cursor ui
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@@ -0,0 +1,47 @@
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use crate::constants::*;
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use bevy::{prelude::*, winit::cursor};
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#[derive(Component)]
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#[require(Transform)]
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pub struct Cursor {
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id: f32,
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}
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pub fn setup_curor(mut commands: Commands, asset_server: Res<AssetServer>) {
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commands.spawn((
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Transform::from_xyz(0., 0., 10.).with_scale(Vec3::splat(PIXEL_RATIO)),
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Sprite {
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image: asset_server.load("cursor.png"),
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..Default::default()
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},
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Cursor { id: 1. },
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));
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}
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pub fn move_cursor(
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camera_query: Single<(&Camera, &GlobalTransform)>,
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windows: Query<&Window>,
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mut query: Query<(&Cursor, &mut Transform), With<Transform>>,
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) {
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for mut transform in query.iter_mut() {
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let (camera, camera_transform) = *camera_query;
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let Ok(window) = windows.get_single() else {
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return;
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};
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let Some(cursor_position) = window.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 Ok(point) = camera.viewport_to_world_2d(camera_transform, cursor_position) else {
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return;
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};
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transform.1.translation = Vec3::new(
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((point.x / (TILE_SIZE)+0.5).floor()) * TILE_SIZE,
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((point.y / (TILE_SIZE)+0.5).floor()) * TILE_SIZE,
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100.0,
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);
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}
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}
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