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use bevy::{ | ||
prelude::*, | ||
window::PrimaryWindow, | ||
}; | ||
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use crate::materials::foreground::ForegroundMaterial; | ||
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pub struct GridViewPlugin; | ||
impl Plugin for GridViewPlugin { | ||
fn build(&self, app: &mut App) { | ||
app.init_resource::<GridView>(); | ||
app.add_systems(Update, draw_grid_view); | ||
} | ||
} | ||
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#[derive(Debug, Clone)] | ||
pub enum Element { | ||
Image(Handle<Image>), | ||
Alphablend(Handle<ForegroundMaterial>), | ||
} | ||
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#[derive(Resource, Default)] | ||
pub struct GridView { | ||
pub source: Vec<Element>, | ||
} | ||
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#[derive(Component, Default)] | ||
pub struct GridViewParent; | ||
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fn draw_grid_view( | ||
mut commands: Commands, | ||
primary_window: Query< | ||
&Window, | ||
With<PrimaryWindow> | ||
>, | ||
grid_view: Res<GridView>, | ||
grid_view_parent: Query< | ||
Entity, | ||
With<GridViewParent> | ||
>, | ||
) { | ||
if !grid_view.is_changed() { | ||
return; | ||
} | ||
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for entity in grid_view_parent.iter() { | ||
commands.entity(entity).despawn_recursive(); | ||
} | ||
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let window = primary_window.single(); | ||
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let ( | ||
columns, | ||
rows, | ||
_width, | ||
_height, | ||
) = calculate_grid_dimensions( | ||
window.width(), | ||
window.height(), | ||
grid_view.source.len(), | ||
); | ||
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commands.spawn(NodeBundle { | ||
style: Style { | ||
display: Display::Grid, | ||
width: Val::Percent(100.0), | ||
height: Val::Percent(100.0), | ||
grid_template_columns: RepeatedGridTrack::flex(columns as u16, 1.0), | ||
grid_template_rows: RepeatedGridTrack::flex(rows as u16, 1.0), | ||
..default() | ||
}, | ||
background_color: BackgroundColor(Color::BLACK), | ||
..default() | ||
}) | ||
.insert(GridViewParent) | ||
.with_children(|builder| { | ||
grid_view.source.iter() | ||
.for_each(|element| { | ||
match element { | ||
Element::Image(image) => { | ||
builder.spawn(ImageBundle { | ||
style: Style { | ||
width: Val::Percent(100.0), | ||
height: Val::Percent(100.0), | ||
..default() | ||
}, | ||
image: UiImage::new(image.clone()), | ||
..default() | ||
}); | ||
} | ||
Element::Alphablend(material) => { | ||
builder.spawn(MaterialNodeBundle { | ||
style: Style { | ||
width: Val::Percent(100.0), | ||
height: Val::Percent(100.0), | ||
..default() | ||
}, | ||
material: material.clone(), | ||
..default() | ||
}); | ||
} | ||
} | ||
}); | ||
}); | ||
} | ||
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fn calculate_grid_dimensions( | ||
window_width: f32, | ||
window_height: f32, | ||
num_streams: usize, | ||
) -> (usize, usize, f32, f32) { | ||
let window_aspect_ratio = window_width / window_height; | ||
let stream_aspect_ratio: f32 = 16.0 / 9.0; | ||
let mut best_layout = (1, num_streams); | ||
let mut best_diff = f32::INFINITY; | ||
let mut best_sprite_size = (0.0, 0.0); | ||
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for columns in 1..=num_streams { | ||
let rows = (num_streams as f32 / columns as f32).ceil() as usize; | ||
let sprite_width = window_width / columns as f32; | ||
let sprite_height = sprite_width / stream_aspect_ratio; | ||
let total_height_needed = sprite_height * rows as f32; | ||
let (final_sprite_width, final_sprite_height) = if total_height_needed > window_height { | ||
let adjusted_sprite_height = window_height / rows as f32; | ||
let adjusted_sprite_width = adjusted_sprite_height * stream_aspect_ratio; | ||
(adjusted_sprite_width, adjusted_sprite_height) | ||
} else { | ||
(sprite_width, sprite_height) | ||
}; | ||
let grid_aspect_ratio = final_sprite_width * columns as f32 / (final_sprite_height * rows as f32); | ||
let diff = (window_aspect_ratio - grid_aspect_ratio).abs(); | ||
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if diff < best_diff { | ||
best_diff = diff; | ||
best_layout = (columns, rows); | ||
best_sprite_size = (final_sprite_width, final_sprite_height); | ||
} | ||
} | ||
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(best_layout.0, best_layout.1, best_sprite_size.0, best_sprite_size.1) | ||
} |
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