use bevy::prelude::*;
use bevy_mouse_tracking_plugin::{MousePos, MousePosPlugin, MousePosWorld};
#[derive(Component)]
struct Cursor;
#[derive(Component)]
struct Hud;
fn main() {
App::new()
.add_plugins(DefaultPlugins)
.insert_resource(ClearColor(Color::BLACK))
.insert_resource(WindowDescriptor::default())
.add_plugin(MousePosPlugin::SingleCamera)
.add_startup_system(setup)
.add_system(bevy::window::close_on_esc)
.add_system(run)
.run();
}
fn setup(mut commands: Commands, asset_server: Res<AssetServer>, window: Res<WindowDescriptor>) {
let mut camera_bundle = Camera2dBundle::default();
camera_bundle.projection.scale = 0.5; commands.spawn_bundle(camera_bundle);
commands.spawn_bundle(SpriteBundle {
texture: asset_server.load("origin.png"),
..Default::default()
});
commands
.spawn_bundle(SpriteBundle {
texture: asset_server.load("cursor.png"),
..Default::default()
})
.insert(Cursor);
let font = asset_server.load("FiraMono-Medium.ttf");
let style = TextStyle {
font,
font_size: 24.0,
color: Color::ORANGE,
};
let alignment = TextAlignment {
vertical: VerticalAlign::Top,
horizontal: HorizontalAlign::Left,
};
let (win_width, win_height) = (window.width, window.height);
let (hud_x, hud_y) = (win_width / 2. * -1., win_height / 2.);
let translation = Vec3::new(hud_x, hud_y, 0.);
let transform = Transform::from_translation(translation);
let value = "Screen: (-, -)\nWorld: (-, -)".to_string();
commands
.spawn_bundle(Text2dBundle {
text: Text::from_section(value, style).with_alignment(alignment),
transform,
..Default::default()
})
.insert(Hud);
}
fn run(
mouse_screen_pos: Res<MousePos>,
mouse_world_pos: Res<MousePosWorld>,
mut hud_text: Query<&mut Text, With<Hud>>,
mut cursor: Query<&mut Transform, With<Cursor>>,
) {
let hud_value = format!(
"Screen: ({}, {})\nWorld: ({}, {})",
mouse_screen_pos.x, mouse_screen_pos.y, mouse_world_pos.x, mouse_world_pos.y,
);
if let Some(mut hud_text) = hud_text.iter_mut().next() {
hud_text.sections.first_mut().unwrap().value = hud_value;
}
if let Some(mut cursor_transform) = cursor.iter_mut().next() {
cursor_transform.translation = Vec3::new(mouse_world_pos.x, mouse_world_pos.y, 0.);
}
}