Files
logisim/src/main.rs
2025-04-13 16:35:35 +02:00

136 lines
3.9 KiB
Rust

use bevy::color::palettes::basic::{RED, WHITE};
use bevy::prelude::*;
mod fps_counter;
fn main() {
App::new()
.add_plugins((
DefaultPlugins,
fps_counter::FpsCounterPlugin,
MeshPickingPlugin,
))
.add_systems(Startup, (setup_camera, change_window_mode))
.add_systems(Startup, setup_shapes)
.add_systems(Update, show_focused_shape)
.add_systems(FixedUpdate, focused_follow_cursor)
.add_systems(Update, draw_cursor)
.run();
}
const CURSOR_SIZE: f32 = 10.0;
const FOCUS_MARK_SIZE: f32 = 10.0;
const SHAPE_Z_POS: f32 = 0.0;
const SHAPE_FOLLOW_SPEED: f32 = 100.0;
fn change_window_mode(mut windows: Query<&mut Window>) {
let mut window = windows.single_mut();
// window.mode = WindowMode::Fullscreen(MonitorSelection::Current);
window.present_mode = bevy::window::PresentMode::AutoNoVsync;
}
fn setup_camera(mut commands: Commands) {
commands.spawn(Camera2d);
}
fn setup_shapes(
mut commands: Commands,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<ColorMaterial>>,
) {
let shapes = [
meshes.add(Rectangle::new(50.0, 100.0)),
meshes.add(Rectangle::new(100.0, 50.0)),
];
let num_shapes = shapes.len();
for (i, shape) in shapes.into_iter().enumerate() {
commands
.spawn((
Mesh2d(shape),
MeshMaterial2d(materials.add(Color::from(RED))),
Focused(true),
Transform::from_xyz(
(i as f32 - num_shapes as f32 / 2.0) * 150.0,
0.0,
SHAPE_Z_POS,
),
))
.observe(on_click_shape);
}
}
fn on_click_shape(click: Trigger<Pointer<Click>>, mut focused: Query<&mut Focused>) {
let Ok(mut focused) = focused.get_mut(click.entity()) else {
return;
};
focused.0 = !focused.0;
}
fn draw_cursor(
camera_query: Single<(&Camera, &GlobalTransform)>,
windows: Query<&Window>,
mut gizmos: Gizmos,
) {
let Some(point) = get_cursor_world_pos(camera_query, windows) else {
return;
};
gizmos.circle_2d(point, CURSOR_SIZE, WHITE);
}
fn get_cursor_world_pos(
camera_query: Single<(&Camera, &GlobalTransform)>,
windows: Query<&Window>,
) -> Option<Vec2> {
let (camera, camera_transform) = *camera_query;
let cursor_position = windows.get_single().ok()?.cursor_position()?;
let point = camera
.viewport_to_world_2d(camera_transform, cursor_position)
.ok()?;
Some(point)
}
#[derive(Component)]
struct Focused(bool);
fn show_focused_shape(focused: Query<(&Focused, &GlobalTransform)>, mut gizmos: Gizmos) {
for (focused, transform) in focused.iter() {
let point: Vec2 = transform.translation().xy();
if focused.0 {
gizmos.circle_2d(point, FOCUS_MARK_SIZE, WHITE);
}
}
}
fn focused_follow_cursor(
time: Res<Time<Fixed>>,
mut focused: Query<(&Focused, &mut Transform)>,
camera_query: Single<(&Camera, &GlobalTransform)>,
windows: Query<&Window>,
) {
let Some(point) = get_cursor_world_pos(camera_query, windows) else {
return;
};
for (focused, mut transform) in focused.iter_mut() {
if focused.0 {
move_towards(
point,
&mut transform,
time.delta_secs() * SHAPE_FOLLOW_SPEED,
);
}
}
}
fn move_towards(point: Vec2, transform: &mut Mut<Transform>, speed_per_frame: f32) {
let move_vec = point - transform.translation.xy();
if move_vec.length_squared() < 0.0001 {
return;
}
let capped_move_vec = move_vec.normalize() * speed_per_frame;
if capped_move_vec.length_squared() > move_vec.length_squared() {
// prevent overshooting if we are already close to the target
transform.translation += move_vec.extend(SHAPE_Z_POS);
}
transform.translation += capped_move_vec.extend(SHAPE_Z_POS);
}