mouse camera controls

This commit is contained in:
2024-07-11 20:23:34 +02:00
parent 4ad09802b8
commit 2bb8cbc852
2 changed files with 52 additions and 39 deletions

View File

@@ -1,46 +1,59 @@
use bevy::{input::ButtonInput, math::Vec3, prelude::*, render::camera::Camera}; use bevy::{
input::{mouse::MouseWheel, ButtonInput},
prelude::*,
render::camera::Camera,
window::PrimaryWindow,
};
use crate::TileOffset; use crate::TileOffset;
// Todo: Middle mouse button should drag the playfield around pub fn mouse_zoom(
// Zoom with + and - mut evr_scroll: EventReader<MouseWheel>,
#[allow(dead_code)] mut query: Query<&mut OrthographicProjection, With<Camera>>,
pub fn movement(
time: Res<Time>,
keyboard_input: Res<ButtonInput<KeyCode>>,
mut query: Query<(&mut Transform, &mut TileOffset, &mut OrthographicProjection), With<Camera>>,
) { ) {
for (mut transform, mut offset, mut ortho) in query.iter_mut() { use bevy::input::mouse::MouseScrollUnit;
let mut direction = Vec3::ZERO; for ev in evr_scroll.read() {
match ev.unit {
MouseScrollUnit::Line => {
let scroll = ev.y / 10.0;
if keyboard_input.pressed(KeyCode::KeyA) { for mut ortho in query.iter_mut() {
direction -= Vec3::new(1.0, 0.0, 0.0); ortho.scale -= scroll;
ortho.scale = ortho.scale.clamp(0.5, 1.0);
dbg!(ortho.scale);
}
}
MouseScrollUnit::Pixel => {}
} }
}
}
if keyboard_input.pressed(KeyCode::KeyD) { pub fn mouse_movement(
direction += Vec3::new(1.0, 0.0, 0.0); primary_window: Query<&Window, With<PrimaryWindow>>,
} mouse_buttons: Res<ButtonInput<MouseButton>>,
mut query: Query<(&mut Transform, &mut TileOffset, &OrthographicProjection), With<Camera>>,
mut last_pos: Local<Option<Vec2>>,
) {
if !mouse_buttons.pressed(MouseButton::Middle) {
*last_pos = None;
return;
}
if keyboard_input.pressed(KeyCode::KeyW) { let Ok(window) = primary_window.get_single() else {
direction += Vec3::new(0.0, 1.0, 0.0); return;
} };
if keyboard_input.pressed(KeyCode::KeyS) { for (mut transform, mut offset, ortho) in query.iter_mut() {
direction -= Vec3::new(0.0, 1.0, 0.0); let current_pos = match window.cursor_position() {
} Some(c) => Vec2::new(c.x, -c.y),
None => return,
if keyboard_input.pressed(KeyCode::KeyZ) { };
ortho.scale += time.delta_seconds(); let delta_device_pixels = current_pos - last_pos.unwrap_or(current_pos);
} *last_pos = Some(current_pos);
if keyboard_input.pressed(KeyCode::KeyX) {
ortho.scale -= time.delta_seconds();
}
ortho.scale = ortho.scale.clamp(0.5, 1.0);
let z = transform.translation.z; let z = transform.translation.z;
offset.translation += time.delta_seconds() * direction * (16.0 * 8.0); offset.translation.x -= delta_device_pixels.x * ortho.scale;
offset.translation.y -= delta_device_pixels.y * ortho.scale;
offset.x = (offset.translation.x / 16.0) as isize; offset.x = (offset.translation.x / 16.0) as isize;
offset.y = (offset.translation.y / 16.0) as isize; offset.y = (offset.translation.y / 16.0) as isize;

View File

@@ -86,7 +86,13 @@ impl Plugin for GridPlugin {
app.add_systems(Startup, generate_grid); app.add_systems(Startup, generate_grid);
app.add_systems( app.add_systems(
First, First,
(camera::movement, update_cursor_pos, click_tile).chain(), (
camera::mouse_movement,
camera::mouse_zoom,
update_cursor_pos,
click_tile,
)
.chain(),
); );
app.add_systems(Update, update_tiles); app.add_systems(Update, update_tiles);
} }
@@ -131,7 +137,6 @@ fn generate_grid(mut commands: Commands, asset_server: Res<AssetServer>) {
}); });
} }
// This is where we check which tile the cursor is hovered over.
fn click_tile( fn click_tile(
buttons: Res<ButtonInput<MouseButton>>, buttons: Res<ButtonInput<MouseButton>>,
cursor_pos: Res<CursorPos>, cursor_pos: Res<CursorPos>,
@@ -146,18 +151,13 @@ fn click_tile(
let offset = offset.single(); let offset = offset.single();
for (map_size, grid_size, tile_storage, map_transform) in tilemap_q.iter() { for (map_size, grid_size, tile_storage, map_transform) in tilemap_q.iter() {
// Grab the cursor position from the `Res<CursorPos>`
let cursor_pos: Vec2 = cursor_pos.0; let cursor_pos: Vec2 = cursor_pos.0;
// We need to make sure that the cursor's world position is correct relative to the map
// due to any map transformation.
let cursor_in_map_pos: Vec2 = { let cursor_in_map_pos: Vec2 = {
// Extend the cursor_pos vec3 by 0.0 and 1.0
let cursor_pos = Vec4::from((cursor_pos, 0.0, 1.0)); let cursor_pos = Vec4::from((cursor_pos, 0.0, 1.0));
let cursor_in_map_pos = map_transform.compute_matrix().inverse() * cursor_pos; let cursor_in_map_pos = map_transform.compute_matrix().inverse() * cursor_pos;
cursor_in_map_pos.xy() cursor_in_map_pos.xy()
}; };
// Once we have a world position we can transform it into a possible tile position.
let Some(tile_pos) = TilePos::from_world_pos( let Some(tile_pos) = TilePos::from_world_pos(
&cursor_in_map_pos, &cursor_in_map_pos,
map_size, map_size,