Move UiImage from ui_node to the widget::image module (#16084)

# Objective

`UiImage` isn't just a general image component now, it's the defining
component for the image widget so it belongs in the image widget's
module.
This commit is contained in:
ickshonpe 2024-10-27 19:14:46 +00:00 committed by GitHub
parent d01db9b672
commit 86ee8e4376
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GPG key ID: B5690EEEBB952194
6 changed files with 133 additions and 132 deletions

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@ -1,8 +1,8 @@
use crate::{
experimental::UiChildren,
prelude::{Button, Label},
widget::TextUiReader,
ComputedNode, UiImage,
widget::{TextUiReader, UiImage},
ComputedNode,
};
use bevy_a11y::{
accesskit::{NodeBuilder, Rect, Role},

View file

@ -40,7 +40,7 @@ pub use measurement::*;
pub use render::*;
pub use ui_material::*;
pub use ui_node::*;
use widget::UiImageSize;
use widget::{UiImage, UiImageSize};
/// The UI prelude.
///
@ -58,7 +58,7 @@ pub mod prelude {
node_bundles::*,
ui_material::*,
ui_node::*,
widget::{Button, Label},
widget::{Button, Label, UiImage},
Interaction, MaterialNode, UiMaterialPlugin, UiScale,
},
// `bevy_sprite` re-exports for texture slicing

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@ -4,10 +4,11 @@ mod render_pass;
mod ui_material_pipeline;
pub mod ui_texture_slice_pipeline;
use crate::widget::UiImage;
use crate::{
experimental::UiChildren, BackgroundColor, BorderColor, CalculatedClip, ComputedNode,
DefaultUiCamera, Outline, ResolvedBorderRadius, TargetCamera, UiAntiAlias, UiBoxShadowSamples,
UiImage, UiScale,
UiScale,
};
use bevy_app::prelude::*;
use bevy_asset::{load_internal_asset, AssetEvent, AssetId, Assets, Handle};

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::UiImage;
pub const UI_SLICER_SHADER_HANDLE: Handle<Shader> = Handle::weak_from_u128(11156288772117983964);

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@ -1,15 +1,13 @@
use crate::{widget::UiImageSize, ContentSize, FocusPolicy, UiRect, Val};
use bevy_asset::Handle;
use crate::{ContentSize, 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};
use bevy_sprite::BorderRect;
use bevy_transform::components::Transform;
use bevy_utils::warn_once;
use bevy_window::{PrimaryWindow, WindowRef};
@ -2040,124 +2038,6 @@ impl Outline {
}
}
/// The 2D texture displayed for this UI node
#[derive(Component, Clone, Debug, Reflect)]
#[reflect(Component, Default, Debug)]
#[require(Node, UiImageSize)]
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>,
}
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,
}
}
}
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,
}
}
/// 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
}
}
impl From<Handle<Image>> for UiImage {
fn from(texture: Handle<Image>) -> Self {
Self::new(texture)
}
}
/// The calculated clip of the node
#[derive(Component, Default, Copy, Clone, Debug, Reflect)]
#[reflect(Component, Default, Debug)]

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@ -1,13 +1,132 @@
use crate::{ContentSize, Measure, MeasureArgs, Node, 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};
use bevy_window::{PrimaryWindow, Window};
use taffy::{MaybeMath, MaybeResolve};
/// The 2D texture displayed for this UI node
#[derive(Component, Clone, Debug, Reflect)]
#[reflect(Component, Default, Debug)]
#[require(Node, UiImageSize)]
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>,
}
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,
}
}
}
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,
}
}
/// 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
}
}
impl From<Handle<Image>> for UiImage {
fn from(texture: Handle<Image>) -> Self {
Self::new(texture)
}
}
/// The size of the image's texture
///
/// This component is updated automatically by [`update_image_content_size_system`]