mirror of
https://github.com/bevyengine/bevy
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989fb8a78d
# Objective - Closes #335. - Related #4285. - Part of the splitting process of #3503. ## Solution - Move `Rect` to `bevy_ui` and rename it to `UiRect`. ## Reasons - `Rect` is only used in `bevy_ui` and therefore calling it `UiRect` makes the intent clearer. - We have two types that are called `Rect` currently and it's missleading (see `bevy_sprite::Rect` and #335). - Discussion in #3503. ## Changelog ### Changed - The `Rect` type got moved from `bevy_math` to `bevy_ui` and renamed to `UiRect`. ## Migration Guide - The `Rect` type got renamed to `UiRect`. To migrate you just have to change every occurrence of `Rect` to `UiRect`. Co-authored-by: KDecay <KDecayMusic@protonmail.com>
220 lines
8.5 KiB
Rust
220 lines
8.5 KiB
Rust
use std::time::Duration;
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use bevy::{
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prelude::*,
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window::{PresentMode, RequestRedraw},
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winit::WinitSettings,
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};
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/// This example illustrates how to run a winit window in a reactive, low power mode. This is useful
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/// for making desktop applications, or any other program that doesn't need to be running the event
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/// loop non-stop.
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fn main() {
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App::new()
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// Continuous rendering for games - bevy's default.
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.insert_resource(WinitSettings::game())
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// Power-saving reactive rendering for applications.
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.insert_resource(WinitSettings::desktop_app())
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// You can also customize update behavior with the fields of [`WinitConfig`]
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.insert_resource(WinitSettings {
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focused_mode: bevy::winit::UpdateMode::Continuous,
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unfocused_mode: bevy::winit::UpdateMode::ReactiveLowPower {
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max_wait: Duration::from_millis(10),
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},
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..default()
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})
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// Turn off vsync to maximize CPU/GPU usage
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.insert_resource(WindowDescriptor {
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present_mode: PresentMode::Immediate,
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..default()
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})
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.insert_resource(ExampleMode::Game)
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.add_plugins(DefaultPlugins)
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.add_startup_system(test_setup::setup)
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.add_system(test_setup::cycle_modes)
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.add_system(test_setup::rotate_cube)
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.add_system(test_setup::update_text)
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.add_system(update_winit)
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.run();
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}
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#[derive(Debug)]
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enum ExampleMode {
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Game,
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Application,
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ApplicationWithRedraw,
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}
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/// Update winit based on the current `ExampleMode`
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fn update_winit(
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mode: Res<ExampleMode>,
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mut event: EventWriter<RequestRedraw>,
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mut winit_config: ResMut<WinitSettings>,
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) {
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use ExampleMode::*;
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*winit_config = match *mode {
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Game => {
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// In the default `WinitConfig::game()` mode:
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// * When focused: the event loop runs as fast as possible
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// * When not focused: the event loop runs as fast as possible
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WinitSettings::game()
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}
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Application => {
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// While in `WinitConfig::desktop_app()` mode:
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// * When focused: the app will update any time a winit event (e.g. the window is
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// moved/resized, the mouse moves, a button is pressed, etc.), a [`RequestRedraw`]
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// event is received, or after 5 seconds if the app has not updated.
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// * When not focused: the app will update when the window is directly interacted with
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// (e.g. the mouse hovers over a visible part of the out of focus window), a
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// [`RequestRedraw`] event is received, or one minute has passed without the app
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// updating.
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WinitSettings::desktop_app()
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}
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ApplicationWithRedraw => {
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// Sending a `RequestRedraw` event is useful when you want the app to update the next
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// frame regardless of any user input. For example, your application might use
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// `WinitConfig::desktop_app()` to reduce power use, but UI animations need to play even
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// when there are no inputs, so you send redraw requests while the animation is playing.
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event.send(RequestRedraw);
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WinitSettings::desktop_app()
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}
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};
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}
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/// Everything in this module is for setting up and animating the scene, and is not important to the
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/// demonstrated features.
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pub(crate) mod test_setup {
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use crate::ExampleMode;
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use bevy::{prelude::*, window::RequestRedraw};
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/// Switch between update modes when the mouse is clicked.
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pub(crate) fn cycle_modes(
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mut mode: ResMut<ExampleMode>,
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mouse_button_input: Res<Input<KeyCode>>,
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) {
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if mouse_button_input.just_pressed(KeyCode::Space) {
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*mode = match *mode {
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ExampleMode::Game => ExampleMode::Application,
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ExampleMode::Application => ExampleMode::ApplicationWithRedraw,
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ExampleMode::ApplicationWithRedraw => ExampleMode::Game,
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};
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}
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}
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#[derive(Component)]
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pub(crate) struct Rotator;
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/// Rotate the cube to make it clear when the app is updating
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pub(crate) fn rotate_cube(
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time: Res<Time>,
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mut cube_transform: Query<&mut Transform, With<Rotator>>,
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) {
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for mut transform in cube_transform.iter_mut() {
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let t = time.seconds_since_startup() as f32;
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*transform =
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transform.with_rotation(Quat::from_rotation_x(t) * Quat::from_rotation_y(t));
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}
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}
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#[derive(Component)]
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pub struct ModeText;
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pub(crate) fn update_text(
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mut frame: Local<usize>,
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mode: Res<ExampleMode>,
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mut query: Query<&mut Text, With<ModeText>>,
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) {
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*frame += 1;
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let mode = match *mode {
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ExampleMode::Game => "game(), continuous, default",
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ExampleMode::Application => "desktop_app(), reactive",
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ExampleMode::ApplicationWithRedraw => "desktop_app(), reactive, RequestRedraw sent",
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};
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query.get_single_mut().unwrap().sections[1].value = mode.to_string();
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query.get_single_mut().unwrap().sections[3].value = format!("{}", *frame);
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}
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/// Set up a scene with a cube and some text
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pub fn setup(
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mut commands: Commands,
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mut meshes: ResMut<Assets<Mesh>>,
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mut materials: ResMut<Assets<StandardMaterial>>,
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mut event: EventWriter<RequestRedraw>,
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asset_server: Res<AssetServer>,
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) {
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commands
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.spawn_bundle(PbrBundle {
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mesh: meshes.add(Mesh::from(shape::Cube { size: 0.5 })),
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material: materials.add(Color::rgb(0.8, 0.7, 0.6).into()),
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..default()
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})
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.insert(Rotator);
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commands.spawn_bundle(PointLightBundle {
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point_light: PointLight {
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intensity: 1500.0,
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shadows_enabled: true,
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..default()
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},
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transform: Transform::from_xyz(4.0, 8.0, 4.0),
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..default()
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});
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commands.spawn_bundle(PerspectiveCameraBundle {
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transform: Transform::from_xyz(-2.0, 2.0, 2.0).looking_at(Vec3::ZERO, Vec3::Y),
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..Default::default()
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});
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event.send(RequestRedraw);
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commands.spawn_bundle(UiCameraBundle::default());
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commands
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.spawn_bundle(TextBundle {
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style: Style {
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align_self: AlignSelf::FlexStart,
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position_type: PositionType::Absolute,
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position: UiRect {
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top: Val::Px(5.0),
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left: Val::Px(5.0),
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..Default::default()
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},
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..Default::default()
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},
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text: Text {
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sections: vec![
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TextSection {
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value: "Press spacebar to cycle modes\n".into(),
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style: TextStyle {
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font: asset_server.load("fonts/FiraSans-Bold.ttf"),
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font_size: 50.0,
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color: Color::WHITE,
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},
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},
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TextSection {
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value: "".into(),
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style: TextStyle {
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font: asset_server.load("fonts/FiraSans-Bold.ttf"),
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font_size: 50.0,
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color: Color::GREEN,
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},
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},
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TextSection {
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value: "\nFrame: ".into(),
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style: TextStyle {
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font: asset_server.load("fonts/FiraSans-Bold.ttf"),
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font_size: 50.0,
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color: Color::YELLOW,
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},
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},
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TextSection {
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value: "".into(),
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style: TextStyle {
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font: asset_server.load("fonts/FiraSans-Bold.ttf"),
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font_size: 50.0,
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color: Color::YELLOW,
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},
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},
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],
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alignment: TextAlignment::default(),
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},
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..Default::default()
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})
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.insert(ModeText);
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}
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}
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