pub struct WinitSettings {
pub focused_mode: UpdateMode,
pub unfocused_mode: UpdateMode,
}Expand description
Settings for the WinitPlugin.
Fields§
§focused_mode: UpdateModeDetermines how frequently the application can update when it has focus.
unfocused_mode: UpdateModeDetermines how frequently the application can update when it’s out of focus.
Implementations§
Source§impl WinitSettings
impl WinitSettings
Sourcepub fn game() -> WinitSettings
pub fn game() -> WinitSettings
Default settings for games.
Continuous if windows have focus,
reactive_low_power otherwise.
Sourcepub fn desktop_app() -> WinitSettings
pub fn desktop_app() -> WinitSettings
Default settings for desktop applications.
Reactive if windows have focus,
reactive_low_power otherwise.
Use the EventLoopProxy to request a redraw from outside bevy.
Sourcepub fn mobile() -> WinitSettings
pub fn mobile() -> WinitSettings
Default settings for mobile.
Reactive if windows have focus,
reactive_low_power otherwise.
Use the EventLoopProxy to request a redraw from outside bevy.
Sourcepub fn continuous() -> WinitSettings
pub fn continuous() -> WinitSettings
The application will update as fast possible.
Uses Continuous regardless of whether windows have focus.
Sourcepub fn update_mode(&self, focused: bool) -> UpdateMode
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§
Source§impl Clone for WinitSettings
impl Clone for WinitSettings
Source§fn clone(&self) -> WinitSettings
fn clone(&self) -> WinitSettings
1.0.0 (const: unstable) · Source§fn clone_from(&mut self, source: &Self)
fn clone_from(&mut self, source: &Self)
source. Read moreSource§impl Component for WinitSettings
impl Component for WinitSettings
Source§const STORAGE_TYPE: StorageType = bevy_ecs::component::StorageType::SparseSet
const STORAGE_TYPE: StorageType = bevy_ecs::component::StorageType::SparseSet
Source§type Mutability = Mutable
type Mutability = Mutable
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while immutable components will instead have Component<Mutability = Immutable>. Read moreSource§fn register_required_components(
_requiree: ComponentId,
required_components: &mut RequiredComponentsRegistrator<'_, '_>,
)
fn register_required_components( _requiree: ComponentId, required_components: &mut RequiredComponentsRegistrator<'_, '_>, )
Source§fn clone_behavior() -> ComponentCloneBehavior
fn clone_behavior() -> ComponentCloneBehavior
Source§fn relationship_accessor() -> Option<ComponentRelationshipAccessor<WinitSettings>>
fn relationship_accessor() -> Option<ComponentRelationshipAccessor<WinitSettings>>
ComponentRelationshipAccessor required for working with relationships in dynamic contexts. Read moreSource§fn on_add() -> Option<for<'w> fn(DeferredWorld<'w>, HookContext)>
fn on_add() -> Option<for<'w> fn(DeferredWorld<'w>, HookContext)>
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EntityMapper. This is used to remap entities in contexts like scenes and entity cloning.
When deriving Component, this is populated by annotating fields containing entities with #[entities] Read moreSource§impl Debug for WinitSettings
impl Debug for WinitSettings
Source§impl Default for WinitSettings
impl Default for WinitSettings
Source§fn default() -> WinitSettings
fn default() -> WinitSettings
impl Resource for WinitSettings
Auto Trait Implementations§
impl Freeze for WinitSettings
impl RefUnwindSafe for WinitSettings
impl Send for WinitSettings
impl Sync for WinitSettings
impl Unpin for WinitSettings
impl UnsafeUnpin for WinitSettings
impl UnwindSafe for WinitSettings
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