bevy-flocking/src/camera.rs

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2024-02-29 15:23:04 +00:00
use bevy::prelude::*;
use bevy::input::mouse::{MouseWheel,MouseMotion};
#[derive(Bundle, Default)]
pub struct CamBundle {
cam: Camera2dBundle,
state: CameraState
}
impl CamBundle {
pub fn new(scale: f32) -> Self {
CamBundle {
cam: Camera2dBundle {
transform: Transform::from_scale(Vec3::new(scale, scale, 1.0)),
..default()
},
state: CameraState { scale, ..default() }
}
}
}
#[derive(Component, Default)]
pub struct CameraState {
scale: f32,
pos: Vec2
}
pub struct CameraPlugin;
impl Plugin for CameraPlugin {
fn build(&self, app: &mut App) {
app.add_system(mouse_move_events);
}
}
fn mouse_move_events(
buttons: Res<Input<MouseButton>>,
mut mouse_wheel_events: EventReader<MouseWheel>,
mut mouse_motion_events: EventReader<MouseMotion>,
mut query: Query<(&mut Transform, &mut CameraState)>
) {
let (mut transform, mut state) = query.single_mut();
for event in mouse_wheel_events.iter() {
let scale = state.scale;
state.scale = (scale + event.y * 0.25 * scale)
.clamp(0.001, 1.0);
*transform = transform.with_scale(Vec3::new(state.scale,
state.scale, 1.0));
}
if buttons.pressed(MouseButton::Left) {
let scale = state.scale;
for event in mouse_motion_events.iter() {
state.pos -= event.delta * scale;
}
transform.translation = Vec3::new(state.pos.x, -state.pos.y, 0.0);
}
}