Struct bevy::winit::WinitSettings
pub struct WinitSettings {
pub return_from_run: bool,
pub focused_mode: UpdateMode,
pub unfocused_mode: UpdateMode,
}
Expand description
A resource for configuring usage of the rust_winit
library.
Fields§
§return_from_run: bool
Configures the winit library to return control to the main thread after the run loop is exited. Winit strongly recommends avoiding this when possible. Before using this please read and understand the caveats in the winit documentation.
This feature is only available on desktop target_os
configurations. Namely windows
,
macos
, linux
, dragonfly
, freebsd
, netbsd
, and openbsd
. If set to true on an
unsupported platform run will panic.
focused_mode: UpdateMode
Configures how the winit event loop updates while the window is focused.
unfocused_mode: UpdateMode
Configures how the winit event loop updates while the window is not focused.
Implementations§
§impl WinitSettings
impl WinitSettings
pub fn game() -> WinitSettings
pub fn game() -> WinitSettings
Configure winit with common settings for a game.
pub fn desktop_app() -> WinitSettings
pub fn desktop_app() -> WinitSettings
Configure winit with common settings for a desktop application.
pub fn update_mode(&self, focused: bool) -> &UpdateMode
pub fn update_mode(&self, focused: bool) -> &UpdateMode
Gets the configured UpdateMode
depending on whether the window is focused or not
Trait Implementations§
§impl Debug for WinitSettings
impl Debug for WinitSettings
§impl Default for WinitSettings
impl Default for WinitSettings
§fn default() -> WinitSettings
fn default() -> WinitSettings
impl Resource for WinitSettingswhere
WinitSettings: 'static + Send + Sync,
Auto Trait Implementations§
impl RefUnwindSafe for WinitSettings
impl Send for WinitSettings
impl Sync for WinitSettings
impl Unpin for WinitSettings
impl UnwindSafe for WinitSettings
Blanket Implementations§
§impl<T, U> AsBindGroupShaderType<U> for Twhere
U: ShaderType,
&'a T: for<'a> Into<U>,
impl<T, U> AsBindGroupShaderType<U> for Twhere
U: ShaderType,
&'a T: for<'a> Into<U>,
§fn as_bind_group_shader_type(&self, _images: &RenderAssets<Image>) -> U
fn as_bind_group_shader_type(&self, _images: &RenderAssets<Image>) -> U
T
ShaderType
for self
. When used in AsBindGroup
derives, it is safe to assume that all images in self
exist. Read more§impl<T> Downcast for Twhere
T: Any,
impl<T> Downcast for Twhere
T: Any,
§fn into_any(self: Box<T, Global>) -> Box<dyn Any + 'static, Global>
fn into_any(self: Box<T, Global>) -> Box<dyn Any + 'static, Global>
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
. Read more§fn into_any_rc(self: Rc<T>) -> Rc<dyn Any + 'static>
fn into_any_rc(self: Rc<T>) -> Rc<dyn Any + 'static>
Rc<Trait>
(where Trait: Downcast
) to Rc<Any>
. Rc<Any>
can then be
further downcast
into Rc<ConcreteType>
where ConcreteType
implements Trait
. Read more§fn as_any(&self) -> &(dyn Any + 'static)
fn as_any(&self) -> &(dyn Any + 'static)
&Trait
(where Trait: Downcast
) to &Any
. This is needed since Rust cannot
generate &Any
’s vtable from &Trait
’s. Read more§fn as_any_mut(&mut self) -> &mut (dyn Any + 'static)
fn as_any_mut(&mut self) -> &mut (dyn Any + 'static)
&mut Trait
(where Trait: Downcast
) to &Any
. This is needed since Rust cannot
generate &mut Any
’s vtable from &mut Trait
’s. Read more§impl<T> FromWorld for Twhere
T: Default,
impl<T> FromWorld for Twhere
T: Default,
§fn from_world(_world: &mut World) -> T
fn from_world(_world: &mut World) -> T
Self
using data from the given World