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https://github.com/bevyengine/bevy
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# Objective - Make `Time` API more consistent. - Support time accel/decel/pause. ## Solution This is just the `Time` half of #3002. I was told that part isn't controversial. - Give the "delta time" and "total elapsed time" methods `f32`, `f64`, and `Duration` variants with consistent naming. - Implement accelerating / decelerating the passage of time. - Implement stopping time. --- ## Changelog - Changed `time_since_startup` to `elapsed` because `time.time_*` is just silly. - Added `relative_speed` and `set_relative_speed` methods. - Added `is_paused`, `pause`, `unpause` , and methods. (I'd prefer `resume`, but `unpause` matches `Timer` API.) - Added `raw_*` variants of the "delta time" and "total elapsed time" methods. - Added `first_update` method because there's a non-zero duration between startup and the first update. ## Migration Guide - `time.time_since_startup()` -> `time.elapsed()` - `time.seconds_since_startup()` -> `time.elapsed_seconds_f64()` - `time.seconds_since_startup_wrapped_f32()` -> `time.elapsed_seconds_wrapped()` If you aren't sure which to use, most systems should continue to use "scaled" time (e.g. `time.delta_seconds()`). The realtime "unscaled" time measurements (e.g. `time.raw_delta_seconds()`) are mostly for debugging and profiling.
90 lines
2.9 KiB
Rust
90 lines
2.9 KiB
Rust
//! Illustrates how to change window settings and shows how to affect
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//! the mouse pointer in various ways.
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use bevy::{
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diagnostic::{FrameTimeDiagnosticsPlugin, LogDiagnosticsPlugin},
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prelude::*,
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window::{CursorGrabMode, PresentMode},
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};
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fn main() {
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App::new()
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.insert_resource(WindowDescriptor {
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title: "I am a window!".to_string(),
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width: 500.,
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height: 300.,
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present_mode: PresentMode::AutoVsync,
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..default()
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})
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.add_plugins(DefaultPlugins)
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.add_plugin(LogDiagnosticsPlugin::default())
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.add_plugin(FrameTimeDiagnosticsPlugin)
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.add_system(change_title)
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.add_system(toggle_cursor)
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.add_system(toggle_vsync)
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.add_system(cycle_cursor_icon)
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.run();
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}
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/// This system toggles the vsync mode when pressing the button V.
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/// You'll see fps increase displayed in the console.
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fn toggle_vsync(input: Res<Input<KeyCode>>, mut windows: ResMut<Windows>) {
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if input.just_pressed(KeyCode::V) {
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let window = windows.primary_mut();
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window.set_present_mode(if matches!(window.present_mode(), PresentMode::AutoVsync) {
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PresentMode::AutoNoVsync
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} else {
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PresentMode::AutoVsync
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});
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info!("PRESENT_MODE: {:?}", window.present_mode());
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}
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}
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/// This system will then change the title during execution
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fn change_title(time: Res<Time>, mut windows: ResMut<Windows>) {
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let window = windows.primary_mut();
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window.set_title(format!(
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"Seconds since startup: {}",
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time.elapsed_seconds().round()
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));
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}
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/// This system toggles the cursor's visibility when the space bar is pressed
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fn toggle_cursor(input: Res<Input<KeyCode>>, mut windows: ResMut<Windows>) {
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let window = windows.primary_mut();
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if input.just_pressed(KeyCode::Space) {
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window.set_cursor_grab_mode(match window.cursor_grab_mode() {
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CursorGrabMode::None => CursorGrabMode::Locked,
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CursorGrabMode::Locked | CursorGrabMode::Confined => CursorGrabMode::None,
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});
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window.set_cursor_visibility(!window.cursor_visible());
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}
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}
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/// This system cycles the cursor's icon through a small set of icons when clicking
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fn cycle_cursor_icon(
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input: Res<Input<MouseButton>>,
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mut windows: ResMut<Windows>,
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mut index: Local<usize>,
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) {
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const ICONS: &[CursorIcon] = &[
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CursorIcon::Default,
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CursorIcon::Hand,
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CursorIcon::Wait,
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CursorIcon::Text,
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CursorIcon::Copy,
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];
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let window = windows.primary_mut();
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if input.just_pressed(MouseButton::Left) {
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*index = (*index + 1) % ICONS.len();
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window.set_cursor_icon(ICONS[*index]);
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} else if input.just_pressed(MouseButton::Right) {
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*index = if *index == 0 {
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ICONS.len() - 1
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} else {
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*index - 1
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};
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window.set_cursor_icon(ICONS[*index]);
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}
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}
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