use super::Node; use bevy_core::transform::run_on_hierarchy_subworld_mut; use bevy_transform::prelude::{Children, Parent}; use bevy_window::Windows; use glam::Vec2; use legion::{prelude::*, systems::SubWorld}; pub fn ui_update_system() -> Box { SystemBuilder::new("ui_update") .read_resource::() .with_query(<(Write,)>::query().filter(!component::())) .write_component::() .read_component::() .build(move |_, world, windows, node_query| { if let Some(window) = windows.get_primary() { let parent_size = glam::vec2(window.width as f32, window.height as f32); let parent_position = glam::vec2(0.0, 0.0); for (entity, _) in node_query.iter_entities_mut(world) { run_on_hierarchy_subworld_mut( world, entity, (parent_size, parent_position), &mut update_node_entity, ); } } }) } fn update_node_entity( world: &mut SubWorld, entity: Entity, parent_properties: (Vec2, Vec2), ) -> Option<(Vec2, Vec2)> { let (parent_size, parent_position) = parent_properties; if let Some(mut node) = world.get_component_mut::(entity) { node.update(parent_size, parent_position); return Some((node.size, node.global_position)); } None }