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https://github.com/bevyengine/bevy
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Move TextureAtlas into UiImage and remove impl Component for TextureAtlas (#16072)
# Objective Fixes #16064 ## Solution - Add TextureAtlas to `UiImage::texture_atlas` - Add `TextureAtlas::from_atlas_image` for parity with `Sprite` - Rename `UiImage::texture` to `UiImage::image` for parity with `Sprite` - Port relevant implementations and uses - Remove `derive(Component)` for `TextureAtlas` --- ## Migration Guide Before: ```rust commands.spawn(( UiImage::new(image), TextureAtlas { index, layout }, )); ``` After: ```rust commands.spawn(UiImage::from_atlas_image(image, TextureAtlas { index, layout })); ``` Before: ```rust commands.spawn(UiImage { texture: some_image, ..default() }) ``` After: ```rust commands.spawn(UiImage { image: some_image, ..default() }) ```
This commit is contained in:
parent
2cdad48b30
commit
9274bfed27
10 changed files with 71 additions and 70 deletions
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@ -1,5 +1,4 @@
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use bevy_asset::{Asset, AssetId, Assets, Handle};
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use bevy_ecs::{component::Component, reflect::ReflectComponent};
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use bevy_math::{URect, UVec2};
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use bevy_reflect::{std_traits::ReflectDefault, Reflect};
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#[cfg(feature = "serialize")]
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@ -152,7 +151,7 @@ impl TextureAtlasLayout {
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}
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}
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/// Component used to draw a specific section of a texture.
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/// An index into a [`TextureAtlasLayout`], which corresponds to a specific section of a texture.
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///
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/// It stores a handle to [`TextureAtlasLayout`] and the index of the current section of the atlas.
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/// The texture atlas contains various *sections* of a given texture, allowing users to have a single
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@ -164,8 +163,8 @@ impl TextureAtlasLayout {
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/// - [`animated sprite sheet example`](https://github.com/bevyengine/bevy/blob/latest/examples/2d/sprite_sheet.rs)
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/// - [`sprite animation event example`](https://github.com/bevyengine/bevy/blob/latest/examples/2d/sprite_animation.rs)
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/// - [`texture atlas example`](https://github.com/bevyengine/bevy/blob/latest/examples/2d/texture_atlas.rs)
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#[derive(Component, Default, Debug, Clone, Reflect)]
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#[reflect(Component, Default, Debug)]
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#[derive(Default, Debug, Clone, Reflect)]
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#[reflect(Default, Debug)]
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pub struct TextureAtlas {
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/// Texture atlas layout handle
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pub layout: Handle<TextureAtlasLayout>,
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@ -40,7 +40,7 @@ use bevy_render::{
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ExtractSchedule, Render,
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};
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use bevy_sprite::TextureAtlasLayout;
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use bevy_sprite::{BorderRect, ImageScaleMode, SpriteAssetEvents, TextureAtlas};
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use bevy_sprite::{BorderRect, ImageScaleMode, SpriteAssetEvents};
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use crate::{Display, Node};
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use bevy_text::{ComputedTextBlock, PositionedGlyph, TextColor, TextLayoutInfo};
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@ -317,14 +317,13 @@ pub fn extract_uinode_images(
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Option<&CalculatedClip>,
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Option<&TargetCamera>,
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&UiImage,
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Option<&TextureAtlas>,
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),
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Without<ImageScaleMode>,
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>,
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>,
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mapping: Extract<Query<RenderEntity>>,
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) {
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for (entity, uinode, transform, view_visibility, clip, camera, image, atlas) in &uinode_query {
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for (entity, uinode, transform, view_visibility, clip, camera, image) in &uinode_query {
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let Some(camera_entity) = camera.map(TargetCamera::entity).or(default_ui_camera.get())
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else {
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continue;
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@ -337,12 +336,14 @@ pub fn extract_uinode_images(
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// Skip invisible images
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if !view_visibility.get()
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|| image.color.is_fully_transparent()
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|| image.texture.id() == TRANSPARENT_IMAGE_HANDLE.id()
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|| image.image.id() == TRANSPARENT_IMAGE_HANDLE.id()
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{
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continue;
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}
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let atlas_rect = atlas
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let atlas_rect = image
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.texture_atlas
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.as_ref()
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.and_then(|s| s.texture_rect(&texture_atlases))
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.map(|r| r.as_rect());
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@ -376,7 +377,7 @@ pub fn extract_uinode_images(
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color: image.color.into(),
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rect,
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clip: clip.map(|clip| clip.clip),
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image: image.texture.id(),
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image: image.image.id(),
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camera_entity: render_camera_entity,
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item: ExtractedUiItem::Node {
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atlas_scaling,
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@ -24,8 +24,7 @@ use bevy_render::{
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Extract, ExtractSchedule, Render, RenderSet,
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};
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use bevy_sprite::{
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ImageScaleMode, SliceScaleMode, SpriteAssetEvents, TextureAtlas, TextureAtlasLayout,
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TextureSlicer,
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ImageScaleMode, SliceScaleMode, SpriteAssetEvents, TextureAtlasLayout, TextureSlicer,
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};
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use bevy_transform::prelude::GlobalTransform;
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use bevy_utils::HashMap;
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@ -258,22 +257,12 @@ pub fn extract_ui_texture_slices(
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Option<&TargetCamera>,
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&UiImage,
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&ImageScaleMode,
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Option<&TextureAtlas>,
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)>,
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>,
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mapping: Extract<Query<RenderEntity>>,
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) {
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for (
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entity,
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uinode,
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transform,
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view_visibility,
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clip,
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camera,
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image,
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image_scale_mode,
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atlas,
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) in &slicers_query
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for (entity, uinode, transform, view_visibility, clip, camera, image, image_scale_mode) in
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&slicers_query
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{
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let Some(camera_entity) = camera.map(TargetCamera::entity).or(default_ui_camera.get())
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else {
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@ -287,12 +276,14 @@ pub fn extract_ui_texture_slices(
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// Skip invisible images
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if !view_visibility.get()
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|| image.color.is_fully_transparent()
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|| image.texture.id() == TRANSPARENT_IMAGE_HANDLE.id()
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|| image.image.id() == TRANSPARENT_IMAGE_HANDLE.id()
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{
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continue;
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}
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let atlas_rect = atlas
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let atlas_rect = image
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.texture_atlas
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.as_ref()
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.and_then(|s| s.texture_rect(&texture_atlases))
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.map(|r| r.as_rect());
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@ -318,7 +309,7 @@ pub fn extract_ui_texture_slices(
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max: uinode.calculated_size,
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},
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clip: clip.map(|clip| clip.clip),
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image: image.texture.id(),
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image: image.image.id(),
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camera_entity,
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image_scale_mode: image_scale_mode.clone(),
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atlas_rect,
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@ -9,7 +9,7 @@ use bevy_render::{
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texture::{Image, TRANSPARENT_IMAGE_HANDLE},
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view::Visibility,
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};
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use bevy_sprite::BorderRect;
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use bevy_sprite::{BorderRect, TextureAtlas};
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use bevy_transform::components::Transform;
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use bevy_utils::warn_once;
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use bevy_window::{PrimaryWindow, WindowRef};
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@ -2053,15 +2053,17 @@ pub struct UiImage {
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/// Handle to the texture.
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///
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/// This defaults to a [`TRANSPARENT_IMAGE_HANDLE`], which points to a fully transparent 1x1 texture.
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pub texture: Handle<Image>,
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pub image: Handle<Image>,
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/// The (optional) texture atlas used to render the image
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pub texture_atlas: Option<TextureAtlas>,
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/// Whether the image should be flipped along its x-axis
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pub flip_x: bool,
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/// Whether the image should be flipped along its y-axis
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pub flip_y: bool,
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/// An optional rectangle representing the region of the image to render, instead of rendering
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/// the full image. This is an easy one-off alternative to using a [`TextureAtlas`](bevy_sprite::TextureAtlas).
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/// the full image. This is an easy one-off alternative to using a [`TextureAtlas`].
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///
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/// When used with a [`TextureAtlas`](bevy_sprite::TextureAtlas), the rect
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/// When used with a [`TextureAtlas`], the rect
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/// is offset by the atlas's minimal (top-left) corner position.
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pub rect: Option<Rect>,
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}
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@ -2079,8 +2081,9 @@ impl Default for UiImage {
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// This should be white because the tint is multiplied with the image,
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// so if you set an actual image with default tint you'd want its original colors
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color: Color::WHITE,
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texture_atlas: None,
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// This texture needs to be transparent by default, to avoid covering the background color
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texture: TRANSPARENT_IMAGE_HANDLE,
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image: TRANSPARENT_IMAGE_HANDLE,
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flip_x: false,
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flip_y: false,
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rect: None,
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@ -2092,7 +2095,7 @@ impl UiImage {
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/// Create a new [`UiImage`] with the given texture.
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pub fn new(texture: Handle<Image>) -> Self {
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Self {
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texture,
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image: texture,
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color: Color::WHITE,
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..Default::default()
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}
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@ -2103,14 +2106,24 @@ impl UiImage {
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/// This is primarily useful for debugging / mocking the extents of your image.
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pub fn solid_color(color: Color) -> Self {
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Self {
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texture: Handle::default(),
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image: Handle::default(),
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color,
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flip_x: false,
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flip_y: false,
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texture_atlas: None,
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rect: None,
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}
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}
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/// Create a [`UiImage`] from an image, with an associated texture atlas
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pub fn from_atlas_image(image: Handle<Image>, atlas: TextureAtlas) -> Self {
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Self {
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image,
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texture_atlas: Some(atlas),
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..Default::default()
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}
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}
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/// Set the color tint
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#[must_use]
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pub const fn with_color(mut self, color: Color) -> Self {
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@ -4,7 +4,7 @@ use bevy_ecs::prelude::*;
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use bevy_math::{UVec2, Vec2};
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use bevy_reflect::{std_traits::ReflectDefault, Reflect};
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use bevy_render::texture::Image;
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use bevy_sprite::{TextureAtlas, TextureAtlasLayout};
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use bevy_sprite::TextureAtlasLayout;
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use bevy_window::{PrimaryWindow, Window};
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use taffy::{MaybeMath, MaybeResolve};
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@ -97,15 +97,7 @@ pub fn update_image_content_size_system(
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textures: Res<Assets<Image>>,
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atlases: Res<Assets<TextureAtlasLayout>>,
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mut query: Query<
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(
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&mut ContentSize,
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&UiImage,
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&mut UiImageSize,
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Option<&TextureAtlas>,
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),
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UpdateImageFilter,
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>,
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mut query: Query<(&mut ContentSize, &UiImage, &mut UiImageSize), UpdateImageFilter>,
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) {
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let combined_scale_factor = windows
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.get_single()
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.unwrap_or(1.)
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* ui_scale.0;
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for (mut content_size, image, mut image_size, atlas_image) in &mut query {
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if let Some(size) = match atlas_image {
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for (mut content_size, image, mut image_size) in &mut query {
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if let Some(size) = match &image.texture_atlas {
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Some(atlas) => atlas.texture_rect(&atlases).map(|t| t.size()),
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None => textures.get(&image.texture).map(Image::size),
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None => textures.get(&image.image).map(Image::size),
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} {
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// Update only if size or scale factor has changed to avoid needless layout calculations
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if size != image_size.size
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@ -116,7 +116,7 @@ fn setup(
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commands.spawn((
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UiImage {
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texture: metering_mask,
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image: metering_mask,
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..default()
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},
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Node {
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@ -84,6 +84,7 @@ fn setup(
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commands.spawn((
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Sprite {
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image: texture_handle.clone(),
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texture_atlas: Some(TextureAtlas::from(texture_atlas_handle.clone())),
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custom_size: Some(tile_size),
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..default()
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},
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rotation,
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scale,
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},
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TextureAtlas::from(texture_atlas_handle.clone()),
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AnimationTimer(timer),
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));
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}
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@ -112,13 +112,16 @@ struct AnimationTimer(Timer);
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fn animate_sprite(
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time: Res<Time>,
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texture_atlases: Res<Assets<TextureAtlasLayout>>,
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mut query: Query<(&mut AnimationTimer, &mut TextureAtlas)>,
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mut query: Query<(&mut AnimationTimer, &mut Sprite)>,
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) {
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for (mut timer, mut sheet) in query.iter_mut() {
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for (mut timer, mut sprite) in query.iter_mut() {
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timer.tick(time.delta());
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if timer.just_finished() {
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let texture_atlas = texture_atlases.get(&sheet.layout).unwrap();
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sheet.index = (sheet.index + 1) % texture_atlas.textures.len();
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let Some(atlas) = &mut sprite.texture_atlas else {
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continue;
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};
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let texture_atlas = texture_atlases.get(&atlas.layout).unwrap();
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atlas.index = (atlas.index + 1) % texture_atlas.textures.len();
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}
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}
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}
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@ -44,14 +44,13 @@ fn setup(
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})
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.with_children(|parent| {
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parent.spawn((
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UiImage::new(texture_handle),
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UiImage::from_atlas_image(texture_handle, TextureAtlas::from(texture_atlas_handle)),
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Node {
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width: Val::Px(256.),
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height: Val::Px(256.),
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..default()
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},
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BackgroundColor(ANTIQUE_WHITE.into()),
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TextureAtlas::from(texture_atlas_handle),
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Outline::new(Val::Px(8.0), Val::ZERO, CRIMSON.into()),
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));
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parent
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@ -65,13 +64,12 @@ fn setup(
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});
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}
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fn increment_atlas_index(
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mut atlas_images: Query<&mut TextureAtlas>,
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keyboard: Res<ButtonInput<KeyCode>>,
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) {
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fn increment_atlas_index(mut ui_images: Query<&mut UiImage>, keyboard: Res<ButtonInput<KeyCode>>) {
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if keyboard.just_pressed(KeyCode::Space) {
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for mut atlas_image in &mut atlas_images {
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atlas_image.index = (atlas_image.index + 1) % 6;
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for mut ui_image in &mut ui_images {
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if let Some(atlas) = &mut ui_image.texture_atlas {
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atlas.index = (atlas.index + 1) % 6;
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}
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}
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}
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}
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@ -19,17 +19,19 @@ fn main() {
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fn button_system(
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mut interaction_query: Query<
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(&Interaction, &mut TextureAtlas, &Children, &mut UiImage),
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(&Interaction, &Children, &mut UiImage),
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(Changed<Interaction>, With<Button>),
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>,
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mut text_query: Query<&mut Text>,
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) {
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for (interaction, mut atlas, children, mut image) in &mut interaction_query {
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for (interaction, children, mut image) in &mut interaction_query {
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let mut text = text_query.get_mut(children[0]).unwrap();
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match *interaction {
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Interaction::Pressed => {
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**text = "Press".to_string();
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atlas.index = (atlas.index + 1) % 30;
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if let Some(atlas) = &mut image.texture_atlas {
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atlas.index = (atlas.index + 1) % 30;
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}
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image.color = GOLD.into();
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}
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Interaction::Hovered => {
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@ -79,7 +81,13 @@ fn setup(
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parent
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.spawn((
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Button,
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UiImage::new(texture_handle.clone()),
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UiImage::from_atlas_image(
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texture_handle.clone(),
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TextureAtlas {
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index: idx,
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layout: atlas_layout_handle.clone(),
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},
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),
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Node {
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width: Val::Px(w),
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height: Val::Px(h),
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|
@ -91,10 +99,6 @@ fn setup(
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..default()
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},
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ImageScaleMode::Sliced(slicer.clone()),
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TextureAtlas {
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index: idx,
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layout: atlas_layout_handle.clone(),
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},
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))
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.with_children(|parent| {
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parent.spawn((
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|
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@ -58,7 +58,7 @@ fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
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] {
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parent.spawn((
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UiImage {
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texture: image.clone(),
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image: image.clone(),
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flip_x,
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flip_y,
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..default()
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