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https://github.com/bevyengine/bevy
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de004da8d5
# Objective The migration process for `bevy_color` (#12013) will be fairly involved: there will be hundreds of affected files, and a large number of APIs. ## Solution To allow us to proceed granularly, we're going to keep both `bevy_color::Color` (new) and `bevy_render::Color` (old) around until the migration is complete. However, simply doing this directly is confusing! They're both called `Color`, making it very hard to tell when a portion of the code has been ported. As discussed in #12056, by renaming the old `Color` type, we can make it easier to gradually migrate over, one API at a time. ## Migration Guide THIS MIGRATION GUIDE INTENTIONALLY LEFT BLANK. This change should not be shipped to end users: delete this section in the final migration guide! --------- Co-authored-by: Alice Cecile <alice.i.cecil@gmail.com>
34 lines
879 B
Rust
34 lines
879 B
Rust
//! This example demonstrates how to use the `Camera::viewport_to_world_2d` method.
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use bevy::prelude::*;
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fn main() {
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App::new()
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.add_plugins(DefaultPlugins)
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.add_systems(Startup, setup)
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.add_systems(Update, draw_cursor)
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.run();
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}
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fn draw_cursor(
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camera_query: Query<(&Camera, &GlobalTransform)>,
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windows: Query<&Window>,
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mut gizmos: Gizmos,
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) {
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let (camera, camera_transform) = camera_query.single();
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let Some(cursor_position) = windows.single().cursor_position() else {
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return;
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};
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// Calculate a world position based on the cursor's position.
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let Some(point) = camera.viewport_to_world_2d(camera_transform, cursor_position) else {
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return;
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};
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gizmos.circle_2d(point, 10., LegacyColor::WHITE);
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}
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fn setup(mut commands: Commands) {
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commands.spawn(Camera2dBundle::default());
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}
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