mirror of
https://github.com/bevyengine/bevy
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0746b8eb4c
# Objective Fixes #12225 Prior to the `bevy_color` port, `GREEN` used to mean "full green." But it is now a much darker color matching the css1 spec. ## Solution Change usages of `basic::GREEN` or `css::GREEN` to `LIME` to restore the examples to their former colors. This also removes the duplicate definition of `GREEN` from `css`. (it was already re-exported from `basic`) ## Note A lot of these examples could use nicer colors. I'm not trying to do that here. "Dark Grey" will be tackled separately and has its own tracking issue.
211 lines
7.4 KiB
Rust
211 lines
7.4 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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wait: Duration::from_millis(10),
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},
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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_systems(Startup, test_setup::setup)
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.add_systems(
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Update,
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(
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test_setup::cycle_modes,
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test_setup::rotate_cube,
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test_setup::update_text,
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update_winit,
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),
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)
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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::{
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color::palettes::basic::{LIME, YELLOW},
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prelude::*,
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window::RequestRedraw,
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};
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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<ButtonInput<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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) {
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commands.spawn((
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PbrBundle {
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mesh: meshes.add(Cuboid::new(0.5, 0.5, 0.5)),
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material: materials.add(Color::srgb(0.8, 0.7, 0.6)),
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..default()
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},
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Rotator,
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));
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commands.spawn(DirectionalLightBundle {
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transform: Transform::from_xyz(1.0, 1.0, 1.0).looking_at(Vec3::ZERO, Vec3::Y),
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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_size: 50.0,
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..default()
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},
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),
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TextSection::from_style(TextStyle {
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font_size: 50.0,
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color: LIME.into(),
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..default()
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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_size: 50.0,
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color: YELLOW.into(),
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..default()
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},
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),
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TextSection::from_style(TextStyle {
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font_size: 50.0,
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color: YELLOW.into(),
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..default()
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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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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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ModeText,
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));
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}
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}
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