bevy/examples/asset/alter_sprite.rs

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//! Shows how to modify texture assets after spawning.
use bevy::{
input::common_conditions::input_just_pressed,
prelude::*,
render::{render_asset::RenderAssetUsages, texture::ImageLoaderSettings},
};
fn main() {
App::new()
.add_plugins(DefaultPlugins)
.add_systems(Startup, (setup, spawn_text))
.add_systems(
Update,
alter_handle.run_if(input_just_pressed(KeyCode::Space)),
)
.add_systems(
Update,
alter_asset.run_if(input_just_pressed(KeyCode::Enter)),
)
.run();
}
#[derive(Component, Debug)]
enum Bird {
Normal,
Logo,
}
impl Bird {
fn get_texture_path(&self) -> String {
match self {
Bird::Normal => "branding/bevy_bird_dark.png".into(),
Bird::Logo => "branding/bevy_logo_dark.png".into(),
}
}
fn set_next_variant(&mut self) {
*self = match self {
Bird::Normal => Bird::Logo,
Bird::Logo => Bird::Normal,
}
}
}
#[derive(Component, Debug)]
struct Left;
fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
let bird_left = Bird::Normal;
let bird_right = Bird::Normal;
commands.spawn(Camera2d);
let texture_left = asset_server.load_with_settings(
bird_left.get_texture_path(),
// `RenderAssetUsages::all()` is already the default, so the line below could be omitted.
// It's helpful to know it exists, however.
//
// `RenderAssetUsages` tell Bevy whether to keep the data around:
// - for the GPU (`RenderAssetUsages::RENDER_WORLD`),
// - for the CPU (`RenderAssetUsages::MAIN_WORLD`),
// - or both.
// `RENDER_WORLD` is necessary to render the image, `MAIN_WORLD` is necessary to inspect
// and modify the image (via `ResMut<Assets<Image>>`).
//
// Since most games will not need to modify textures at runtime, many developers opt to pass
// only `RENDER_WORLD`. This is more memory efficient, as we don't need to keep the image in
// RAM. For this example however, this would not work, as we need to inspect and modify the
// image at runtime.
|settings: &mut ImageLoaderSettings| settings.asset_usage = RenderAssetUsages::all(),
);
commands.spawn((
Name::new("Bird Left"),
// This marker component ensures we can easily find either of the Birds by using With and
// Without query filters.
Left,
Sprite::from_image(texture_left),
Transform::from_xyz(-200.0, 0.0, 0.0),
bird_left,
));
commands.spawn((
Name::new("Bird Right"),
// In contrast to the above, here we rely on the default `RenderAssetUsages` loader setting
Sprite::from_image(asset_server.load(bird_right.get_texture_path())),
Transform::from_xyz(200.0, 0.0, 0.0),
bird_right,
));
}
fn spawn_text(mut commands: Commands) {
commands.spawn((
Name::new("Instructions"),
Text::new(
"Space: swap the right sprite's image handle\n\
Return: modify the image Asset of the left sprite, affecting all uses of it",
),
Merge Style properties into Node. Use ComputedNode for computed properties. (#15975) # Objective Continue improving the user experience of our UI Node API in the direction specified by [Bevy's Next Generation Scene / UI System](https://github.com/bevyengine/bevy/discussions/14437) ## Solution As specified in the document above, merge `Style` fields into `Node`, and move "computed Node fields" into `ComputedNode` (I chose this name over something like `ComputedNodeLayout` because it currently contains more than just layout info. If we want to break this up / rename these concepts, lets do that in a separate PR). `Style` has been removed. This accomplishes a number of goals: ## Ergonomics wins Specifying both `Node` and `Style` is now no longer required for non-default styles Before: ```rust commands.spawn(( Node::default(), Style { width: Val::Px(100.), ..default() }, )); ``` After: ```rust commands.spawn(Node { width: Val::Px(100.), ..default() }); ``` ## Conceptual clarity `Style` was never a comprehensive "style sheet". It only defined "core" style properties that all `Nodes` shared. Any "styled property" that couldn't fit that mold had to be in a separate component. A "real" style system would style properties _across_ components (`Node`, `Button`, etc). We have plans to build a true style system (see the doc linked above). By moving the `Style` fields to `Node`, we fully embrace `Node` as the driving concept and remove the "style system" confusion. ## Next Steps * Consider identifying and splitting out "style properties that aren't core to Node". This should not happen for Bevy 0.15. --- ## Migration Guide Move any fields set on `Style` into `Node` and replace all `Style` component usage with `Node`. Before: ```rust commands.spawn(( Node::default(), Style { width: Val::Px(100.), ..default() }, )); ``` After: ```rust commands.spawn(Node { width: Val::Px(100.), ..default() }); ``` For any usage of the "computed node properties" that used to live on `Node`, use `ComputedNode` instead: Before: ```rust fn system(nodes: Query<&Node>) { for node in &nodes { let computed_size = node.size(); } } ``` After: ```rust fn system(computed_nodes: Query<&ComputedNode>) { for computed_node in &computed_nodes { let computed_size = computed_node.size(); } } ```
2024-10-18 22:25:33 +00:00
Node {
position_type: PositionType::Absolute,
top: Val::Px(12.),
left: Val::Px(12.),
..default()
},
));
}
fn alter_handle(
asset_server: Res<AssetServer>,
right_bird: Single<(&mut Bird, &mut Sprite), Without<Left>>,
) {
// Image handles, like other parts of the ECS, can be queried as mutable and modified at
// runtime. We only spawned one bird without the `Left` marker component.
let (mut bird, mut sprite) = right_bird.into_inner();
// Switch to a new Bird variant
bird.set_next_variant();
// Modify the handle associated with the Bird on the right side. Note that we will only
// have to load the same path from storage media once: repeated attempts will re-use the
// asset.
sprite.image = asset_server.load(bird.get_texture_path());
}
fn alter_asset(mut images: ResMut<Assets<Image>>, left_bird: Single<&Sprite, With<Left>>) {
// Obtain a mutable reference to the Image asset.
let Some(image) = images.get_mut(&left_bird.image) else {
return;
};
for pixel in &mut image.data {
// Directly modify the asset data, which will affect all users of this asset. By
// contrast, mutating the handle (as we did above) affects only one copy. In this case,
// we'll just invert the colors, by way of demonstration. Notice that both uses of the
// asset show the change, not just the one on the left.
*pixel = 255 - *pixel;
}
}