pub fn pump_presented() -> (OnAboutToWait, OnWindowEvent)Expand description
The behaviours that keep frames coming: one per turn of the event loop, plus one per compositor redraw request.
The host world’s own tasks are polled before each dispatch, so a task one behaviour spawns is drained by the next frame. Redraw requests alone go quiet whenever the window stops being visible to the compositor, and a simulation left waiting on them freezes with it; the pump keeps the scene advancing on its own.