UiImage -> ImageNode, UiImageSize -> ImageNodeSize (#16271)

Align `UiImage` with the new `XNode` naming convention.

- Rename `UiImage` to `ImageNode`
- Rename `UiImageSize` to `ImageNodeSize`

---

Before:
```rust
commands.spawn(UiImage::new(image));
````

After:
```rust
commands.spawn(ImageNode::new(image));
```
This commit is contained in:
Carter Anderson 2024-11-07 13:52:58 -08:00 committed by François
parent c53e73321f
commit 197e5a41db
No known key found for this signature in database
21 changed files with 245 additions and 232 deletions

View file

@ -1,8 +1,8 @@
use crate::{
experimental::UiChildren,
prelude::{Button, Label},
widget::TextUiReader,
ComputedNode, UiImage,
widget::{ImageNode, TextUiReader},
ComputedNode,
};
use bevy_a11y::{
accesskit::{NodeBuilder, Rect, Role},
@ -92,7 +92,10 @@ fn button_changed(
fn image_changed(
mut commands: Commands,
mut query: Query<(Entity, Option<&mut AccessibilityNode>), (Changed<UiImage>, Without<Button>)>,
mut query: Query<
(Entity, Option<&mut AccessibilityNode>),
(Changed<ImageNode>, Without<Button>),
>,
ui_children: UiChildren,
mut text_reader: TextUiReader,
) {

View file

@ -8,7 +8,7 @@
//! This crate contains Bevy's UI system, which can be used to create UI for both 2D and 3D games
//! # Basic usage
//! Spawn UI elements with [`widget::Button`], [`UiImage`], [`Text`](prelude::Text) and [`Node`]
//! Spawn UI elements with [`widget::Button`], [`ImageNode`], [`Text`](prelude::Text) and [`Node`]
//! This UI is laid out with the Flexbox and CSS Grid layout models (see <https://cssreference.io/flexbox/>)
pub mod measurement;
@ -40,7 +40,7 @@ pub use measurement::*;
pub use render::*;
pub use ui_material::*;
pub use ui_node::*;
use widget::UiImageSize;
use widget::{ImageNode, ImageNodeSize};
/// The UI prelude.
///
@ -58,7 +58,7 @@ pub mod prelude {
node_bundles::*,
ui_material::*,
ui_node::*,
widget::{Button, Label},
widget::{Button, ImageNode, Label},
Interaction, MaterialNode, UiMaterialPlugin, UiScale,
},
// `bevy_sprite` re-exports for texture slicing
@ -155,8 +155,8 @@ impl Plugin for UiPlugin {
.register_type::<RelativeCursorPosition>()
.register_type::<ScrollPosition>()
.register_type::<TargetCamera>()
.register_type::<UiImage>()
.register_type::<UiImageSize>()
.register_type::<ImageNode>()
.register_type::<ImageNodeSize>()
.register_type::<UiRect>()
.register_type::<UiScale>()
.register_type::<BorderColor>()
@ -208,7 +208,7 @@ impl Plugin for UiPlugin {
update_clipping_system.after(TransformSystem::TransformPropagate),
// Potential conflicts: `Assets<Image>`
// They run independently since `widget::image_node_system` will only ever observe
// its own UiImage, and `widget::text_system` & `bevy_text::update_text2d_layout`
// its own ImageNode, and `widget::text_system` & `bevy_text::update_text2d_layout`
// will never modify a pre-existing `Image` asset.
widget::update_image_content_size_system
.in_set(UiSystem::Prepare)
@ -265,7 +265,7 @@ fn build_text_interop(app: &mut App) {
// Since both systems will only ever insert new [`Image`] assets,
// they will never observe each other's effects.
.ambiguous_with(bevy_text::update_text2d_layout)
// We assume Text is on disjoint UI entities to UiImage and UiTextureAtlasImage
// We assume Text is on disjoint UI entities to ImageNode and UiTextureAtlasImage
// FIXME: Add an archetype invariant for this https://github.com/bevyengine/bevy/issues/1481.
.ambiguous_with(widget::update_image_content_size_system),
widget::text_system

View file

@ -2,9 +2,9 @@
#![expect(deprecated)]
use crate::{
widget::{Button, UiImageSize},
BackgroundColor, BorderColor, BorderRadius, ComputedNode, ContentSize, FocusPolicy,
Interaction, MaterialNode, Node, ScrollPosition, UiImage, UiMaterial, ZIndex,
widget::{Button, ImageNodeSize},
BackgroundColor, BorderColor, BorderRadius, ComputedNode, ContentSize, FocusPolicy, ImageNode,
Interaction, MaterialNode, Node, ScrollPosition, UiMaterial, ZIndex,
};
use bevy_ecs::bundle::Bundle;
use bevy_render::view::{InheritedVisibility, ViewVisibility, Visibility};
@ -60,7 +60,7 @@ pub struct NodeBundle {
#[derive(Bundle, Debug, Default)]
#[deprecated(
since = "0.15.0",
note = "Use the `UiImage` component instead. Inserting `UiImage` will also insert the other components required automatically."
note = "Use the `ImageNode` component instead. Inserting `ImageNode` will also insert the other components required automatically."
)]
pub struct ImageBundle {
/// Describes the logical size of the node
@ -73,7 +73,7 @@ pub struct ImageBundle {
/// The image of the node.
///
/// To tint the image, change the `color` field of this component.
pub image: UiImage,
pub image: ImageNode,
/// The color of the background that will fill the containing node.
pub background_color: BackgroundColor,
/// The border radius of the node
@ -81,7 +81,7 @@ pub struct ImageBundle {
/// The size of the image in pixels
///
/// This component is set automatically
pub image_size: UiImageSize,
pub image_size: ImageNodeSize,
/// Whether this node should block interaction with lower nodes
pub focus_policy: FocusPolicy,
/// The transform of the node
@ -126,7 +126,7 @@ pub struct ButtonBundle {
/// The border radius of the node
pub border_radius: BorderRadius,
/// The image of the node
pub image: UiImage,
pub image: ImageNode,
/// The background color that will fill the containing node
pub background_color: BackgroundColor,
/// The transform of the node

View file

@ -6,8 +6,8 @@ pub mod ui_texture_slice_pipeline;
use crate::{
experimental::UiChildren, BackgroundColor, BorderColor, CalculatedClip, ComputedNode,
DefaultUiCamera, Outline, ResolvedBorderRadius, TargetCamera, UiAntiAlias, UiBoxShadowSamples,
UiImage, UiScale,
DefaultUiCamera, ImageNode, Outline, ResolvedBorderRadius, TargetCamera, UiAntiAlias,
UiBoxShadowSamples, UiScale,
};
use bevy_app::prelude::*;
use bevy_asset::{load_internal_asset, AssetEvent, AssetId, Assets, Handle};
@ -107,7 +107,7 @@ pub fn build_ui_render(app: &mut App) {
render_app
.init_resource::<SpecializedRenderPipelines<UiPipeline>>()
.init_resource::<UiImageBindGroups>()
.init_resource::<ImageNodeBindGroups>()
.init_resource::<UiMeta>()
.init_resource::<ExtractedUiNodes>()
.allow_ambiguous_resource::<ExtractedUiNodes>()
@ -315,7 +315,7 @@ pub fn extract_uinode_images(
&ViewVisibility,
Option<&CalculatedClip>,
Option<&TargetCamera>,
&UiImage,
&ImageNode,
)>,
>,
mapping: Extract<Query<RenderEntity>>,
@ -871,7 +871,7 @@ pub fn queue_uinodes(
}
#[derive(Resource, Default)]
pub struct UiImageBindGroups {
pub struct ImageNodeBindGroups {
pub values: HashMap<AssetId<Image>, BindGroup>,
}
@ -884,7 +884,7 @@ pub fn prepare_uinodes(
mut extracted_uinodes: ResMut<ExtractedUiNodes>,
view_uniforms: Res<ViewUniforms>,
ui_pipeline: Res<UiPipeline>,
mut image_bind_groups: ResMut<UiImageBindGroups>,
mut image_bind_groups: ResMut<ImageNodeBindGroups>,
gpu_images: Res<RenderAssets<GpuImage>>,
mut phases: ResMut<ViewSortedRenderPhases<TransparentUi>>,
events: Res<SpriteAssetEvents>,

View file

@ -1,6 +1,6 @@
use core::ops::Range;
use super::{UiBatch, UiImageBindGroups, UiMeta};
use super::{ImageNodeBindGroups, UiBatch, UiMeta};
use crate::DefaultCameraView;
use bevy_ecs::{
prelude::*,
@ -185,7 +185,7 @@ impl<P: PhaseItem, const I: usize> RenderCommand<P> for SetUiViewBindGroup<I> {
}
pub struct SetUiTextureBindGroup<const I: usize>;
impl<P: PhaseItem, const I: usize> RenderCommand<P> for SetUiTextureBindGroup<I> {
type Param = SRes<UiImageBindGroups>;
type Param = SRes<ImageNodeBindGroups>;
type ViewQuery = ();
type ItemQuery = Read<UiBatch>;

View file

@ -30,6 +30,7 @@ use bevy_transform::prelude::GlobalTransform;
use bevy_utils::HashMap;
use binding_types::{sampler, texture_2d};
use bytemuck::{Pod, Zeroable};
use widget::{ImageNode, NodeImageMode};
pub const UI_SLICER_SHADER_HANDLE: Handle<Shader> = Handle::weak_from_u128(11156288772117983964);
@ -255,7 +256,7 @@ pub fn extract_ui_texture_slices(
&ViewVisibility,
Option<&CalculatedClip>,
Option<&TargetCamera>,
&UiImage,
&ImageNode,
)>,
>,
mapping: Extract<Query<RenderEntity>>,

View file

@ -1,15 +1,13 @@
use crate::{widget::UiImageSize, ContentSize, FocusPolicy, UiRect, Val};
use bevy_asset::Handle;
use crate::{FocusPolicy, UiRect, Val};
use bevy_color::Color;
use bevy_ecs::{prelude::*, system::SystemParam};
use bevy_math::{vec4, Rect, Vec2, Vec4Swizzles};
use bevy_reflect::prelude::*;
use bevy_render::{
camera::{Camera, RenderTarget},
texture::{Image, TRANSPARENT_IMAGE_HANDLE},
view::Visibility,
};
use bevy_sprite::{BorderRect, TextureAtlas, TextureSlicer};
use bevy_sprite::BorderRect;
use bevy_transform::components::Transform;
use bevy_utils::warn_once;
use bevy_window::{PrimaryWindow, WindowRef};
@ -2041,168 +2039,6 @@ impl Outline {
}
}
}
/// The 2D texture displayed for this UI node
#[derive(Component, Clone, Debug, Reflect)]
#[reflect(Component, Default, Debug)]
#[require(Node, UiImageSize, ContentSize)]
pub struct UiImage {
/// The tint color used to draw the image.
///
/// This is multiplied by the color of each pixel in the image.
/// The field value defaults to solid white, which will pass the image through unmodified.
pub color: Color,
/// Handle to the texture.
///
/// This defaults to a [`TRANSPARENT_IMAGE_HANDLE`], which points to a fully transparent 1x1 texture.
pub image: Handle<Image>,
/// The (optional) texture atlas used to render the image
pub texture_atlas: Option<TextureAtlas>,
/// Whether the image should be flipped along its x-axis
pub flip_x: bool,
/// Whether the image should be flipped along its y-axis
pub flip_y: bool,
/// An optional rectangle representing the region of the image to render, instead of rendering
/// the full image. This is an easy one-off alternative to using a [`TextureAtlas`].
///
/// When used with a [`TextureAtlas`], the rect
/// is offset by the atlas's minimal (top-left) corner position.
pub rect: Option<Rect>,
/// Controls how the image is altered to fit within the layout and how the layout algorithm determines the space to allocate for the image.
pub image_mode: NodeImageMode,
}
impl Default for UiImage {
/// A transparent 1x1 image with a solid white tint.
///
/// # Warning
///
/// This will be invisible by default.
/// To set this to a visible image, you need to set the `texture` field to a valid image handle,
/// or use [`Handle<Image>`]'s default 1x1 solid white texture (as is done in [`UiImage::solid_color`]).
fn default() -> Self {
UiImage {
// This should be white because the tint is multiplied with the image,
// so if you set an actual image with default tint you'd want its original colors
color: Color::WHITE,
texture_atlas: None,
// This texture needs to be transparent by default, to avoid covering the background color
image: TRANSPARENT_IMAGE_HANDLE,
flip_x: false,
flip_y: false,
rect: None,
image_mode: NodeImageMode::Auto,
}
}
}
impl UiImage {
/// Create a new [`UiImage`] with the given texture.
pub fn new(texture: Handle<Image>) -> Self {
Self {
image: texture,
color: Color::WHITE,
..Default::default()
}
}
/// Create a solid color [`UiImage`].
///
/// This is primarily useful for debugging / mocking the extents of your image.
pub fn solid_color(color: Color) -> Self {
Self {
image: Handle::default(),
color,
flip_x: false,
flip_y: false,
texture_atlas: None,
rect: None,
image_mode: NodeImageMode::Auto,
}
}
/// Create a [`UiImage`] from an image, with an associated texture atlas
pub fn from_atlas_image(image: Handle<Image>, atlas: TextureAtlas) -> Self {
Self {
image,
texture_atlas: Some(atlas),
..Default::default()
}
}
/// Set the color tint
#[must_use]
pub const fn with_color(mut self, color: Color) -> Self {
self.color = color;
self
}
/// Flip the image along its x-axis
#[must_use]
pub const fn with_flip_x(mut self) -> Self {
self.flip_x = true;
self
}
/// Flip the image along its y-axis
#[must_use]
pub const fn with_flip_y(mut self) -> Self {
self.flip_y = true;
self
}
#[must_use]
pub const fn with_rect(mut self, rect: Rect) -> Self {
self.rect = Some(rect);
self
}
#[must_use]
pub const fn with_mode(mut self, mode: NodeImageMode) -> Self {
self.image_mode = mode;
self
}
}
impl From<Handle<Image>> for UiImage {
fn from(texture: Handle<Image>) -> Self {
Self::new(texture)
}
}
/// Controls how the image is altered to fit within the layout and how the layout algorithm determines the space in the layout for the image
#[derive(Default, Debug, Clone, Reflect)]
pub enum NodeImageMode {
/// The image will be sized automatically by taking the size of the source image and applying any layout constraints.
#[default]
Auto,
/// The image will be resized to match the size of the node. The image's original size and aspect ratio will be ignored.
Stretch,
/// The texture will be cut in 9 slices, keeping the texture in proportions on resize
Sliced(TextureSlicer),
/// The texture will be repeated if stretched beyond `stretched_value`
Tiled {
/// Should the image repeat horizontally
tile_x: bool,
/// Should the image repeat vertically
tile_y: bool,
/// The texture will repeat when the ratio between the *drawing dimensions* of texture and the
/// *original texture size* are above this value.
stretch_value: f32,
},
}
impl NodeImageMode {
/// Returns true if this mode uses slices internally ([`NodeImageMode::Sliced`] or [`NodeImageMode::Tiled`])
#[inline]
pub fn uses_slices(&self) -> bool {
matches!(
self,
NodeImageMode::Sliced(..) | NodeImageMode::Tiled { .. }
)
}
}
/// The calculated clip of the node
#[derive(Component, Default, Copy, Clone, Debug, Reflect)]
#[reflect(Component, Default, Debug)]

View file

@ -1,28 +1,188 @@
use crate::{
ContentSize, Measure, MeasureArgs, Node, NodeImageMode, NodeMeasure, UiImage, UiScale,
};
use bevy_asset::Assets;
use crate::{ContentSize, Measure, MeasureArgs, Node, NodeMeasure, UiScale};
use bevy_asset::{Assets, Handle};
use bevy_color::Color;
use bevy_ecs::prelude::*;
use bevy_math::{UVec2, Vec2};
use bevy_math::{Rect, UVec2, Vec2};
use bevy_reflect::{std_traits::ReflectDefault, Reflect};
use bevy_render::texture::Image;
use bevy_sprite::TextureAtlasLayout;
use bevy_render::texture::{Image, TRANSPARENT_IMAGE_HANDLE};
use bevy_sprite::{TextureAtlas, TextureAtlasLayout, TextureSlicer};
use bevy_window::{PrimaryWindow, Window};
use taffy::{MaybeMath, MaybeResolve};
/// A UI Node that renders an image.
#[derive(Component, Clone, Debug, Reflect)]
#[reflect(Component, Default, Debug)]
#[require(Node, ImageNodeSize, ContentSize)]
pub struct ImageNode {
/// The tint color used to draw the image.
///
/// This is multiplied by the color of each pixel in the image.
/// The field value defaults to solid white, which will pass the image through unmodified.
pub color: Color,
/// Handle to the texture.
///
/// This defaults to a [`TRANSPARENT_IMAGE_HANDLE`], which points to a fully transparent 1x1 texture.
pub image: Handle<Image>,
/// The (optional) texture atlas used to render the image.
pub texture_atlas: Option<TextureAtlas>,
/// Whether the image should be flipped along its x-axis.
pub flip_x: bool,
/// Whether the image should be flipped along its y-axis.
pub flip_y: bool,
/// An optional rectangle representing the region of the image to render, instead of rendering
/// the full image. This is an easy one-off alternative to using a [`TextureAtlas`].
///
/// When used with a [`TextureAtlas`], the rect
/// is offset by the atlas's minimal (top-left) corner position.
pub rect: Option<Rect>,
/// Controls how the image is altered to fit within the layout and how the layout algorithm determines the space to allocate for the image.
pub image_mode: NodeImageMode,
}
impl Default for ImageNode {
/// A transparent 1x1 image with a solid white tint.
///
/// # Warning
///
/// This will be invisible by default.
/// To set this to a visible image, you need to set the `texture` field to a valid image handle,
/// or use [`Handle<Image>`]'s default 1x1 solid white texture (as is done in [`ImageNode::solid_color`]).
fn default() -> Self {
ImageNode {
// This should be white because the tint is multiplied with the image,
// so if you set an actual image with default tint you'd want its original colors
color: Color::WHITE,
texture_atlas: None,
// This texture needs to be transparent by default, to avoid covering the background color
image: TRANSPARENT_IMAGE_HANDLE,
flip_x: false,
flip_y: false,
rect: None,
image_mode: NodeImageMode::Auto,
}
}
}
impl ImageNode {
/// Create a new [`ImageNode`] with the given texture.
pub fn new(texture: Handle<Image>) -> Self {
Self {
image: texture,
color: Color::WHITE,
..Default::default()
}
}
/// Create a solid color [`ImageNode`].
///
/// This is primarily useful for debugging / mocking the extents of your image.
pub fn solid_color(color: Color) -> Self {
Self {
image: Handle::default(),
color,
flip_x: false,
flip_y: false,
texture_atlas: None,
rect: None,
image_mode: NodeImageMode::Auto,
}
}
/// Create a [`ImageNode`] from an image, with an associated texture atlas
pub fn from_atlas_image(image: Handle<Image>, atlas: TextureAtlas) -> Self {
Self {
image,
texture_atlas: Some(atlas),
..Default::default()
}
}
/// Set the color tint
#[must_use]
pub const fn with_color(mut self, color: Color) -> Self {
self.color = color;
self
}
/// Flip the image along its x-axis
#[must_use]
pub const fn with_flip_x(mut self) -> Self {
self.flip_x = true;
self
}
/// Flip the image along its y-axis
#[must_use]
pub const fn with_flip_y(mut self) -> Self {
self.flip_y = true;
self
}
#[must_use]
pub const fn with_rect(mut self, rect: Rect) -> Self {
self.rect = Some(rect);
self
}
#[must_use]
pub const fn with_mode(mut self, mode: NodeImageMode) -> Self {
self.image_mode = mode;
self
}
}
impl From<Handle<Image>> for ImageNode {
fn from(texture: Handle<Image>) -> Self {
Self::new(texture)
}
}
/// Controls how the image is altered to fit within the layout and how the layout algorithm determines the space in the layout for the image
#[derive(Default, Debug, Clone, Reflect)]
pub enum NodeImageMode {
/// The image will be sized automatically by taking the size of the source image and applying any layout constraints.
#[default]
Auto,
/// The image will be resized to match the size of the node. The image's original size and aspect ratio will be ignored.
Stretch,
/// The texture will be cut in 9 slices, keeping the texture in proportions on resize
Sliced(TextureSlicer),
/// The texture will be repeated if stretched beyond `stretched_value`
Tiled {
/// Should the image repeat horizontally
tile_x: bool,
/// Should the image repeat vertically
tile_y: bool,
/// The texture will repeat when the ratio between the *drawing dimensions* of texture and the
/// *original texture size* are above this value.
stretch_value: f32,
},
}
impl NodeImageMode {
/// Returns true if this mode uses slices internally ([`NodeImageMode::Sliced`] or [`NodeImageMode::Tiled`])
#[inline]
pub fn uses_slices(&self) -> bool {
matches!(
self,
NodeImageMode::Sliced(..) | NodeImageMode::Tiled { .. }
)
}
}
/// The size of the image's texture
///
/// This component is updated automatically by [`update_image_content_size_system`]
#[derive(Component, Debug, Copy, Clone, Default, Reflect)]
#[reflect(Component, Default, Debug)]
pub struct UiImageSize {
pub struct ImageNodeSize {
/// The size of the image's texture
///
/// This field is updated automatically by [`update_image_content_size_system`]
size: UVec2,
}
impl UiImageSize {
impl ImageNodeSize {
/// The size of the image's texture
pub fn size(&self) -> UVec2 {
self.size
@ -99,7 +259,7 @@ pub fn update_image_content_size_system(
textures: Res<Assets<Image>>,
atlases: Res<Assets<TextureAtlasLayout>>,
mut query: Query<(&mut ContentSize, Ref<UiImage>, &mut UiImageSize), UpdateImageFilter>,
mut query: Query<(&mut ContentSize, Ref<ImageNode>, &mut ImageNodeSize), UpdateImageFilter>,
) {
let combined_scale_factor = windows
.get_single()

View file

@ -115,7 +115,7 @@ fn setup(
));
commands.spawn((
UiImage {
ImageNode {
image: metering_mask,
..default()
},
@ -162,7 +162,7 @@ struct ExampleResources {
fn example_control_system(
camera: Single<(&mut Transform, &mut AutoExposure), With<Camera3d>>,
mut display: Single<&mut Text, With<ExampleDisplay>>,
mut mask_image: Single<&mut Node, With<UiImage>>,
mut mask_image: Single<&mut Node, With<ImageNode>>,
time: Res<Time>,
input: Res<ButtonInput<KeyCode>>,
resources: Res<ExampleResources>,

View file

@ -86,7 +86,7 @@ mod splash {
))
.with_children(|parent| {
parent.spawn((
UiImage::new(icon),
ImageNode::new(icon),
Node {
// This will set the logo to be 200px wide, and auto adjust its height
width: Val::Px(200.0),
@ -444,7 +444,7 @@ mod menu {
))
.with_children(|parent| {
let icon = asset_server.load("textures/Game Icons/right.png");
parent.spawn((UiImage::new(icon), button_icon_node.clone()));
parent.spawn((ImageNode::new(icon), button_icon_node.clone()));
parent.spawn((
Text::new("New Game"),
button_text_font.clone(),
@ -460,7 +460,7 @@ mod menu {
))
.with_children(|parent| {
let icon = asset_server.load("textures/Game Icons/wrench.png");
parent.spawn((UiImage::new(icon), button_icon_node.clone()));
parent.spawn((ImageNode::new(icon), button_icon_node.clone()));
parent.spawn((
Text::new("Settings"),
button_text_font.clone(),
@ -476,7 +476,7 @@ mod menu {
))
.with_children(|parent| {
let icon = asset_server.load("textures/Game Icons/exitRight.png");
parent.spawn((UiImage::new(icon), button_icon_node));
parent.spawn((ImageNode::new(icon), button_icon_node));
parent.spawn((
Text::new("Quit"),
button_text_font,

View file

@ -252,7 +252,7 @@ fn spawn_button(
));
if let Some(image) = image {
builder.insert(UiImage::new(image));
builder.insert(ImageNode::new(image));
}
if spawn_text {

View file

@ -49,7 +49,7 @@ fn atlas_render_system(
let font_atlas = &font_atlas[state.atlas_count as usize];
state.atlas_count += 1;
commands.spawn((
UiImage::new(font_atlas.texture.clone()),
ImageNode::new(font_atlas.texture.clone()),
Node {
position_type: PositionType::Absolute,
top: Val::ZERO,

View file

@ -77,7 +77,7 @@ fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
))
.with_children(|parent| {
parent.spawn((
UiImage::new(image.clone()),
ImageNode::new(image.clone()),
Node {
min_width: Val::Px(100.),
min_height: Val::Px(100.),

View file

@ -80,7 +80,7 @@ fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
BackgroundColor(LIGHT_CYAN.into()),
))
.with_child((
UiImage::new(image.clone()),
ImageNode::new(image.clone()),
Node {
min_width: Val::Px(100.),
min_height: Val::Px(100.),

View file

@ -141,7 +141,7 @@ fn spawn_image(
) {
spawn_container(parent, update_transform, |parent| {
parent.spawn((
UiImage::new(asset_server.load("branding/bevy_logo_dark_big.png")),
ImageNode::new(asset_server.load("branding/bevy_logo_dark_big.png")),
Node {
height: Val::Px(100.),
position_type: PositionType::Absolute,

View file

@ -11,6 +11,7 @@ use bevy::{
input::mouse::{MouseScrollUnit, MouseWheel},
picking::focus::HoverMap,
prelude::*,
ui::widget::NodeImageMode,
winit::WinitSettings,
};
@ -181,7 +182,7 @@ fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
))
.with_children(|parent| {
parent.spawn((
UiImage::new(asset_server.load("branding/bevy_logo_light.png")),
ImageNode::new(asset_server.load("branding/bevy_logo_light.png")),
// Uses the transform to rotate the logo image by 45 degrees
Transform::from_rotation(Quat::from_rotation_z(0.25 * PI)),
BorderRadius::all(Val::Px(10.)),
@ -293,7 +294,7 @@ fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
// bevy logo (image)
parent
.spawn((
UiImage::new(asset_server.load("branding/bevy_logo_dark_big.png"))
ImageNode::new(asset_server.load("branding/bevy_logo_dark_big.png"))
.with_mode(NodeImageMode::Stretch),
Node {
width: Val::Px(500.0),
@ -333,17 +334,17 @@ fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
[(false, false), (false, true), (true, true), (true, false)]
{
parent.spawn((
Node {
// The height will be chosen automatically to preserve the image's aspect ratio
width: Val::Px(75.),
..default()
},
UiImage {
ImageNode {
image: asset_server.load("branding/icon.png"),
flip_x,
flip_y,
..default()
},
Node {
// The height will be chosen automatically to preserve the image's aspect ratio
width: Val::Px(75.),
..default()
},
));
}
});

View file

@ -64,7 +64,7 @@ fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
BackgroundColor(BLUE.into()),
));
parent.spawn((
UiImage::new(asset_server.load("branding/icon.png")),
ImageNode::new(asset_server.load("branding/icon.png")),
Node {
width: Val::Px(30.0),
height: Val::Px(30.0),

View file

@ -44,7 +44,10 @@ fn setup(
})
.with_children(|parent| {
parent.spawn((
UiImage::from_atlas_image(texture_handle, TextureAtlas::from(texture_atlas_handle)),
ImageNode::from_atlas_image(
texture_handle,
TextureAtlas::from(texture_atlas_handle),
),
Node {
width: Val::Px(256.),
height: Val::Px(256.),
@ -64,10 +67,13 @@ fn setup(
});
}
fn increment_atlas_index(mut ui_images: Query<&mut UiImage>, keyboard: Res<ButtonInput<KeyCode>>) {
fn increment_atlas_index(
mut image_nodes: Query<&mut ImageNode>,
keyboard: Res<ButtonInput<KeyCode>>,
) {
if keyboard.just_pressed(KeyCode::Space) {
for mut ui_image in &mut ui_images {
if let Some(atlas) = &mut ui_image.texture_atlas {
for mut image_node in &mut image_nodes {
if let Some(atlas) = &mut image_node.texture_atlas {
atlas.index = (atlas.index + 1) % 6;
}
}

View file

@ -4,6 +4,7 @@
use bevy::{
color::palettes::css::{GOLD, ORANGE},
prelude::*,
ui::widget::NodeImageMode,
winit::WinitSettings,
};
@ -19,7 +20,7 @@ fn main() {
fn button_system(
mut interaction_query: Query<
(&Interaction, &Children, &mut UiImage),
(&Interaction, &Children, &mut ImageNode),
(Changed<Interaction>, With<Button>),
>,
mut text_query: Query<&mut Text>,
@ -81,7 +82,7 @@ fn setup(
parent
.spawn((
Button,
UiImage::from_atlas_image(
ImageNode::from_atlas_image(
texture_handle.clone(),
TextureAtlas {
index: idx,

View file

@ -4,6 +4,7 @@
use bevy::{
color::palettes::css::{GOLD, ORANGE},
prelude::*,
ui::widget::NodeImageMode,
winit::WinitSettings,
};
@ -19,7 +20,7 @@ fn main() {
fn button_system(
mut interaction_query: Query<
(&Interaction, &Children, &mut UiImage),
(&Interaction, &Children, &mut ImageNode),
(Changed<Interaction>, With<Button>),
>,
mut text_query: Query<&mut Text>,
@ -67,6 +68,11 @@ fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
parent
.spawn((
Button,
ImageNode {
image: image.clone(),
image_mode: NodeImageMode::Sliced(slicer.clone()),
..default()
},
Node {
width: Val::Px(w),
height: Val::Px(h),
@ -77,8 +83,6 @@ fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
margin: UiRect::all(Val::Px(20.0)),
..default()
},
UiImage::new(image.clone())
.with_mode(NodeImageMode::Sliced(slicer.clone())),
))
.with_child((
Text::new("Button"),

View file

@ -3,6 +3,7 @@
use bevy::{
prelude::*,
render::texture::{ImageLoaderSettings, ImageSampler},
ui::widget::NodeImageMode,
winit::WinitSettings,
};
@ -57,7 +58,7 @@ fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
([160., 160.], true, true),
] {
parent.spawn((
UiImage {
ImageNode {
image: image.clone(),
flip_x,
flip_y,