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use bevy::{
prelude::*,
window::{WindowCreated, WindowResized},
};
pub mod camera;
pub mod render;
pub use camera::*;
#[derive(Default)]
pub struct BevyKayakRendererPlugin;
impl Plugin for BevyKayakRendererPlugin {
fn build(&self, app: &mut bevy::prelude::App) {
app.add_system(update_window_size)
.init_resource::<WindowSize>()
.add_plugin(render::BevyKayakUIRenderPlugin)
.add_plugin(camera::KayakUICameraPlugin);
}
}
/// Tracks the bevy window size.
#[derive(Default, Debug, Clone, Copy, PartialEq)]
pub struct WindowSize(pub f32, pub f32);
fn update_window_size(
mut window_resized_events: EventReader<WindowResized>,
mut window_created_events: EventReader<WindowCreated>,
windows: Res<Windows>,
mut window_size: ResMut<WindowSize>,
) {
let mut changed_window_ids = Vec::new();
// handle resize events. latest events are handled first because we only want to resize each
// window once
for event in window_resized_events.iter().rev() {
if changed_window_ids.contains(&event.id) {
continue;
}
changed_window_ids.push(event.id);
}
// handle resize events. latest events are handled first because we only want to resize each
// window once
for event in window_created_events.iter().rev() {
if changed_window_ids.contains(&event.id) {
continue;
}
changed_window_ids.push(event.id);
}
for window_id in changed_window_ids {
if let Some(window) = windows.get(window_id) {
let width = window.width();
let height = window.height();
*window_size = WindowSize(width, height);
}
}