use bevy::{input::InputSystem, prelude::*, window::PrimaryWindow};
use leafwing_input_manager::{
axislike::DualAxisData, plugin::InputManagerSystem, prelude::*, systems::run_if_enabled,
};
fn main() {
App::new()
.add_plugins(DefaultPlugins)
.add_plugins(InputManagerPlugin::<BoxMovement>::default())
.add_systems(Startup, setup)
.add_systems(
Update,
update_cursor_state_from_window
.run_if(run_if_enabled::<BoxMovement>)
.in_set(InputManagerSystem::ManualControl)
.before(InputManagerSystem::ReleaseOnDisable)
.after(InputManagerSystem::Tick)
.after(InputManagerSystem::Update)
.after(InputSystem),
)
.add_systems(Update, pan_camera)
.run();
}
#[derive(Actionlike, Clone, Debug, Copy, PartialEq, Eq, Hash, Reflect)]
enum BoxMovement {
MousePosition,
}
fn setup(mut commands: Commands, window: Query<Entity, With<PrimaryWindow>>) {
commands.spawn(Camera2dBundle::default());
let entity = commands
.spawn(SpriteBundle {
transform: Transform::from_scale(Vec3::new(100., 100., 1.)),
..default()
})
.insert(InputManagerBundle::<BoxMovement>::default())
.id();
commands.entity(window.single()).insert(ActionStateDriver {
action: BoxMovement::MousePosition,
targets: entity.into(),
});
}
fn update_cursor_state_from_window(
window_query: Query<(&Window, &ActionStateDriver<BoxMovement>)>,
mut action_state_query: Query<&mut ActionState<BoxMovement>>,
) {
for (window, driver) in window_query.iter() {
for entity in driver.targets.iter() {
let mut action_state = action_state_query
.get_mut(*entity)
.expect("Entity does not exist, or does not have an `ActionState` component");
if let Some(val) = window.cursor_position() {
action_state
.action_data_mut(&driver.action)
.unwrap()
.axis_pair = Some(DualAxisData::from_xy(val));
}
}
}
}
fn pan_camera(
mut query: Query<(&mut Transform, &ActionState<BoxMovement>)>,
camera: Query<(&Camera, &GlobalTransform)>,
) {
let (mut box_transform, action_state) = query.single_mut();
let (camera, camera_transform) = camera.single();
if let Some(box_pan_vector) = action_state
.axis_pair(&BoxMovement::MousePosition)
.and_then(|cursor| camera.viewport_to_world(camera_transform, cursor.xy()))
.map(|ray| ray.origin.truncate())
{
box_transform.translation.x = box_pan_vector.x;
box_transform.translation.y = box_pan_vector.y;
}
}