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https://github.com/bevyengine/bevy
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Resize mode for Sprite component (#430)
Adds a 'resize_mode' field for 'Sprite'. This allows different resize handling based on 'SpriteResizeMode' enum value.
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parent
69aa9bf9fd
commit
52ae217b16
4 changed files with 46 additions and 37 deletions
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@ -20,7 +20,7 @@ pub use texture_atlas_builder::*;
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pub mod prelude {
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pub use crate::{
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entity::{SpriteComponents, SpriteSheetComponents},
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ColorMaterial, Sprite, TextureAtlas, TextureAtlasSprite,
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ColorMaterial, Sprite, SpriteResizeMode, TextureAtlas, TextureAtlasSprite,
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};
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}
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@ -13,12 +13,12 @@ layout(set = 0, binding = 0) uniform Camera {
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layout(set = 2, binding = 0) uniform Transform {
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mat4 Model;
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};
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layout(set = 2, binding = 1) uniform Sprite {
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vec2 Sprite_size;
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layout(set = 2, binding = 1) uniform Sprite_size {
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vec2 size;
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};
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void main() {
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v_Uv = Vertex_Uv;
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vec3 position = Vertex_Position * vec3(Sprite_size, 1.0);
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vec3 position = Vertex_Position * vec3(size, 1.0);
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gl_Position = ViewProj * Model * vec4(position, 1.0);
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}
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@ -1,22 +1,38 @@
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use crate::ColorMaterial;
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use bevy_asset::{Assets, Handle};
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use bevy_core::Byteable;
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use bevy_ecs::{Query, Res};
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use bevy_math::Vec2;
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use bevy_render::{
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renderer::{RenderResource, RenderResources},
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texture::Texture,
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};
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use bevy_render::{renderer::RenderResources, texture::Texture};
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#[repr(C)]
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#[derive(Default, RenderResources, RenderResource)]
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#[render_resources(from_self)]
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#[derive(Default, RenderResources)]
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pub struct Sprite {
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pub size: Vec2,
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#[render_resources(ignore)]
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pub resize_mode: SpriteResizeMode,
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}
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// SAFE: sprite is repr(C) and only consists of byteables
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unsafe impl Byteable for Sprite {}
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/// Determines how `Sprite` resize should be handled
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#[derive(Debug)]
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pub enum SpriteResizeMode {
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Manual,
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Automatic,
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}
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impl Default for SpriteResizeMode {
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fn default() -> Self {
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SpriteResizeMode::Automatic
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}
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}
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impl Sprite {
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/// Creates new `Sprite` with `SpriteResizeMode::Manual` value for `resize_mode`
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pub fn new(size: Vec2) -> Self {
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Self {
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size,
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resize_mode: SpriteResizeMode::Manual,
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}
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}
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}
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pub fn sprite_system(
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materials: Res<Assets<ColorMaterial>>,
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@ -24,10 +40,15 @@ pub fn sprite_system(
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mut query: Query<(&mut Sprite, &Handle<ColorMaterial>)>,
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) {
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for (mut sprite, handle) in &mut query.iter() {
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let material = materials.get(&handle).unwrap();
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if let Some(texture_handle) = material.texture {
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if let Some(texture) = textures.get(&texture_handle) {
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sprite.size = texture.size;
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match sprite.resize_mode {
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SpriteResizeMode::Manual => continue,
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SpriteResizeMode::Automatic => {
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let material = materials.get(&handle).unwrap();
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if let Some(texture_handle) = material.texture {
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if let Some(texture) = textures.get(&texture_handle) {
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sprite.size = texture.size;
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}
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}
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}
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}
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}
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@ -49,9 +49,7 @@ fn setup(
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.spawn(SpriteComponents {
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material: materials.add(Color::rgb(0.2, 0.2, 0.8).into()),
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translation: Translation(Vec3::new(0.0, -215.0, 0.0)),
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sprite: Sprite {
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size: Vec2::new(120.0, 30.0),
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},
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sprite: Sprite::new(Vec2::new(120.0, 30.0)),
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..Default::default()
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})
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.with(Paddle { speed: 500.0 })
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@ -60,9 +58,7 @@ fn setup(
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.spawn(SpriteComponents {
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material: materials.add(Color::rgb(0.8, 0.2, 0.2).into()),
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translation: Translation(Vec3::new(0.0, -50.0, 1.0)),
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sprite: Sprite {
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size: Vec2::new(30.0, 30.0),
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},
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sprite: Sprite::new(Vec2::new(30.0, 30.0)),
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..Default::default()
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})
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.with(Ball {
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@ -100,9 +96,7 @@ fn setup(
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.spawn(SpriteComponents {
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material: wall_material,
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translation: Translation(Vec3::new(-bounds.x() / 2.0, 0.0, 0.0)),
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sprite: Sprite {
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size: Vec2::new(wall_thickness, bounds.y() + wall_thickness),
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},
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sprite: Sprite::new(Vec2::new(wall_thickness, bounds.y() + wall_thickness)),
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..Default::default()
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})
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.with(Collider::Solid)
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@ -110,9 +104,7 @@ fn setup(
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.spawn(SpriteComponents {
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material: wall_material,
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translation: Translation(Vec3::new(bounds.x() / 2.0, 0.0, 0.0)),
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sprite: Sprite {
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size: Vec2::new(wall_thickness, bounds.y() + wall_thickness),
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},
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sprite: Sprite::new(Vec2::new(wall_thickness, bounds.y() + wall_thickness)),
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..Default::default()
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})
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.with(Collider::Solid)
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@ -120,9 +112,7 @@ fn setup(
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.spawn(SpriteComponents {
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material: wall_material,
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translation: Translation(Vec3::new(0.0, -bounds.y() / 2.0, 0.0)),
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sprite: Sprite {
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size: Vec2::new(bounds.x() + wall_thickness, wall_thickness),
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},
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sprite: Sprite::new(Vec2::new(bounds.x() + wall_thickness, wall_thickness)),
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..Default::default()
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})
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.with(Collider::Solid)
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@ -130,9 +120,7 @@ fn setup(
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.spawn(SpriteComponents {
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material: wall_material,
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translation: Translation(Vec3::new(0.0, bounds.y() / 2.0, 0.0)),
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sprite: Sprite {
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size: Vec2::new(bounds.x() + wall_thickness, wall_thickness),
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},
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sprite: Sprite::new(Vec2::new(bounds.x() + wall_thickness, wall_thickness)),
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..Default::default()
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})
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.with(Collider::Solid);
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@ -158,7 +146,7 @@ fn setup(
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// brick
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.spawn(SpriteComponents {
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material: materials.add(Color::rgb(0.2, 0.2, 0.8).into()),
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sprite: Sprite { size: brick_size },
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sprite: Sprite::new(brick_size),
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translation: Translation(brick_position),
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..Default::default()
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})
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