|
|
}
|
|
|
|
#[derive(Component)]
|
|
pub struct ModeText;
|
|
|
|
pub(crate) fn update_text(
|
|
mut frame: Local<usize>,
|
|
mode: Res<ExampleMode>,
|
|
mut query: Query<&mut Text, With<ModeText>>,
|
|
) {
|
|
*frame += 1;
|
|
let mode = match *mode {
|
|
ExampleMode::Game => "game(), continuous, default",
|
|
ExampleMode::Application => "desktop_app(), reactive",
|
|
ExampleMode::ApplicationWithRedraw => "desktop_app(), reactive, RequestRedraw sent",
|
|
};
|
|
let mut text = query.single_mut();
|
|
text.sections[1].value = mode.to_string();
|
|
text.sections[3].value = frame.to_string();
|
|
}
|
|
|
|
/// Set up a scene with a cube and some text
|
|
pub fn setup(
|
|
mut commands: Commands,
|
|
mut meshes: ResMut<Assets<Mesh>>,
|
|
mut materials: ResMut<Assets<StandardMaterial>>,
|
|
mut event: EventWriter<RequestRedraw>,
|
|
asset_server: Res<AssetServer>,
|
|
) {
|
|
commands.spawn((
|
|
PbrBundle {
|
|
mesh: meshes.add(Mesh::from(shape::Cube { size: 0.5 })),
|
|
material: materials.add(Color::rgb(0.8, 0.7, 0.6).into()),
|
|
..default()
|
|
},
|
|
Rotator,
|
|
));
|
|
commands.spawn(PointLightBundle {
|
|
point_light: PointLight {
|
|
intensity: 1500.0,
|
|
shadows_enabled: true,
|
|
..default()
|
|
},
|
|
transform: Transform::from_xyz(4.0, 8.0, 4.0),
|
|
..default()
|
|
});
|
|
commands.spawn(Camera3dBundle {
|
|
transform: Transform::from_xyz(-2.0, 2.0, 2.0).looking_at(Vec3::ZERO, Vec3::Y),
|
|
..default()
|
|
});
|
|
event.send(RequestRedraw);
|
|
commands.spawn((
|
|
TextBundle::from_sections([
|
|
TextSection::new(
|
|
"Press spacebar to cycle modes\n",
|
|
TextStyle {
|
|
font: asset_server.load("fonts/FiraSans-Bold.ttf"),
|
|
font_size: 50.0,
|
|
color: Color::WHITE,
|
|
},
|
|
),
|
|
TextSection::from_style(TextStyle {
|
|
font: asset_server.load("fonts/FiraSans-Bold.ttf"),
|
|
font_size: 50.0,
|
|
color: Color::GREEN,
|
|
}),
|
|
TextSection::new(
|
|
"\nFrame: ",
|
|
TextStyle {
|
|
font: asset_server.load("fonts/FiraSans-Bold.ttf"),
|
|
font_size: 50.0,
|
|
color: Color::YELLOW,
|
|
},
|
|
),
|
|
TextSection::from_style(TextStyle {
|
|
font: asset_server.load("fonts/FiraSans-Bold.ttf"),
|
|
font_size: 50.0,
|
|
color: Color::YELLOW,
|
|
}),
|
|
])
|
|
.with_style(Style {
|
|
align_self: AlignSelf::FlexStart,
|
|
position_type: PositionType::Absolute,
|
|
position: UiRect {
|
|
top: Val::Px(5.0),
|
|
left: Val::Px(5.0),
|
|
..default()
|
|
},
|
|
..default()
|
|
}),
|
|
ModeText,
|
|
));
|
|
}
|
|
}
|