use bevy::{prelude::*, window::WindowResized};
fn main() {
App::new()
.insert_resource(ResolutionSettings {
large: Vec2::new(1920.0, 1080.0),
medium: Vec2::new(800.0, 600.0),
small: Vec2::new(640.0, 360.0),
})
.add_plugins(DefaultPlugins)
.add_startup_system(setup_camera)
.add_startup_system(setup_ui)
.add_system(on_resize_system)
.add_system(toggle_resolution)
.run();
}
#[derive(Component)]
struct ResolutionText;
#[derive(Resource)]
struct ResolutionSettings {
large: Vec2,
medium: Vec2,
small: Vec2,
}
fn setup_camera(mut cmd: Commands) {
cmd.spawn(Camera2dBundle::default());
}
fn setup_ui(mut cmd: Commands, asset_server: Res<AssetServer>) {
cmd.spawn(NodeBundle {
style: Style {
size: Size::new(Val::Percent(100.0), Val::Percent(100.0)),
..default()
},
..default()
})
.with_children(|root| {
root.spawn((
TextBundle::from_section(
"Resolution",
TextStyle {
font: asset_server.load("fonts/FiraMono-Medium.ttf"),
font_size: 50.0,
color: Color::BLACK,
},
),
ResolutionText,
));
});
}
fn toggle_resolution(
keys: Res<Input<KeyCode>>,
mut windows: ResMut<Windows>,
resolution: Res<ResolutionSettings>,
) {
let window = windows.primary_mut();
if keys.just_pressed(KeyCode::Key1) {
let res = resolution.small;
window.set_resolution(res.x, res.y);
}
if keys.just_pressed(KeyCode::Key2) {
let res = resolution.medium;
window.set_resolution(res.x, res.y);
}
if keys.just_pressed(KeyCode::Key3) {
let res = resolution.large;
window.set_resolution(res.x, res.y);
}
}
fn on_resize_system(
mut q: Query<&mut Text, With<ResolutionText>>,
mut resize_reader: EventReader<WindowResized>,
) {
let mut text = q.single_mut();
for e in resize_reader.iter() {
text.sections[0].value = format!("{:.1} x {:.1}", e.width, e.height);
}
}