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https://github.com/bevyengine/bevy
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# Objective Fix https://github.com/bevyengine/bevy/issues/4530 - Make it easier to open/close/modify windows by setting them up as `Entity`s with a `Window` component. - Make multiple windows very simple to set up. (just add a `Window` component to an entity and it should open) ## Solution - Move all properties of window descriptor to ~components~ a component. - Replace `WindowId` with `Entity`. - ~Use change detection for components to update backend rather than events/commands. (The `CursorMoved`/`WindowResized`/... events are kept for user convenience.~ Check each field individually to see what we need to update, events are still kept for user convenience. --- ## Changelog - `WindowDescriptor` renamed to `Window`. - Width/height consolidated into a `WindowResolution` component. - Requesting maximization/minimization is done on the [`Window::state`] field. - `WindowId` is now `Entity`. ## Migration Guide - Replace `WindowDescriptor` with `Window`. - Change `width` and `height` fields in a `WindowResolution`, either by doing ```rust WindowResolution::new(width, height) // Explicitly // or using From<_> for tuples for convenience (1920., 1080.).into() ``` - Replace any `WindowCommand` code to just modify the `Window`'s fields directly and creating/closing windows is now by spawning/despawning an entity with a `Window` component like so: ```rust let window = commands.spawn(Window { ... }).id(); // open window commands.entity(window).despawn(); // close window ``` ## Unresolved - ~How do we tell when a window is minimized by a user?~ ~Currently using the `Resize(0, 0)` as an indicator of minimization.~ No longer attempting to tell given how finnicky this was across platforms, now the user can only request that a window be maximized/minimized. ## Future work - Move `exit_on_close` functionality out from windowing and into app(?) - https://github.com/bevyengine/bevy/issues/5621 - https://github.com/bevyengine/bevy/issues/7099 - https://github.com/bevyengine/bevy/issues/7098 Co-authored-by: Carter Anderson <mcanders1@gmail.com>
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.
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//!
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//! This is useful for making desktop applications, or any other program that doesn't need to be
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//! running the event loop non-stop.
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use bevy::{
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prelude::*,
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utils::Duration,
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window::{PresentMode, RequestRedraw, WindowPlugin},
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winit::WinitSettings,
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};
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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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.insert_resource(ExampleMode::Game)
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.add_plugins(DefaultPlugins.set(WindowPlugin {
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primary_window: Some(Window {
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// Turn off vsync to maximize CPU/GPU usage
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present_mode: PresentMode::AutoNoVsync,
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..default()
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}),
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..default()
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}))
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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(Resource, 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 &mut cube_transform {
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transform.rotate_x(time.delta_seconds());
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transform.rotate_local_y(time.delta_seconds());
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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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let mut text = query.single_mut();
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text.sections[1].value = mode.to_string();
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text.sections[3].value = frame.to_string();
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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.spawn((
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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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Rotator,
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));
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commands.spawn(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(Camera3dBundle {
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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()
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});
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event.send(RequestRedraw);
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commands.spawn((
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TextBundle::from_sections([
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TextSection::new(
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"Press spacebar to cycle modes\n",
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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::from_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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TextSection::new(
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"\nFrame: ",
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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::from_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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.with_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()
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},
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..default()
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}),
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ModeText,
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));
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}
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}
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