60 lines
1.9 KiB
Rust
60 lines
1.9 KiB
Rust
use bevy::{
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prelude::*,
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window::{PrimaryWindow, WindowMode, WindowResized},
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};
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use crate::material::CustomMaterial;
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#[derive(Component)]
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pub struct FullscreenQuad;
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pub fn setup(
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mut meshes: ResMut<Assets<Mesh>>,
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mut materials: ResMut<Assets<CustomMaterial>>,
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primary_window: Single<&Window, With<PrimaryWindow>>,
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mut commands: Commands,
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) {
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commands.spawn(Camera2d);
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// quad that fills the whole window
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let screen_size = Vec2::new(
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primary_window.resolution.width(),
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primary_window.resolution.height(),
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);
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// create material with initial time = 0.0
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let material_handle = materials.add(CustomMaterial {
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time: 0.0,
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resolution: screen_size,
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});
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commands.spawn((
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Mesh2d(meshes.add(Rectangle::default())),
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MeshMaterial2d(material_handle),
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Transform::from_scale(Vec3::new(screen_size.x, screen_size.y, 1.0)),
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FullscreenQuad,
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));
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}
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pub fn screen_resized(
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mut events: EventReader<WindowResized>,
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shader_data: Single<(&mut Transform, &MeshMaterial2d<CustomMaterial>), With<FullscreenQuad>>,
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mut materials: ResMut<Assets<CustomMaterial>>,
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) {
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let (mut transform, material) = shader_data.into_inner();
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if let Some(event) = events.read().last() {
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transform.scale = Vec3::new(event.width, event.height, 1.0);
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materials.get_mut(&material.0).unwrap().resolution = Vec2::new(event.width, event.height);
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}
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}
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pub fn exit_app(mut exit: EventWriter<AppExit>) {
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exit.write(AppExit::Success);
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}
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pub fn toggle_fullscreen(mut primary_window: Single<&mut Window, With<PrimaryWindow>>) {
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primary_window.mode = match primary_window.mode {
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WindowMode::BorderlessFullscreen(_) => WindowMode::Windowed,
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WindowMode::Windowed => WindowMode::BorderlessFullscreen(MonitorSelection::Current),
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WindowMode::Fullscreen(_, _) => WindowMode::BorderlessFullscreen(MonitorSelection::Current),
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};
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}
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