mirror of
https://github.com/bevyengine/bevy
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2d674e7c3e
# Objective - Reduce power usage for games when not focused. - Reduce power usage to ~0 when a desktop application is minimized (opt-in). - Reduce power usage when focused, only updating on a `winit` event, or the user sends a redraw request. (opt-in) https://user-images.githubusercontent.com/2632925/156904387-ec47d7de-7f06-4c6f-8aaf-1e952c1153a2.mp4 Note resource usage in the Task Manager in the above video. ## Solution - Added a type `UpdateMode` that allows users to specify how the winit event loop is updated, without exposing winit types. - Added two fields to `WinitConfig`, both with the `UpdateMode` type. One configures how the application updates when focused, and the other configures how the application behaves when it is not focused. Users can modify this resource manually to set the type of event loop control flow they want. - For convenience, two functions were added to `WinitConfig`, that provide reasonable presets: `game()` (default) and `desktop_app()`. - The `game()` preset, which is used by default, is unchanged from current behavior with one exception: when the app is out of focus the app updates at a minimum of 10fps, or every time a winit event is received. This has a huge positive impact on power use and responsiveness on my machine, which will otherwise continue running the app at many hundreds of fps when out of focus or minimized. - The `desktop_app()` preset is fully reactive, only updating when user input (winit event) is supplied or a `RedrawRequest` event is sent. When the app is out of focus, it only updates on `Window` events - i.e. any winit event that directly interacts with the window. What this means in practice is that the app uses *zero* resources when minimized or not interacted with, but still updates fluidly when the app is out of focus and the user mouses over the application. - Added a `RedrawRequest` event so users can force an update even if there are no events. This is useful in an application when you want to, say, run an animation even when the user isn't providing input. - Added an example `low_power` to demonstrate these changes ## Usage Configuring the event loop: ```rs use bevy::winit::{WinitConfig}; // ... .insert_resource(WinitConfig::desktop_app()) // preset // or .insert_resource(WinitConfig::game()) // preset // or .insert_resource(WinitConfig{ .. }) // manual ``` Requesting a redraw: ```rs use bevy:🪟:RequestRedraw; // ... fn request_redraw(mut event: EventWriter<RequestRedraw>) { event.send(RequestRedraw); } ``` ## Other details - Because we have a single event loop for multiple windows, every time I've mentioned "focused" above, I more precisely mean, "if at least one bevy window is focused". - Due to a platform bug in winit (https://github.com/rust-windowing/winit/issues/1619), we can't simply use `Window::request_redraw()`. As a workaround, this PR will temporarily set the window mode to `Poll` when a redraw is requested. This is then reset to the user's `WinitConfig` setting on the next frame.
560 lines
12 KiB
TOML
560 lines
12 KiB
TOML
[package]
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name = "bevy"
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version = "0.6.0"
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edition = "2021"
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categories = ["game-engines", "graphics", "gui", "rendering"]
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description = "A refreshingly simple data-driven game engine and app framework"
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exclude = ["assets/**/*", "tools/**/*", ".github/**/*", "crates/**/*"]
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homepage = "https://bevyengine.org"
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keywords = ["game", "engine", "gamedev", "graphics", "bevy"]
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license = "MIT OR Apache-2.0"
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readme = "README.md"
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repository = "https://github.com/bevyengine/bevy"
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[workspace]
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exclude = ["benches", "crates/bevy_ecs_compile_fail_tests"]
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members = ["crates/*", "examples/ios", "tools/ci", "errors"]
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[features]
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default = [
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"bevy_audio",
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"bevy_gilrs",
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"bevy_winit",
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"render",
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"png",
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"hdr",
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"vorbis",
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"x11",
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"filesystem_watcher",
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]
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# Force dynamic linking, which improves iterative compile times
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dynamic = ["bevy_dylib"]
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# Rendering support
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render = [
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"bevy_internal/bevy_core_pipeline",
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"bevy_internal/bevy_pbr",
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"bevy_internal/bevy_gltf",
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"bevy_internal/bevy_render",
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"bevy_internal/bevy_sprite",
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"bevy_internal/bevy_text",
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"bevy_internal/bevy_ui",
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]
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# Optional bevy crates
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bevy_audio = ["bevy_internal/bevy_audio"]
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bevy_core_pipeline = ["bevy_internal/bevy_core_pipeline"]
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bevy_dynamic_plugin = ["bevy_internal/bevy_dynamic_plugin"]
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bevy_gilrs = ["bevy_internal/bevy_gilrs"]
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bevy_gltf = ["bevy_internal/bevy_gltf"]
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bevy_pbr = ["bevy_internal/bevy_pbr"]
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bevy_render = ["bevy_internal/bevy_render"]
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bevy_sprite = ["bevy_internal/bevy_sprite"]
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bevy_text = ["bevy_internal/bevy_text"]
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bevy_ui = ["bevy_internal/bevy_ui"]
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bevy_winit = ["bevy_internal/bevy_winit"]
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# Tracing features
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trace_chrome = ["trace", "bevy_internal/trace_chrome"]
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trace_tracy = ["trace", "bevy_internal/trace_tracy"]
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trace = ["bevy_internal/trace"]
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wgpu_trace = ["bevy_internal/wgpu_trace"]
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# Image format support for texture loading (PNG and HDR are enabled by default)
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hdr = ["bevy_internal/hdr"]
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png = ["bevy_internal/png"]
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dds = ["bevy_internal/dds"]
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tga = ["bevy_internal/tga"]
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jpeg = ["bevy_internal/jpeg"]
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bmp = ["bevy_internal/bmp"]
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# Audio format support (MP3 is enabled by default)
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flac = ["bevy_internal/flac"]
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mp3 = ["bevy_internal/mp3"]
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vorbis = ["bevy_internal/vorbis"]
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wav = ["bevy_internal/wav"]
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# Enable watching file system for asset hot reload
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filesystem_watcher = ["bevy_internal/filesystem_watcher"]
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serialize = ["bevy_internal/serialize"]
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# Display server protocol support (X11 is enabled by default)
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wayland = ["bevy_internal/wayland"]
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x11 = ["bevy_internal/x11"]
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# Enable rendering of font glyphs using subpixel accuracy
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subpixel_glyph_atlas = ["bevy_internal/subpixel_glyph_atlas"]
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# Enable systems that allow for automated testing on CI
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bevy_ci_testing = ["bevy_internal/bevy_ci_testing"]
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# Enable the "debug asset server" for hot reloading internal assets
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debug_asset_server = ["bevy_internal/debug_asset_server"]
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[dependencies]
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bevy_dylib = { path = "crates/bevy_dylib", version = "0.6.0", default-features = false, optional = true }
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bevy_internal = { path = "crates/bevy_internal", version = "0.6.0", default-features = false }
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[target.'cfg(target_arch = "wasm32")'.dependencies]
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bevy_internal = { path = "crates/bevy_internal", version = "0.6.0", default-features = false, features = [
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"webgl",
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] }
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[dev-dependencies]
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anyhow = "1.0.4"
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rand = "0.8.0"
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ron = "0.7.0"
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serde = { version = "1", features = ["derive"] }
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bytemuck = "1.7"
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# Needed to poll Task examples
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futures-lite = "1.11.3"
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crossbeam-channel = "0.5.0"
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[[example]]
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name = "hello_world"
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path = "examples/hello_world.rs"
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# 2D Rendering
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[[example]]
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name = "contributors"
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path = "examples/2d/contributors.rs"
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[[example]]
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name = "many_sprites"
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path = "examples/2d/many_sprites.rs"
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[[example]]
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name = "move_sprite"
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path = "examples/2d/move_sprite.rs"
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[[example]]
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name = "rotation"
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path = "examples/2d/rotation.rs"
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[[example]]
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name = "mesh2d"
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path = "examples/2d/mesh2d.rs"
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[[example]]
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name = "mesh2d_manual"
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path = "examples/2d/mesh2d_manual.rs"
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[[example]]
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name = "rect"
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path = "examples/2d/rect.rs"
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[[example]]
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name = "sprite"
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path = "examples/2d/sprite.rs"
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[[example]]
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name = "sprite_flipping"
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path = "examples/2d/sprite_flipping.rs"
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[[example]]
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name = "sprite_sheet"
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path = "examples/2d/sprite_sheet.rs"
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[[example]]
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name = "text2d"
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path = "examples/2d/text2d.rs"
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[[example]]
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name = "texture_atlas"
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path = "examples/2d/texture_atlas.rs"
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# 3D Rendering
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[[example]]
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name = "3d_scene"
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path = "examples/3d/3d_scene.rs"
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[[example]]
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name = "lighting"
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path = "examples/3d/lighting.rs"
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[[example]]
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name = "load_gltf"
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path = "examples/3d/load_gltf.rs"
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[[example]]
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name = "many_cubes"
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path = "examples/3d/many_cubes.rs"
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[[example]]
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name = "msaa"
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path = "examples/3d/msaa.rs"
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[[example]]
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name = "orthographic"
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path = "examples/3d/orthographic.rs"
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[[example]]
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name = "parenting"
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path = "examples/3d/parenting.rs"
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[[example]]
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name = "pbr"
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path = "examples/3d/pbr.rs"
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[[example]]
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name = "shadow_biases"
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path = "examples/3d/shadow_biases.rs"
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[[example]]
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name = "shadow_caster_receiver"
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path = "examples/3d/shadow_caster_receiver.rs"
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[[example]]
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name = "spherical_area_lights"
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path = "examples/3d/spherical_area_lights.rs"
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[[example]]
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name = "texture"
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path = "examples/3d/texture.rs"
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[[example]]
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name = "render_to_texture"
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path = "examples/3d/render_to_texture.rs"
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[[example]]
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name = "update_gltf_scene"
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path = "examples/3d/update_gltf_scene.rs"
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[[example]]
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name = "wireframe"
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path = "examples/3d/wireframe.rs"
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# Application
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[[example]]
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name = "custom_loop"
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path = "examples/app/custom_loop.rs"
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[[example]]
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name = "drag_and_drop"
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path = "examples/app/drag_and_drop.rs"
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[[example]]
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name = "empty"
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path = "examples/app/empty.rs"
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[[example]]
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name = "empty_defaults"
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path = "examples/app/empty_defaults.rs"
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[[example]]
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name = "headless"
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path = "examples/app/headless.rs"
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[[example]]
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name = "logs"
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path = "examples/app/logs.rs"
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[[example]]
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name = "plugin"
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path = "examples/app/plugin.rs"
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[[example]]
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name = "plugin_group"
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path = "examples/app/plugin_group.rs"
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[[example]]
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name = "return_after_run"
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path = "examples/app/return_after_run.rs"
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[[example]]
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name = "thread_pool_resources"
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path = "examples/app/thread_pool_resources.rs"
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[[example]]
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name = "headless_defaults"
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path = "examples/app/headless_defaults.rs"
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[[example]]
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name = "without_winit"
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path = "examples/app/without_winit.rs"
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# Assets
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[[example]]
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name = "asset_loading"
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path = "examples/asset/asset_loading.rs"
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[[example]]
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name = "custom_asset"
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path = "examples/asset/custom_asset.rs"
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[[example]]
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name = "custom_asset_io"
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path = "examples/asset/custom_asset_io.rs"
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[[example]]
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name = "hot_asset_reloading"
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path = "examples/asset/hot_asset_reloading.rs"
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# Async Tasks
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[[example]]
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name = "async_compute"
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path = "examples/async_tasks/async_compute.rs"
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[[example]]
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name = "external_source_external_thread"
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path = "examples/async_tasks/external_source_external_thread.rs"
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# Audio
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[[example]]
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name = "audio"
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path = "examples/audio/audio.rs"
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[[example]]
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name = "audio_control"
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path = "examples/audio/audio_control.rs"
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# Diagnostics
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[[example]]
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name = "log_diagnostics"
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path = "examples/diagnostics/log_diagnostics.rs"
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[[example]]
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name = "custom_diagnostic"
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path = "examples/diagnostics/custom_diagnostic.rs"
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# ECS (Entity Component System)
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[[example]]
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name = "ecs_guide"
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path = "examples/ecs/ecs_guide.rs"
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[[example]]
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name = "component_change_detection"
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path = "examples/ecs/component_change_detection.rs"
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[[example]]
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name = "custom_query_param"
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path = "examples/ecs/custom_query_param.rs"
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[[example]]
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name = "event"
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path = "examples/ecs/event.rs"
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[[example]]
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name = "fixed_timestep"
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path = "examples/ecs/fixed_timestep.rs"
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[[example]]
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name = "generic_system"
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path = "examples/ecs/generic_system.rs"
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[[example]]
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name = "hierarchy"
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path = "examples/ecs/hierarchy.rs"
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[[example]]
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name = "iter_combinations"
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path = "examples/ecs/iter_combinations.rs"
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[[example]]
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name = "parallel_query"
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path = "examples/ecs/parallel_query.rs"
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[[example]]
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name = "removal_detection"
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path = "examples/ecs/removal_detection.rs"
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[[example]]
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name = "startup_system"
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path = "examples/ecs/startup_system.rs"
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[[example]]
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name = "state"
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path = "examples/ecs/state.rs"
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[[example]]
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name = "system_chaining"
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path = "examples/ecs/system_chaining.rs"
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[[example]]
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name = "system_param"
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path = "examples/ecs/system_param.rs"
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[[example]]
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name = "system_sets"
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path = "examples/ecs/system_sets.rs"
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[[example]]
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name = "timers"
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path = "examples/ecs/timers.rs"
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# Games
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[[example]]
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name = "alien_cake_addict"
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path = "examples/game/alien_cake_addict.rs"
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[[example]]
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name = "breakout"
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path = "examples/game/breakout.rs"
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[[example]]
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name = "game_menu"
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path = "examples/game/game_menu.rs"
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# Input
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[[example]]
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name = "char_input_events"
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path = "examples/input/char_input_events.rs"
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[[example]]
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name = "gamepad_input"
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path = "examples/input/gamepad_input.rs"
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[[example]]
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name = "gamepad_input_events"
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path = "examples/input/gamepad_input_events.rs"
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[[example]]
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name = "keyboard_input"
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path = "examples/input/keyboard_input.rs"
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[[example]]
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name = "keyboard_modifiers"
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path = "examples/input/keyboard_modifiers.rs"
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[[example]]
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name = "keyboard_input_events"
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path = "examples/input/keyboard_input_events.rs"
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[[example]]
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name = "mouse_input"
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path = "examples/input/mouse_input.rs"
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[[example]]
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name = "mouse_input_events"
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path = "examples/input/mouse_input_events.rs"
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[[example]]
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name = "touch_input"
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path = "examples/input/touch_input.rs"
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[[example]]
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name = "touch_input_events"
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path = "examples/input/touch_input_events.rs"
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# Reflection
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[[example]]
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name = "reflection"
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path = "examples/reflection/reflection.rs"
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[[example]]
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name = "generic_reflection"
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path = "examples/reflection/generic_reflection.rs"
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[[example]]
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name = "reflection_types"
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path = "examples/reflection/reflection_types.rs"
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[[example]]
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name = "trait_reflection"
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path = "examples/reflection/trait_reflection.rs"
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# Scene
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[[example]]
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name = "scene"
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path = "examples/scene/scene.rs"
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# Shaders
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[[example]]
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name = "custom_vertex_attribute"
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path = "examples/shader/custom_vertex_attribute.rs"
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[[example]]
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name = "shader_defs"
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path = "examples/shader/shader_defs.rs"
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[[example]]
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name = "shader_material"
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path = "examples/shader/shader_material.rs"
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[[example]]
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name = "shader_material_screenspace_texture"
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path = "examples/shader/shader_material_screenspace_texture.rs"
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[[example]]
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name = "shader_material_glsl"
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path = "examples/shader/shader_material_glsl.rs"
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[[example]]
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name = "shader_instancing"
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path = "examples/shader/shader_instancing.rs"
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[[example]]
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name = "animate_shader"
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path = "examples/shader/animate_shader.rs"
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[[example]]
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name = "compute_shader_game_of_life"
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path = "examples/shader/compute_shader_game_of_life.rs"
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# Tools
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[[example]]
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name = "bevymark"
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path = "examples/tools/bevymark.rs"
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# UI (User Interface)
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[[example]]
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name = "button"
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path = "examples/ui/button.rs"
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[[example]]
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name = "font_atlas_debug"
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path = "examples/ui/font_atlas_debug.rs"
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[[example]]
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name = "text"
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path = "examples/ui/text.rs"
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[[example]]
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name = "text_debug"
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path = "examples/ui/text_debug.rs"
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[[example]]
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name = "ui"
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path = "examples/ui/ui.rs"
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# Window
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[[example]]
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name = "clear_color"
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path = "examples/window/clear_color.rs"
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[[example]]
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name = "low_power"
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path = "examples/window/low_power.rs"
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[[example]]
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name = "multiple_windows"
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path = "examples/window/multiple_windows.rs"
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[[example]]
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name = "scale_factor_override"
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path = "examples/window/scale_factor_override.rs"
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[[example]]
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name = "transparent_window"
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path = "examples/window/transparent_window.rs"
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[[example]]
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name = "window_settings"
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path = "examples/window/window_settings.rs"
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# Android
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[[example]]
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crate-type = ["cdylib"]
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name = "android"
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path = "examples/android/android.rs"
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[package.metadata.android]
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apk_label = "Bevy Example"
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assets = "assets"
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res = "assets/android-res"
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icon = "@mipmap/ic_launcher"
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build_targets = ["aarch64-linux-android", "armv7-linux-androideabi"]
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min_sdk_version = 16
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target_sdk_version = 29
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