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"),
NodeBundle {
style: Style {
align_items: AlignItems::Start,
flex_direction: FlexDirection::Column,
justify_content: JustifyContent::Start,
width: Val::Percent(100.),
..default()
},
..default()
},
))
.with_children(|parent| {
Text rework (#15591) **Ready for review. Examples migration progress: 100%.** # Objective - Implement https://github.com/bevyengine/bevy/discussions/15014 ## Solution This implements [cart's proposal](https://github.com/bevyengine/bevy/discussions/15014#discussioncomment-10574459) faithfully except for one change. I separated `TextSpan` from `TextSpan2d` because `TextSpan` needs to require the `GhostNode` component, which is a `bevy_ui` component only usable by UI. Extra changes: - Added `EntityCommands::commands_mut` that returns a mutable reference. This is a blocker for extension methods that return something other than `self`. Note that `sickle_ui`'s `UiBuilder::commands` returns a mutable reference for this reason. ## Testing - [x] Text examples all work. --- ## Showcase TODO: showcase-worthy ## Migration Guide TODO: very breaking ### Accessing text spans by index Text sections are now text sections on different entities in a hierarchy, Use the new `TextReader` and `TextWriter` system parameters to access spans by index. Before: ```rust fn refresh_text(mut query: Query<&mut Text, With<TimeText>>, time: Res<Time>) { let text = query.single_mut(); text.sections[1].value = format_time(time.elapsed()); } ``` After: ```rust fn refresh_text( query: Query<Entity, With<TimeText>>, mut writer: UiTextWriter, time: Res<Time> ) { let entity = query.single(); *writer.text(entity, 1) = format_time(time.elapsed()); } ``` ### Iterating text spans Text spans are now entities in a hierarchy, so the new `UiTextReader` and `UiTextWriter` system parameters provide ways to iterate that hierarchy. The `UiTextReader::iter` method will give you a normal iterator over spans, and `UiTextWriter::for_each` lets you visit each of the spans. --------- Co-authored-by: ickshonpe <david.curthoys@googlemail.com> Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2024-10-09 18:35:36 +00:00
parent.spawn(Text::new(
"Space: swap image texture paths by mutating a Handle<Image>",
));
Text rework (#15591) **Ready for review. Examples migration progress: 100%.** # Objective - Implement https://github.com/bevyengine/bevy/discussions/15014 ## Solution This implements [cart's proposal](https://github.com/bevyengine/bevy/discussions/15014#discussioncomment-10574459) faithfully except for one change. I separated `TextSpan` from `TextSpan2d` because `TextSpan` needs to require the `GhostNode` component, which is a `bevy_ui` component only usable by UI. Extra changes: - Added `EntityCommands::commands_mut` that returns a mutable reference. This is a blocker for extension methods that return something other than `self`. Note that `sickle_ui`'s `UiBuilder::commands` returns a mutable reference for this reason. ## Testing - [x] Text examples all work. --- ## Showcase TODO: showcase-worthy ## Migration Guide TODO: very breaking ### Accessing text spans by index Text sections are now text sections on different entities in a hierarchy, Use the new `TextReader` and `TextWriter` system parameters to access spans by index. Before: ```rust fn refresh_text(mut query: Query<&mut Text, With<TimeText>>, time: Res<Time>) { let text = query.single_mut(); text.sections[1].value = format_time(time.elapsed()); } ``` After: ```rust fn refresh_text( query: Query<Entity, With<TimeText>>, mut writer: UiTextWriter, time: Res<Time> ) { let entity = query.single(); *writer.text(entity, 1) = format_time(time.elapsed()); } ``` ### Iterating text spans Text spans are now entities in a hierarchy, so the new `UiTextReader` and `UiTextWriter` system parameters provide ways to iterate that hierarchy. The `UiTextReader::iter` method will give you a normal iterator over spans, and `UiTextWriter::for_each` lets you visit each of the spans. --------- Co-authored-by: ickshonpe <david.curthoys@googlemail.com> Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2024-10-09 18:35:36 +00:00
parent.spawn(Text::new(
"Return: mutate the image Asset itself, changing all copies of it",
));
});
}
fn alter_handle(
asset_server: Res<AssetServer>,
mut right_bird: Query<(&mut Bird, &mut Handle<Image>), 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 Ok((mut bird, mut handle)) = right_bird.get_single_mut() else {
return;
};
// 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.
*handle = asset_server.load(bird.get_texture_path());
}
fn alter_asset(mut images: ResMut<Assets<Image>>, left_bird: Query<&Handle<Image>, With<Left>>) {
// It's convenient to retrieve the asset handle stored with the bird on the left. However,
// we could just as easily have retained this in a resource or a dedicated component.
let Ok(handle) = left_bird.get_single() else {
return;
};
// Obtain a mutable reference to the Image asset.
let Some(image) = images.get_mut(handle) 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;
}
}