Book a Demo!
CoCalc Logo Icon
StoreFeaturesDocsShareSupportNewsAboutPoliciesSign UpSign In
bevyengine
GitHub Repository: bevyengine/bevy
Path: blob/main/examples/window/low_power.rs
6595 views
1
//! This example illustrates how to run a winit window in a reactive, low power mode.
2
//!
3
//! This is useful for making desktop applications, or any other program that doesn't need to be
4
//! running the event loop non-stop.
5
6
use bevy::{
7
prelude::*,
8
window::{PresentMode, RequestRedraw, WindowPlugin},
9
winit::{EventLoopProxyWrapper, WakeUp, WinitSettings},
10
};
11
use core::time::Duration;
12
13
fn main() {
14
App::new()
15
// Continuous rendering for games - bevy's default.
16
.insert_resource(WinitSettings::game())
17
// Power-saving reactive rendering for applications.
18
.insert_resource(WinitSettings::desktop_app())
19
// You can also customize update behavior with the fields of [`WinitSettings`]
20
.insert_resource(WinitSettings {
21
focused_mode: bevy::winit::UpdateMode::Continuous,
22
unfocused_mode: bevy::winit::UpdateMode::reactive_low_power(Duration::from_millis(10)),
23
})
24
.insert_resource(ExampleMode::Game)
25
.add_plugins(DefaultPlugins.set(WindowPlugin {
26
primary_window: Some(Window {
27
// Turn off vsync to maximize CPU/GPU usage
28
present_mode: PresentMode::AutoNoVsync,
29
..default()
30
}),
31
..default()
32
}))
33
.add_systems(Startup, test_setup::setup)
34
.add_systems(
35
Update,
36
(
37
test_setup::cycle_modes,
38
test_setup::rotate_cube,
39
test_setup::update_text,
40
update_winit,
41
),
42
)
43
.run();
44
}
45
46
#[derive(Resource, Debug)]
47
enum ExampleMode {
48
Game,
49
Application,
50
ApplicationWithRequestRedraw,
51
ApplicationWithWakeUp,
52
}
53
54
/// Update winit based on the current `ExampleMode`
55
fn update_winit(
56
mode: Res<ExampleMode>,
57
mut winit_config: ResMut<WinitSettings>,
58
event_loop_proxy: Res<EventLoopProxyWrapper<WakeUp>>,
59
mut redraw_request_events: EventWriter<RequestRedraw>,
60
) {
61
use ExampleMode::*;
62
*winit_config = match *mode {
63
Game => {
64
// In the default `WinitSettings::game()` mode:
65
// * When focused: the event loop runs as fast as possible
66
// * When not focused: the app will update when the window is directly interacted with
67
// (e.g. the mouse hovers over a visible part of the out of focus window), a
68
// [`RequestRedraw`] event is received, or one sixtieth of a second has passed
69
// without the app updating (60 Hz refresh rate max).
70
WinitSettings::game()
71
}
72
Application => {
73
// While in `WinitSettings::desktop_app()` mode:
74
// * When focused: the app will update any time a winit event (e.g. the window is
75
// moved/resized, the mouse moves, a button is pressed, etc.), a [`RequestRedraw`]
76
// event is received, or after 5 seconds if the app has not updated.
77
// * When not focused: the app will update when the window is directly interacted with
78
// (e.g. the mouse hovers over a visible part of the out of focus window), a
79
// [`RequestRedraw`] event is received, or one minute has passed without the app
80
// updating.
81
WinitSettings::desktop_app()
82
}
83
ApplicationWithRequestRedraw => {
84
// Sending a `RequestRedraw` event is useful when you want the app to update the next
85
// frame regardless of any user input. For example, your application might use
86
// `WinitSettings::desktop_app()` to reduce power use, but UI animations need to play even
87
// when there are no inputs, so you send redraw requests while the animation is playing.
88
// Note that in this example the RequestRedraw winit event will make the app run in the same
89
// way as continuous
90
redraw_request_events.write(RequestRedraw);
91
WinitSettings::desktop_app()
92
}
93
ApplicationWithWakeUp => {
94
// Sending a `WakeUp` event is useful when you want the app to update the next
95
// frame regardless of any user input. This can be used from outside Bevy, see example
96
// `window/custom_user_event.rs` for an example usage from outside.
97
// Note that in this example the `WakeUp` winit event will make the app run in the same
98
// way as continuous
99
let _ = event_loop_proxy.send_event(WakeUp);
100
WinitSettings::desktop_app()
101
}
102
};
103
}
104
105
/// Everything in this module is for setting up and animating the scene, and is not important to the
106
/// demonstrated features.
107
pub(crate) mod test_setup {
108
use crate::ExampleMode;
109
use bevy::{
110
color::palettes::basic::{LIME, YELLOW},
111
prelude::*,
112
window::RequestRedraw,
113
};
114
115
/// Switch between update modes when the spacebar is pressed.
116
pub(crate) fn cycle_modes(
117
mut mode: ResMut<ExampleMode>,
118
button_input: Res<ButtonInput<KeyCode>>,
119
) {
120
if button_input.just_pressed(KeyCode::Space) {
121
*mode = match *mode {
122
ExampleMode::Game => ExampleMode::Application,
123
ExampleMode::Application => ExampleMode::ApplicationWithRequestRedraw,
124
ExampleMode::ApplicationWithRequestRedraw => ExampleMode::ApplicationWithWakeUp,
125
ExampleMode::ApplicationWithWakeUp => ExampleMode::Game,
126
};
127
}
128
}
129
130
#[derive(Component)]
131
pub(crate) struct Rotator;
132
133
/// Rotate the cube to make it clear when the app is updating
134
pub(crate) fn rotate_cube(
135
time: Res<Time>,
136
mut cube_transform: Query<&mut Transform, With<Rotator>>,
137
) {
138
for mut transform in &mut cube_transform {
139
transform.rotate_x(time.delta_secs());
140
transform.rotate_local_y(time.delta_secs());
141
}
142
}
143
144
#[derive(Component)]
145
pub struct ModeText;
146
147
pub(crate) fn update_text(
148
mut frame: Local<usize>,
149
mode: Res<ExampleMode>,
150
text: Single<Entity, With<ModeText>>,
151
mut writer: TextUiWriter,
152
) {
153
*frame += 1;
154
let mode = match *mode {
155
ExampleMode::Game => "game(), continuous, default",
156
ExampleMode::Application => "desktop_app(), reactive",
157
ExampleMode::ApplicationWithRequestRedraw => {
158
"desktop_app(), reactive, RequestRedraw sent"
159
}
160
ExampleMode::ApplicationWithWakeUp => "desktop_app(), reactive, WakeUp sent",
161
};
162
*writer.text(*text, 2) = mode.to_string();
163
*writer.text(*text, 4) = frame.to_string();
164
}
165
166
/// Set up a scene with a cube and some text
167
pub fn setup(
168
mut commands: Commands,
169
mut meshes: ResMut<Assets<Mesh>>,
170
mut materials: ResMut<Assets<StandardMaterial>>,
171
mut event: EventWriter<RequestRedraw>,
172
) {
173
commands.spawn((
174
Mesh3d(meshes.add(Cuboid::new(0.5, 0.5, 0.5))),
175
MeshMaterial3d(materials.add(Color::srgb(0.8, 0.7, 0.6))),
176
Rotator,
177
));
178
179
commands.spawn((
180
DirectionalLight::default(),
181
Transform::from_xyz(1.0, 1.0, 1.0).looking_at(Vec3::ZERO, Vec3::Y),
182
));
183
commands.spawn((
184
Camera3d::default(),
185
Transform::from_xyz(-2.0, 2.0, 2.0).looking_at(Vec3::ZERO, Vec3::Y),
186
));
187
event.write(RequestRedraw);
188
commands.spawn((
189
Text::default(),
190
Node {
191
align_self: AlignSelf::FlexStart,
192
position_type: PositionType::Absolute,
193
top: px(12),
194
left: px(12),
195
..default()
196
},
197
ModeText,
198
children![
199
TextSpan::new("Press space bar to cycle modes\n"),
200
(TextSpan::default(), TextColor(LIME.into())),
201
(TextSpan::new("\nFrame: "), TextColor(YELLOW.into())),
202
(TextSpan::new(""), TextColor(YELLOW.into())),
203
],
204
));
205
}
206
}
207
208