feat(engine): reactive render — animations drive RequestRedraw, focused_mode reactive on Android
All per-frame animation tick systems now write MessageWriter<RequestRedraw> each frame they have active work, allowing WinitSettings focused_mode to switch from Continuous to reactive_low_power(100 ms) on Android. Systems updated: - advance_card_animations (CardAnimationPlugin) - advance_card_anims (AnimationPlugin — deal/win cascade) - tick_shake_anim, tick_settle_anim, tick_foundation_flourish (FeedbackAnimPlugin) - drive_toast_display (AnimationPlugin — toast countdown) - drive_auto_complete (AutoCompletePlugin — step interval keepalive) The 100 ms low-power ceiling means the game timer still ticks ~10×/s with no input; animations self-sustain via the redraw chain at full frame rate while active; and the GPU is completely idle between frames when the board is static. Each plugin registers add_message::<RequestRedraw>() so the message type is available under MinimalPlugins in unit tests. Closes #78, #79 Co-authored-by: Copilot <223556219+Copilot@users.noreply.github.com>
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@@ -92,6 +92,7 @@ pub use timing::{
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pub use tuning::{AnimationTuning, InputPlatform};
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use bevy::prelude::*;
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use bevy::window::RequestRedraw;
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use crate::card_plugin::CardEntity;
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use crate::events::{DrawRequestEvent, GameWonEvent, MoveRequestEvent, UndoRequestEvent};
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@@ -125,6 +126,7 @@ impl Plugin for CardAnimationPlugin {
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.add_message::<DrawRequestEvent>()
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.add_message::<UndoRequestEvent>()
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.add_message::<GameWonEvent>()
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.add_message::<RequestRedraw>()
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.init_resource::<DragState>()
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.init_resource::<HoverState>()
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.init_resource::<InputBuffer>()
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