Struct bevy::winit::WinitSettings

pub struct WinitSettings {
    pub focused_mode: UpdateMode,
    pub unfocused_mode: UpdateMode,
}
Expand description

Settings for the WinitPlugin.

Fields§

§focused_mode: UpdateMode

Determines how frequently the application can update when it has focus.

§unfocused_mode: UpdateMode

Determines how frequently the application can update when it’s out of focus.

Implementations§

§

impl WinitSettings

pub fn game() -> WinitSettings

Default settings for games.

Continuous if windows have focus, ReactiveLowPower otherwise.

Examples found in repository?
examples/window/low_power.rs (line 16)
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
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::ReactiveLowPower {
                wait: 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,
    ApplicationWithRedraw,
}

/// Update winit based on the current `ExampleMode`
fn update_winit(
    mode: Res<ExampleMode>,
    mut winit_config: ResMut<WinitSettings>,
    event_loop_proxy: NonSend<EventLoopProxy>,
) {
    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()
        }
        ApplicationWithRedraw => {
            // 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
            let _ = event_loop_proxy.send_event(RequestRedraw);
            WinitSettings::desktop_app()
        }
    };
}

pub fn desktop_app() -> WinitSettings

Default settings for desktop applications.

Reactive if windows have focus, ReactiveLowPower otherwise.

Use the EventLoopProxy to request a redraw from outside bevy.

Examples found in repository?
examples/ui/button.rs (line 10)
6
7
8
9
10
11
12
13
14
fn main() {
    App::new()
        .add_plugins(DefaultPlugins)
        // Only run the app when there is user input. This will significantly reduce CPU/GPU use.
        .insert_resource(WinitSettings::desktop_app())
        .add_systems(Startup, setup)
        .add_systems(Update, button_system)
        .run();
}
More examples
Hide additional examples
examples/ui/ui_texture_atlas_slice.rs (line 14)
10
11
12
13
14
15
16
17
18
fn main() {
    App::new()
        .add_plugins(DefaultPlugins)
        // Only run the app when there is user input. This will significantly reduce CPU/GPU use.
        .insert_resource(WinitSettings::desktop_app())
        .add_systems(Startup, setup)
        .add_systems(Update, button_system)
        .run();
}
examples/ui/ui_texture_slice.rs (line 14)
10
11
12
13
14
15
16
17
18
fn main() {
    App::new()
        .add_plugins(DefaultPlugins)
        // Only run the app when there is user input. This will significantly reduce CPU/GPU use.
        .insert_resource(WinitSettings::desktop_app())
        .add_systems(Startup, setup)
        .add_systems(Update, button_system)
        .run();
}
examples/ui/overflow.rs (line 9)
5
6
7
8
9
10
11
12
13
fn main() {
    App::new()
        .add_plugins(DefaultPlugins)
        // Only run the app when there is user input. This will significantly reduce CPU/GPU use.
        .insert_resource(WinitSettings::desktop_app())
        .add_systems(Startup, setup)
        .add_systems(Update, update_outlines)
        .run();
}
examples/ui/relative_cursor_position.rs (line 11)
7
8
9
10
11
12
13
14
15
fn main() {
    App::new()
        .add_plugins(DefaultPlugins)
        // Only run the app when there is user input. This will significantly reduce CPU/GPU use.
        .insert_resource(WinitSettings::desktop_app())
        .add_systems(Startup, setup)
        .add_systems(Update, relative_cursor_position_system)
        .run();
}
examples/ui/display_and_visibility.rs (line 16)
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
fn main() {
    App::new()
        .add_plugins(DefaultPlugins)
        // Only run the app when there is user input. This will significantly reduce CPU/GPU use.
        .insert_resource(WinitSettings::desktop_app())
        .add_systems(Startup, setup)
        .add_systems(
            Update,
            (
                buttons_handler::<Display>,
                buttons_handler::<Visibility>,
                text_hover,
            ),
        )
        .run();
}

pub fn update_mode(&self, focused: bool) -> UpdateMode

Returns the current UpdateMode.

Note: The output depends on whether the window has focus or not.

Trait Implementations§

§

impl Clone for WinitSettings

§

fn clone(&self) -> WinitSettings

Returns a copy of the value. Read more
1.0.0 · source§

fn clone_from(&mut self, source: &Self)

Performs copy-assignment from source. Read more
§

impl Debug for WinitSettings

§

fn fmt(&self, f: &mut Formatter<'_>) -> Result<(), Error>

Formats the value using the given formatter. Read more
§

impl Default for WinitSettings

§

fn default() -> WinitSettings

Returns the “default value” for a type. Read more
§

impl Resource for WinitSettings
where WinitSettings: Send + Sync + 'static,

Auto Trait Implementations§

Blanket Implementations§

source§

impl<T> Any for T
where T: 'static + ?Sized,

source§

fn type_id(&self) -> TypeId

Gets the TypeId of self. Read more
§

impl<T, U> AsBindGroupShaderType<U> for T
where U: ShaderType, &'a T: for<'a> Into<U>,

§

fn as_bind_group_shader_type(&self, _images: &RenderAssets<GpuImage>) -> U

Return the T ShaderType for self. When used in AsBindGroup derives, it is safe to assume that all images in self exist.
source§

impl<T> Borrow<T> for T
where T: ?Sized,

source§

fn borrow(&self) -> &T

Immutably borrows from an owned value. Read more
source§

impl<T> BorrowMut<T> for T
where T: ?Sized,

source§

fn borrow_mut(&mut self) -> &mut T

Mutably borrows from an owned value. Read more
§

impl<T> Downcast<T> for T

§

fn downcast(&self) -> &T

§

impl<T> Downcast for T
where T: Any,

§

fn into_any(self: Box<T>) -> Box<dyn Any>

Convert Box<dyn Trait> (where Trait: Downcast) to Box<dyn Any>. Box<dyn Any> can then be further downcast into Box<ConcreteType> where ConcreteType implements Trait.
§

fn into_any_rc(self: Rc<T>) -> Rc<dyn Any>

Convert Rc<Trait> (where Trait: Downcast) to Rc<Any>. Rc<Any> can then be further downcast into Rc<ConcreteType> where ConcreteType implements Trait.
§

fn as_any(&self) -> &(dyn Any + 'static)

Convert &Trait (where Trait: Downcast) to &Any. This is needed since Rust cannot generate &Any’s vtable from &Trait’s.
§

fn as_any_mut(&mut self) -> &mut (dyn Any + 'static)

Convert &mut Trait (where Trait: Downcast) to &Any. This is needed since Rust cannot generate &mut Any’s vtable from &mut Trait’s.
§

impl<T> DowncastSync for T
where T: Any + Send + Sync,

§

fn into_any_arc(self: Arc<T>) -> Arc<dyn Any + Send + Sync>

Convert Arc<Trait> (where Trait: Downcast) to Arc<Any>. Arc<Any> can then be further downcast into Arc<ConcreteType> where ConcreteType implements Trait.
source§

impl<T> From<T> for T

source§

fn from(t: T) -> T

Returns the argument unchanged.

§

impl<S> FromSample<S> for S

§

fn from_sample_(s: S) -> S

§

impl<T> FromWorld for T
where T: Default,

§

fn from_world(_world: &mut World) -> T

Creates Self using data from the given World.
§

impl<T> Instrument for T

§

fn instrument(self, span: Span) -> Instrumented<Self>

Instruments this type with the provided Span, returning an Instrumented wrapper. Read more
§

fn in_current_span(self) -> Instrumented<Self>

Instruments this type with the current Span, returning an Instrumented wrapper. Read more
source§

impl<T, U> Into<U> for T
where U: From<T>,

source§

fn into(self) -> U

Calls U::from(self).

That is, this conversion is whatever the implementation of From<T> for U chooses to do.

source§

impl<T> IntoEither for T

source§

fn into_either(self, into_left: bool) -> Either<Self, Self>

Converts self into a Left variant of Either<Self, Self> if into_left is true. Converts self into a Right variant of Either<Self, Self> otherwise. Read more
source§

fn into_either_with<F>(self, into_left: F) -> Either<Self, Self>
where F: FnOnce(&Self) -> bool,

Converts self into a Left variant of Either<Self, Self> if into_left(&self) returns true. Converts self into a Right variant of Either<Self, Self> otherwise. Read more
§

impl<F, T> IntoSample<T> for F
where T: FromSample<F>,

§

fn into_sample(self) -> T

§

impl<T> NoneValue for T
where T: Default,

§

type NoneType = T

§

fn null_value() -> T

The none-equivalent value.
§

impl<T> Pointable for T

§

const ALIGN: usize = _

The alignment of pointer.
§

type Init = T

The type for initializers.
§

unsafe fn init(init: <T as Pointable>::Init) -> usize

Initializes a with the given initializer. Read more
§

unsafe fn deref<'a>(ptr: usize) -> &'a T

Dereferences the given pointer. Read more
§

unsafe fn deref_mut<'a>(ptr: usize) -> &'a mut T

Mutably dereferences the given pointer. Read more
§

unsafe fn drop(ptr: usize)

Drops the object pointed to by the given pointer. Read more
source§

impl<R, P> ReadPrimitive<R> for P
where R: Read + ReadEndian<P>, P: Default,

source§

fn read_from_little_endian(read: &mut R) -> Result<Self, Error>

Read this value from the supplied reader. Same as ReadEndian::read_from_little_endian().
source§

fn read_from_big_endian(read: &mut R) -> Result<Self, Error>

Read this value from the supplied reader. Same as ReadEndian::read_from_big_endian().
source§

fn read_from_native_endian(read: &mut R) -> Result<Self, Error>

Read this value from the supplied reader. Same as ReadEndian::read_from_native_endian().
source§

impl<T> Same for T

§

type Output = T

Should always be Self
source§

impl<T> ToOwned for T
where T: Clone,

§

type Owned = T

The resulting type after obtaining ownership.
source§

fn to_owned(&self) -> T

Creates owned data from borrowed data, usually by cloning. Read more
source§

fn clone_into(&self, target: &mut T)

Uses borrowed data to replace owned data, usually by cloning. Read more
§

impl<T, U> ToSample<U> for T
where U: FromSample<T>,

§

fn to_sample_(self) -> U

source§

impl<T, U> TryFrom<U> for T
where U: Into<T>,

§

type Error = Infallible

The type returned in the event of a conversion error.
source§

fn try_from(value: U) -> Result<T, <T as TryFrom<U>>::Error>

Performs the conversion.
source§

impl<T, U> TryInto<U> for T
where U: TryFrom<T>,

§

type Error = <U as TryFrom<T>>::Error

The type returned in the event of a conversion error.
source§

fn try_into(self) -> Result<U, <U as TryFrom<T>>::Error>

Performs the conversion.
§

impl<T> TypeData for T
where T: 'static + Send + Sync + Clone,

§

fn clone_type_data(&self) -> Box<dyn TypeData>

§

impl<T> Upcast<T> for T

§

fn upcast(&self) -> Option<&T>

§

impl<V, T> VZip<V> for T
where V: MultiLane<T>,

§

fn vzip(self) -> V

§

impl<T> WithSubscriber for T

§

fn with_subscriber<S>(self, subscriber: S) -> WithDispatch<Self>
where S: Into<Dispatch>,

Attaches the provided Subscriber to this type, returning a WithDispatch wrapper. Read more
§

fn with_current_subscriber(self) -> WithDispatch<Self>

Attaches the current default Subscriber to this type, returning a WithDispatch wrapper. Read more
§

impl<T> ConditionalSend for T
where T: Send,

§

impl<S, T> Duplex<S> for T
where T: FromSample<S> + ToSample<S>,

§

impl<T> Settings for T
where T: 'static + Send + Sync,

§

impl<T> WasmNotSend for T
where T: Send,

§

impl<T> WasmNotSendSync for T
where T: WasmNotSend + WasmNotSync,

§

impl<T> WasmNotSync for T
where T: Sync,