mirror of
https://github.com/bevyengine/bevy
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25bfa80e60
# Objective Yet another PR for migrating stuff to required components. This time, cameras! ## Solution As per the [selected proposal](https://hackmd.io/tsYID4CGRiWxzsgawzxG_g#Combined-Proposal-1-Selected), deprecate `Camera2dBundle` and `Camera3dBundle` in favor of `Camera2d` and `Camera3d`. Adding a `Camera` without `Camera2d` or `Camera3d` now logs a warning, as suggested by Cart [on Discord](https://discord.com/channels/691052431525675048/1264881140007702558/1291506402832945273). I would personally like cameras to work a bit differently and be split into a few more components, to avoid some footguns and confusing semantics, but that is more controversial, and shouldn't block this core migration. ## Testing I ran a few 2D and 3D examples, and tried cameras with and without render graphs. --- ## Migration Guide `Camera2dBundle` and `Camera3dBundle` have been deprecated in favor of `Camera2d` and `Camera3d`. Inserting them will now also insert the other components required by them automatically.
95 lines
3.1 KiB
Rust
95 lines
3.1 KiB
Rust
//! Showcases the [`RelativeCursorPosition`] component, used to check the position of the cursor relative to a UI node.
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use bevy::{
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prelude::*, render::camera::Viewport, ui::RelativeCursorPosition, winit::WinitSettings,
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};
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fn main() {
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App::new()
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.add_plugins(DefaultPlugins)
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// Only run the app when there is user input. This will significantly reduce CPU/GPU use.
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.insert_resource(WinitSettings::desktop_app())
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.add_systems(Startup, setup)
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.add_systems(Update, relative_cursor_position_system)
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.run();
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}
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fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
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commands.spawn((
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Camera2d,
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Camera {
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// Cursor position will take the viewport offset into account
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viewport: Some(Viewport {
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physical_position: [200, 100].into(),
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physical_size: [600, 600].into(),
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..default()
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}),
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..default()
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},
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));
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commands
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.spawn(NodeBundle {
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style: Style {
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width: Val::Percent(100.),
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height: Val::Percent(100.0),
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align_items: AlignItems::Center,
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justify_content: JustifyContent::Center,
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flex_direction: FlexDirection::Column,
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..default()
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},
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..default()
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})
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.with_children(|parent| {
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parent
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.spawn(NodeBundle {
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style: Style {
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width: Val::Px(250.),
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height: Val::Px(250.),
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margin: UiRect::bottom(Val::Px(15.)),
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..default()
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},
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background_color: Color::srgb(235., 35., 12.).into(),
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..default()
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})
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.insert(RelativeCursorPosition::default());
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parent.spawn(TextBundle {
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text: Text::from_section(
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"(0.0, 0.0)",
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TextStyle {
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font: asset_server.load("fonts/FiraSans-Bold.ttf"),
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font_size: 33.0,
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color: Color::srgb(0.9, 0.9, 0.9),
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},
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),
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..default()
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});
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});
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}
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/// This systems polls the relative cursor position and displays its value in a text component.
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fn relative_cursor_position_system(
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relative_cursor_position_query: Query<&RelativeCursorPosition>,
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mut output_query: Query<&mut Text>,
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) {
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let relative_cursor_position = relative_cursor_position_query.single();
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let mut output = output_query.single_mut();
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output.sections[0].value =
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if let Some(relative_cursor_position) = relative_cursor_position.normalized {
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format!(
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"({:.1}, {:.1})",
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relative_cursor_position.x, relative_cursor_position.y
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)
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} else {
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"unknown".to_string()
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};
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output.sections[0].style.color = if relative_cursor_position.mouse_over() {
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Color::srgb(0.1, 0.9, 0.1)
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} else {
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Color::srgb(0.9, 0.1, 0.1)
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};
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}
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