# Objective Yet another PR for migrating stuff to required components. This time, cameras! ## Solution As per the [selected proposal](https://hackmd.io/tsYID4CGRiWxzsgawzxG_g#Combined-Proposal-1-Selected), deprecate `Camera2dBundle` and `Camera3dBundle` in favor of `Camera2d` and `Camera3d`. Adding a `Camera` without `Camera2d` or `Camera3d` now logs a warning, as suggested by Cart [on Discord](https://discord.com/channels/691052431525675048/1264881140007702558/1291506402832945273). I would personally like cameras to work a bit differently and be split into a few more components, to avoid some footguns and confusing semantics, but that is more controversial, and shouldn't block this core migration. ## Testing I ran a few 2D and 3D examples, and tried cameras with and without render graphs. --- ## Migration Guide `Camera2dBundle` and `Camera3dBundle` have been deprecated in favor of `Camera2d` and `Camera3d`. Inserting them will now also insert the other components required by them automatically.
		
			
				
	
	
		
			96 lines
		
	
	
		
			3.1 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			96 lines
		
	
	
		
			3.1 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
//! Showcases the [`RelativeCursorPosition`] component, used to check the position of the cursor relative to a UI node.
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use bevy::{
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    prelude::*, render::camera::Viewport, ui::RelativeCursorPosition, winit::WinitSettings,
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};
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fn main() {
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    App::new()
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        .add_plugins(DefaultPlugins)
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        // Only run the app when there is user input. This will significantly reduce CPU/GPU use.
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        .insert_resource(WinitSettings::desktop_app())
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        .add_systems(Startup, setup)
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        .add_systems(Update, relative_cursor_position_system)
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        .run();
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}
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fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
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    commands.spawn((
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        Camera2d,
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        Camera {
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            // Cursor position will take the viewport offset into account
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            viewport: Some(Viewport {
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                physical_position: [200, 100].into(),
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                physical_size: [600, 600].into(),
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                ..default()
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            }),
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            ..default()
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        },
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    ));
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    commands
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        .spawn(NodeBundle {
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            style: Style {
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                width: Val::Percent(100.),
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                height: Val::Percent(100.0),
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                align_items: AlignItems::Center,
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                justify_content: JustifyContent::Center,
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                flex_direction: FlexDirection::Column,
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                ..default()
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            },
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            ..default()
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        })
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        .with_children(|parent| {
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            parent
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                .spawn(NodeBundle {
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                    style: Style {
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                        width: Val::Px(250.),
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                        height: Val::Px(250.),
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                        margin: UiRect::bottom(Val::Px(15.)),
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                        ..default()
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                    },
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                    background_color: Color::srgb(235., 35., 12.).into(),
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                    ..default()
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                })
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                .insert(RelativeCursorPosition::default());
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            parent.spawn(TextBundle {
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                text: Text::from_section(
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                    "(0.0, 0.0)",
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                    TextStyle {
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                        font: asset_server.load("fonts/FiraSans-Bold.ttf"),
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                        font_size: 33.0,
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                        color: Color::srgb(0.9, 0.9, 0.9),
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                    },
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                ),
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                ..default()
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            });
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        });
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}
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/// This systems polls the relative cursor position and displays its value in a text component.
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fn relative_cursor_position_system(
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    relative_cursor_position_query: Query<&RelativeCursorPosition>,
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    mut output_query: Query<&mut Text>,
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) {
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    let relative_cursor_position = relative_cursor_position_query.single();
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    let mut output = output_query.single_mut();
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    output.sections[0].value =
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        if let Some(relative_cursor_position) = relative_cursor_position.normalized {
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            format!(
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                "({:.1}, {:.1})",
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                relative_cursor_position.x, relative_cursor_position.y
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            )
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        } else {
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            "unknown".to_string()
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        };
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    output.sections[0].style.color = if relative_cursor_position.mouse_over() {
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        Color::srgb(0.1, 0.9, 0.1)
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    } else {
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        Color::srgb(0.9, 0.1, 0.1)
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    };
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}
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