mirror of
https://github.com/bevyengine/bevy
synced 2024-12-19 09:33:06 +00:00
015f2c69ca
# Objective Continue improving the user experience of our UI Node API in the direction specified by [Bevy's Next Generation Scene / UI System](https://github.com/bevyengine/bevy/discussions/14437) ## Solution As specified in the document above, merge `Style` fields into `Node`, and move "computed Node fields" into `ComputedNode` (I chose this name over something like `ComputedNodeLayout` because it currently contains more than just layout info. If we want to break this up / rename these concepts, lets do that in a separate PR). `Style` has been removed. This accomplishes a number of goals: ## Ergonomics wins Specifying both `Node` and `Style` is now no longer required for non-default styles Before: ```rust commands.spawn(( Node::default(), Style { width: Val::Px(100.), ..default() }, )); ``` After: ```rust commands.spawn(Node { width: Val::Px(100.), ..default() }); ``` ## Conceptual clarity `Style` was never a comprehensive "style sheet". It only defined "core" style properties that all `Nodes` shared. Any "styled property" that couldn't fit that mold had to be in a separate component. A "real" style system would style properties _across_ components (`Node`, `Button`, etc). We have plans to build a true style system (see the doc linked above). By moving the `Style` fields to `Node`, we fully embrace `Node` as the driving concept and remove the "style system" confusion. ## Next Steps * Consider identifying and splitting out "style properties that aren't core to Node". This should not happen for Bevy 0.15. --- ## Migration Guide Move any fields set on `Style` into `Node` and replace all `Style` component usage with `Node`. Before: ```rust commands.spawn(( Node::default(), Style { width: Val::Px(100.), ..default() }, )); ``` After: ```rust commands.spawn(Node { width: Val::Px(100.), ..default() }); ``` For any usage of the "computed node properties" that used to live on `Node`, use `ComputedNode` instead: Before: ```rust fn system(nodes: Query<&Node>) { for node in &nodes { let computed_size = node.size(); } } ``` After: ```rust fn system(computed_nodes: Query<&ComputedNode>) { for computed_node in &computed_nodes { let computed_size = computed_node.size(); } } ```
207 lines
8 KiB
Rust
207 lines
8 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::{EventLoopProxyWrapper, WakeUp, 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 [`WinitSettings`]
|
|
.insert_resource(WinitSettings {
|
|
focused_mode: bevy::winit::UpdateMode::Continuous,
|
|
unfocused_mode: bevy::winit::UpdateMode::reactive_low_power(Duration::from_millis(10)),
|
|
})
|
|
.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_systems(Startup, test_setup::setup)
|
|
.add_systems(
|
|
Update,
|
|
(
|
|
test_setup::cycle_modes,
|
|
test_setup::rotate_cube,
|
|
test_setup::update_text,
|
|
update_winit,
|
|
),
|
|
)
|
|
.run();
|
|
}
|
|
|
|
#[derive(Resource, Debug)]
|
|
enum ExampleMode {
|
|
Game,
|
|
Application,
|
|
ApplicationWithRequestRedraw,
|
|
ApplicationWithWakeUp,
|
|
}
|
|
|
|
/// Update winit based on the current `ExampleMode`
|
|
fn update_winit(
|
|
mode: Res<ExampleMode>,
|
|
mut winit_config: ResMut<WinitSettings>,
|
|
event_loop_proxy: Res<EventLoopProxyWrapper<WakeUp>>,
|
|
mut redraw_request_events: EventWriter<RequestRedraw>,
|
|
) {
|
|
use ExampleMode::*;
|
|
*winit_config = match *mode {
|
|
Game => {
|
|
// In the default `WinitSettings::game()` mode:
|
|
// * When focused: the event loop runs as fast as possible
|
|
// * 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 sixtieth of a second has passed
|
|
// without the app updating (60 Hz refresh rate max).
|
|
WinitSettings::game()
|
|
}
|
|
Application => {
|
|
// While in `WinitSettings::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()
|
|
}
|
|
ApplicationWithRequestRedraw => {
|
|
// 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
|
|
// `WinitSettings::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.
|
|
// Note that in this example the RequestRedraw winit event will make the app run in the same
|
|
// way as continuous
|
|
redraw_request_events.send(RequestRedraw);
|
|
WinitSettings::desktop_app()
|
|
}
|
|
ApplicationWithWakeUp => {
|
|
// Sending a `WakeUp` event is useful when you want the app to update the next
|
|
// frame regardless of any user input. This can be used from outside Bevy, see example
|
|
// `window/custom_user_event.rs` for an example usage from outside.
|
|
// Note that in this example the Wakeup winit event will make the app run in the same
|
|
// way as continuous
|
|
let _ = event_loop_proxy.send_event(WakeUp);
|
|
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::{
|
|
color::palettes::basic::{LIME, YELLOW},
|
|
prelude::*,
|
|
window::RequestRedraw,
|
|
};
|
|
|
|
/// Switch between update modes when the mouse is clicked.
|
|
pub(crate) fn cycle_modes(
|
|
mut mode: ResMut<ExampleMode>,
|
|
button_input: Res<ButtonInput<KeyCode>>,
|
|
) {
|
|
if button_input.just_pressed(KeyCode::Space) {
|
|
*mode = match *mode {
|
|
ExampleMode::Game => ExampleMode::Application,
|
|
ExampleMode::Application => ExampleMode::ApplicationWithRequestRedraw,
|
|
ExampleMode::ApplicationWithRequestRedraw => ExampleMode::ApplicationWithWakeUp,
|
|
ExampleMode::ApplicationWithWakeUp => 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_secs());
|
|
transform.rotate_local_y(time.delta_secs());
|
|
}
|
|
}
|
|
|
|
#[derive(Component)]
|
|
pub struct ModeText;
|
|
|
|
pub(crate) fn update_text(
|
|
mut frame: Local<usize>,
|
|
mode: Res<ExampleMode>,
|
|
text: Single<Entity, With<ModeText>>,
|
|
mut writer: TextUiWriter,
|
|
) {
|
|
*frame += 1;
|
|
let mode = match *mode {
|
|
ExampleMode::Game => "game(), continuous, default",
|
|
ExampleMode::Application => "desktop_app(), reactive",
|
|
ExampleMode::ApplicationWithRequestRedraw => {
|
|
"desktop_app(), reactive, RequestRedraw sent"
|
|
}
|
|
ExampleMode::ApplicationWithWakeUp => "desktop_app(), reactive, WakeUp sent",
|
|
};
|
|
*writer.text(*text, 2) = mode.to_string();
|
|
*writer.text(*text, 4) = 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>,
|
|
) {
|
|
commands.spawn((
|
|
Mesh3d(meshes.add(Cuboid::new(0.5, 0.5, 0.5))),
|
|
MeshMaterial3d(materials.add(Color::srgb(0.8, 0.7, 0.6))),
|
|
Rotator,
|
|
));
|
|
|
|
commands.spawn((
|
|
DirectionalLight::default(),
|
|
Transform::from_xyz(1.0, 1.0, 1.0).looking_at(Vec3::ZERO, Vec3::Y),
|
|
));
|
|
commands.spawn((
|
|
Camera3d::default(),
|
|
Transform::from_xyz(-2.0, 2.0, 2.0).looking_at(Vec3::ZERO, Vec3::Y),
|
|
));
|
|
event.send(RequestRedraw);
|
|
commands
|
|
.spawn((
|
|
Text::default(),
|
|
Node {
|
|
align_self: AlignSelf::FlexStart,
|
|
position_type: PositionType::Absolute,
|
|
top: Val::Px(12.0),
|
|
left: Val::Px(12.0),
|
|
..default()
|
|
},
|
|
ModeText,
|
|
))
|
|
.with_children(|p| {
|
|
p.spawn(TextSpan::new("Press space bar to cycle modes\n"));
|
|
p.spawn((TextSpan::default(), TextColor(LIME.into())));
|
|
p.spawn((TextSpan::new("\nFrame: "), TextColor(YELLOW.into())));
|
|
p.spawn((TextSpan::new(""), TextColor(YELLOW.into())));
|
|
});
|
|
}
|
|
}
|