Enum UpdateMode

Source
pub enum UpdateMode {
    Continuous,
    Reactive {
        wait: Duration,
        react_to_device_events: bool,
        react_to_user_events: bool,
        react_to_window_events: bool,
    },
}
Expand description

Determines how frequently an App should update.

Note: This setting is independent of VSync. VSync is controlled by a window’s PresentMode setting. If an app can update faster than the refresh rate, but VSync is enabled, the update rate will be indirectly limited by the renderer.

Variants§

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Continuous

The App will update over and over, as fast as it possibly can, until an AppExit event appears.

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Reactive

The App will update in response to the following, until an AppExit event appears:

Fields

§wait: Duration

The approximate time from the start of one update to the next.

Note: This has no upper limit. The App will wait indefinitely if you set this to Duration::MAX.

§react_to_device_events: bool

Reacts to device events, that will wake up the loop if it’s in a wait state

§react_to_user_events: bool

Reacts to user events, that will wake up the loop if it’s in a wait state

§react_to_window_events: bool

Reacts to window events, that will wake up the loop if it’s in a wait state

Implementations§

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impl UpdateMode

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pub fn reactive(wait: Duration) -> UpdateMode

Reactive mode, will update the app for any kind of event

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pub fn reactive_low_power(wait: Duration) -> UpdateMode

Low power mode

Unlike Reactive, this will ignore events that don’t come from interacting with a window, like MouseMotion. Use this if, for example, you only want your app to update when the mouse cursor is moving over a window, not just moving in general. This can greatly reduce power consumption.

Examples found in repository?
examples/window/low_power.rs (line 22)
13fn 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}

Trait Implementations§

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impl Clone for UpdateMode

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fn clone(&self) -> UpdateMode

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
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impl Debug for UpdateMode

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

Formats the value using the given formatter. Read more
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impl PartialEq for UpdateMode

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fn eq(&self, other: &UpdateMode) -> bool

Tests for self and other values to be equal, and is used by ==.
1.0.0 · Source§

fn ne(&self, other: &Rhs) -> bool

Tests for !=. The default implementation is almost always sufficient, and should not be overridden without very good reason.
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impl Copy for UpdateMode

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impl StructuralPartialEq for UpdateMode

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