 7482a0d26d
			
		
	
	
		7482a0d26d
		
			
		
	
	
	
	
		
			
			Fixes #15834 ## Migration Guide The APIs of `Time`, `Timer` and `Stopwatch` have been cleaned up for consistency with each other and the standard library's `Duration` type. The following methods have been renamed: - `Stowatch::paused` -> `Stopwatch::is_paused` - `Time::elapsed_seconds` -> `Time::elasped_secs` (including `_f64` and `_wrapped` variants)
		
			
				
	
	
		
			383 lines
		
	
	
		
			14 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			383 lines
		
	
	
		
			14 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
| //! Bevy logo as a desk toy using transparent windows! Now with Googly Eyes!
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| //!
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| //! This example demonstrates:
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| //! - Transparent windows that can be clicked through.
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| //! - Drag-and-drop operations in 2D.
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| //! - Using entity hierarchy and [`SpatialBundle`]s to create simple animations.
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| //! - Creating simple 2D meshes based on shape primitives.
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| 
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| use bevy::{
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|     app::AppExit,
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|     input::common_conditions::{input_just_pressed, input_just_released},
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|     prelude::*,
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|     window::{PrimaryWindow, WindowLevel},
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| };
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| 
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| #[cfg(target_os = "macos")]
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| use bevy::window::CompositeAlphaMode;
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| 
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| fn main() {
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|     App::new()
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|         .add_plugins(DefaultPlugins.set(WindowPlugin {
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|             primary_window: Some(Window {
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|                 title: "Bevy Desk Toy".into(),
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|                 transparent: true,
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|                 #[cfg(target_os = "macos")]
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|                 composite_alpha_mode: CompositeAlphaMode::PostMultiplied,
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|                 ..default()
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|             }),
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|             ..default()
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|         }))
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|         .insert_resource(ClearColor(WINDOW_CLEAR_COLOR))
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|         .insert_resource(WindowTransparency(false))
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|         .insert_resource(CursorWorldPos(None))
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|         .add_systems(Startup, setup)
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|         .add_systems(
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|             Update,
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|             (
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|                 get_cursor_world_pos,
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|                 update_cursor_hit_test,
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|                 (
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|                     start_drag.run_if(input_just_pressed(MouseButton::Left)),
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|                     end_drag.run_if(input_just_released(MouseButton::Left)),
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|                     drag.run_if(resource_exists::<DragOperation>),
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|                     quit.run_if(input_just_pressed(MouseButton::Right)),
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|                     toggle_transparency.run_if(input_just_pressed(KeyCode::Space)),
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|                     move_pupils.after(drag),
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|                 ),
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|             )
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|                 .chain(),
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|         )
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|         .run();
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| }
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| 
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| /// Whether the window is transparent
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| #[derive(Resource)]
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| struct WindowTransparency(bool);
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| 
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| /// The projected 2D world coordinates of the cursor (if it's within primary window bounds).
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| #[derive(Resource)]
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| struct CursorWorldPos(Option<Vec2>);
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| 
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| /// The current drag operation including the offset with which we grabbed the Bevy logo.
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| #[derive(Resource)]
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| struct DragOperation(Vec2);
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| 
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| /// Marker component for the instructions text entity.
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| #[derive(Component)]
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| struct InstructionsText;
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| 
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| /// Marker component for the Bevy logo entity.
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| #[derive(Component)]
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| struct BevyLogo;
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| 
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| /// Component for the moving pupil entity (the moving part of the googly eye).
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| #[derive(Component)]
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| struct Pupil {
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|     /// Radius of the eye containing the pupil.
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|     eye_radius: f32,
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|     /// Radius of the pupil.
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|     pupil_radius: f32,
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|     /// Current velocity of the pupil.
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|     velocity: Vec2,
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| }
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| 
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| // Dimensions are based on: assets/branding/icon.png
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| // Bevy logo radius
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| const BEVY_LOGO_RADIUS: f32 = 128.0;
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| // Birds' eyes x y (offset from the origin) and radius
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| // These values are manually determined from the logo image
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| const BIRDS_EYES: [(f32, f32, f32); 3] = [
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|     (145.0 - 128.0, -(56.0 - 128.0), 12.0),
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|     (198.0 - 128.0, -(87.0 - 128.0), 10.0),
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|     (222.0 - 128.0, -(140.0 - 128.0), 8.0),
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| ];
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| 
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| const WINDOW_CLEAR_COLOR: Color = Color::srgb(0.2, 0.2, 0.2);
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| 
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| /// Spawn the scene
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| fn setup(
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|     mut commands: Commands,
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|     asset_server: Res<AssetServer>,
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|     mut meshes: ResMut<Assets<Mesh>>,
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|     mut materials: ResMut<Assets<ColorMaterial>>,
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| ) {
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|     // Spawn a 2D camera
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|     commands.spawn(Camera2d);
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| 
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|     // Spawn the text instructions
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|     let font = asset_server.load("fonts/FiraSans-Bold.ttf");
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|     let text_style = TextFont {
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|         font: font.clone(),
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|         font_size: 25.0,
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|         ..default()
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|     };
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|     commands.spawn((
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|         Text2d::new("Press Space to play on your desktop! Press it again to return.\nRight click Bevy logo to exit."),
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|             text_style.clone(),
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|             Transform::from_xyz(0.0, -300.0, 100.0),
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|         InstructionsText,
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|     ));
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| 
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|     // Create a circle mesh. We will reuse this mesh for all our circles.
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|     let circle = meshes.add(Circle { radius: 1.0 });
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|     // Create the different materials we will use for each part of the eyes. For this demo they are basic [`ColorMaterial`]s.
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|     let outline_material = materials.add(Color::BLACK);
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|     let sclera_material = materials.add(Color::WHITE);
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|     let pupil_material = materials.add(Color::srgb(0.2, 0.2, 0.2));
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|     let pupil_highlight_material = materials.add(Color::srgba(1.0, 1.0, 1.0, 0.2));
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| 
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|     // Spawn the Bevy logo sprite
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|     commands
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|         .spawn((
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|             Sprite::from_image(asset_server.load("branding/icon.png")),
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|             BevyLogo,
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|         ))
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|         .with_children(|commands| {
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|             // For each bird eye
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|             for (x, y, radius) in BIRDS_EYES {
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|                 // eye outline
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|                 commands.spawn((
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|                     Mesh2d(circle.clone()),
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|                     MeshMaterial2d(outline_material.clone()),
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|                     Transform::from_xyz(x, y - 1.0, 1.0)
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|                         .with_scale(Vec2::splat(radius + 2.0).extend(1.0)),
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|                 ));
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| 
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|                 // sclera
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|                 commands
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|                     .spawn((Transform::from_xyz(x, y, 2.0), Visibility::default()))
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|                     .with_children(|commands| {
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|                         // sclera
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|                         commands.spawn((
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|                             Mesh2d(circle.clone()),
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|                             MeshMaterial2d(sclera_material.clone()),
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|                             Transform::from_scale(Vec3::new(radius, radius, 0.0)),
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|                         ));
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| 
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|                         let pupil_radius = radius * 0.6;
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|                         let pupil_highlight_radius = radius * 0.3;
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|                         let pupil_highlight_offset = radius * 0.3;
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|                         // pupil
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|                         commands
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|                             .spawn((
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|                                 Transform::from_xyz(0.0, 0.0, 1.0),
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|                                 Visibility::default(),
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|                                 Pupil {
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|                                     eye_radius: radius,
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|                                     pupil_radius,
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|                                     velocity: Vec2::ZERO,
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|                                 },
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|                             ))
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|                             .with_children(|commands| {
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|                                 // pupil main
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|                                 commands.spawn((
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|                                     Mesh2d(circle.clone()),
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|                                     MeshMaterial2d(pupil_material.clone()),
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|                                     Transform::from_xyz(0.0, 0.0, 0.0).with_scale(Vec3::new(
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|                                         pupil_radius,
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|                                         pupil_radius,
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|                                         1.0,
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|                                     )),
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|                                 ));
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| 
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|                                 // pupil highlight
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|                                 commands.spawn((
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|                                     Mesh2d(circle.clone()),
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|                                     MeshMaterial2d(pupil_highlight_material.clone()),
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|                                     Transform::from_xyz(
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|                                         -pupil_highlight_offset,
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|                                         pupil_highlight_offset,
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|                                         1.0,
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|                                     )
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|                                     .with_scale(Vec3::new(
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|                                         pupil_highlight_radius,
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|                                         pupil_highlight_radius,
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|                                         1.0,
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|                                     )),
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|                                 ));
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|                             });
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|                     });
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|             }
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|         });
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| }
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| 
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| /// Project the cursor into the world coordinates and store it in a resource for easy use
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| fn get_cursor_world_pos(
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|     mut cursor_world_pos: ResMut<CursorWorldPos>,
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|     primary_window: Single<&Window, With<PrimaryWindow>>,
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|     q_camera: Single<(&Camera, &GlobalTransform)>,
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| ) {
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|     let (main_camera, main_camera_transform) = *q_camera;
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|     // Get the cursor position in the world
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|     cursor_world_pos.0 = primary_window.cursor_position().and_then(|cursor_pos| {
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|         main_camera
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|             .viewport_to_world_2d(main_camera_transform, cursor_pos)
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|             .ok()
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|     });
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| }
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| 
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| /// Update whether the window is clickable or not
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| fn update_cursor_hit_test(
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|     cursor_world_pos: Res<CursorWorldPos>,
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|     mut primary_window: Single<&mut Window, With<PrimaryWindow>>,
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|     bevy_logo_transform: Single<&Transform, With<BevyLogo>>,
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| ) {
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|     // If the window has decorations (e.g. a border) then it should be clickable
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|     if primary_window.decorations {
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|         primary_window.cursor_options.hit_test = true;
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|         return;
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|     }
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| 
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|     // If the cursor is not within the window we don't need to update whether the window is clickable or not
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|     let Some(cursor_world_pos) = cursor_world_pos.0 else {
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|         return;
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|     };
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| 
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|     // If the cursor is within the radius of the Bevy logo make the window clickable otherwise the window is not clickable
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|     primary_window.cursor_options.hit_test = bevy_logo_transform
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|         .translation
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|         .truncate()
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|         .distance(cursor_world_pos)
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|         < BEVY_LOGO_RADIUS;
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| }
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| 
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| /// Start the drag operation and record the offset we started dragging from
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| fn start_drag(
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|     mut commands: Commands,
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|     cursor_world_pos: Res<CursorWorldPos>,
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|     bevy_logo_transform: Single<&Transform, With<BevyLogo>>,
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| ) {
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|     // If the cursor is not within the primary window skip this system
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|     let Some(cursor_world_pos) = cursor_world_pos.0 else {
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|         return;
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|     };
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| 
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|     // Get the offset from the cursor to the Bevy logo sprite
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|     let drag_offset = bevy_logo_transform.translation.truncate() - cursor_world_pos;
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| 
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|     // If the cursor is within the Bevy logo radius start the drag operation and remember the offset of the cursor from the origin
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|     if drag_offset.length() < BEVY_LOGO_RADIUS {
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|         commands.insert_resource(DragOperation(drag_offset));
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|     }
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| }
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| 
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| /// Stop the current drag operation
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| fn end_drag(mut commands: Commands) {
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|     commands.remove_resource::<DragOperation>();
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| }
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| 
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| /// Drag the Bevy logo
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| fn drag(
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|     drag_offset: Res<DragOperation>,
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|     cursor_world_pos: Res<CursorWorldPos>,
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|     time: Res<Time>,
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|     mut bevy_transform: Single<&mut Transform, With<BevyLogo>>,
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|     mut q_pupils: Query<&mut Pupil>,
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| ) {
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|     // If the cursor is not within the primary window skip this system
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|     let Some(cursor_world_pos) = cursor_world_pos.0 else {
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|         return;
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|     };
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| 
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|     // Calculate the new translation of the Bevy logo based on cursor and drag offset
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|     let new_translation = cursor_world_pos + drag_offset.0;
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| 
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|     // Calculate how fast we are dragging the Bevy logo (unit/second)
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|     let drag_velocity =
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|         (new_translation - bevy_transform.translation.truncate()) / time.delta_secs();
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| 
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|     // Update the translation of Bevy logo transform to new translation
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|     bevy_transform.translation = new_translation.extend(bevy_transform.translation.z);
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| 
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|     // Add the cursor drag velocity in the opposite direction to each pupil.
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|     // Remember pupils are using local coordinates to move. So when the Bevy logo moves right they need to move left to
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|     // simulate inertia, otherwise they will move fixed to the parent.
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|     for mut pupil in &mut q_pupils {
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|         pupil.velocity -= drag_velocity;
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|     }
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| }
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| 
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| /// Quit when the user right clicks the Bevy logo
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| fn quit(
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|     cursor_world_pos: Res<CursorWorldPos>,
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|     mut app_exit: EventWriter<AppExit>,
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|     bevy_logo_transform: Single<&Transform, With<BevyLogo>>,
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| ) {
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|     // If the cursor is not within the primary window skip this system
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|     let Some(cursor_world_pos) = cursor_world_pos.0 else {
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|         return;
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|     };
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| 
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|     // If the cursor is within the Bevy logo radius send the [`AppExit`] event to quit the app
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|     if bevy_logo_transform
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|         .translation
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|         .truncate()
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|         .distance(cursor_world_pos)
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|         < BEVY_LOGO_RADIUS
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|     {
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|         app_exit.send(AppExit::Success);
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|     }
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| }
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| 
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| /// Enable transparency for the window and make it on top
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| fn toggle_transparency(
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|     mut commands: Commands,
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|     mut window_transparency: ResMut<WindowTransparency>,
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|     mut q_instructions_text: Query<&mut Visibility, With<InstructionsText>>,
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|     mut primary_window: Single<&mut Window, With<PrimaryWindow>>,
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| ) {
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|     // Toggle the window transparency resource
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|     window_transparency.0 = !window_transparency.0;
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| 
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|     // Show or hide the instructions text
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|     for mut visibility in &mut q_instructions_text {
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|         *visibility = if window_transparency.0 {
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|             Visibility::Hidden
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|         } else {
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|             Visibility::Visible
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|         };
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|     }
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| 
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|     // Remove the primary window's decorations (e.g. borders), make it always on top of other desktop windows, and set the clear color to transparent
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|     // only if window transparency is enabled
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|     let clear_color;
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|     (
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|         primary_window.decorations,
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|         primary_window.window_level,
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|         clear_color,
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|     ) = if window_transparency.0 {
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|         (false, WindowLevel::AlwaysOnTop, Color::NONE)
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|     } else {
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|         (true, WindowLevel::Normal, WINDOW_CLEAR_COLOR)
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|     };
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| 
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|     // Set the clear color
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|     commands.insert_resource(ClearColor(clear_color));
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| }
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| 
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| /// Move the pupils and bounce them around
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| fn move_pupils(time: Res<Time>, mut q_pupils: Query<(&mut Pupil, &mut Transform)>) {
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|     for (mut pupil, mut transform) in &mut q_pupils {
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|         // The wiggle radius is how much the pupil can move within the eye
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|         let wiggle_radius = pupil.eye_radius - pupil.pupil_radius;
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|         // Store the Z component
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|         let z = transform.translation.z;
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|         // Truncate the Z component to make the calculations be on [`Vec2`]
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|         let mut translation = transform.translation.truncate();
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|         // Decay the pupil velocity
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|         pupil.velocity *= ops::powf(0.04f32, time.delta_secs());
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|         // Move the pupil
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|         translation += pupil.velocity * time.delta_secs();
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|         // If the pupil hit the outside border of the eye, limit the translation to be within the wiggle radius and invert the velocity.
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|         // This is not physically accurate but it's good enough for the googly eyes effect.
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|         if translation.length() > wiggle_radius {
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|             translation = translation.normalize() * wiggle_radius;
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|             // Invert and decrease the velocity of the pupil when it bounces
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|             pupil.velocity *= -0.75;
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|         }
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|         // Update the entity transform with the new translation after reading the Z component
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|         transform.translation = translation.extend(z);
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|     }
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| }
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