Re-implement Automatic Sprite Sizing (#2613)

# Objective

- Prevent the need to specify a sprite size when using the pipelined sprite renderer

## Solution

- Re-introduce the sprite auto resize system from the old renderer
This commit is contained in:
Zicklag 2021-08-10 02:26:06 +00:00
parent b5b9a95981
commit c8330037e7
3 changed files with 32 additions and 8 deletions

View file

@ -1,14 +1,14 @@
use bevy::{
asset::LoadState,
math::{Vec2, Vec3},
math::Vec3,
prelude::{
App, AssetServer, Assets, Commands, HandleUntyped, IntoSystem, Res, ResMut, State,
SystemSet, Transform,
},
render2::{camera::OrthographicCameraBundle, texture::Image},
sprite2::{
PipelinedSpriteBundle, PipelinedSpriteSheetBundle, Sprite, TextureAtlas,
TextureAtlasBuilder, TextureAtlasSprite,
PipelinedSpriteBundle, PipelinedSpriteSheetBundle, TextureAtlas, TextureAtlasBuilder,
TextureAtlasSprite,
},
PipelinedDefaultPlugins,
};
@ -87,10 +87,6 @@ fn setup(
});
// draw the atlas itself
commands.spawn_bundle(PipelinedSpriteBundle {
sprite: Sprite {
size: Vec2::new(512.0, 512.0),
..Default::default()
},
texture: texture_atlas_texture,
transform: Transform::from_xyz(-300.0, 0.0, 0.0),
..Default::default()

View file

@ -23,7 +23,9 @@ pub struct SpritePlugin;
impl Plugin for SpritePlugin {
fn build(&self, app: &mut App) {
app.add_asset::<TextureAtlas>().register_type::<Sprite>();
app.add_asset::<TextureAtlas>()
.register_type::<Sprite>()
.add_system_to_stage(CoreStage::PostUpdate, sprite_auto_resize_system);
let render_app = app.sub_app_mut(0);
render_app
.init_resource::<ExtractedSprites>()

View file

@ -1,5 +1,8 @@
use bevy_asset::{Assets, Handle};
use bevy_ecs::prelude::{Query, Res};
use bevy_math::Vec2;
use bevy_reflect::{Reflect, ReflectDeserialize, TypeUuid};
use bevy_render2::texture::Image;
use serde::{Deserialize, Serialize};
#[derive(Debug, Default, Clone, TypeUuid, Reflect)]
@ -37,3 +40,26 @@ impl Sprite {
}
}
}
/// System that resizes sprites that have their resize mode set to automatic
pub fn sprite_auto_resize_system(
textures: Res<Assets<Image>>,
mut query: Query<(&mut Sprite, &Handle<Image>)>,
) {
for (mut sprite, image_handle) in query.iter_mut() {
match sprite.resize_mode {
SpriteResizeMode::Manual => continue,
SpriteResizeMode::Automatic => {
if let Some(image) = textures.get(image_handle) {
let extent = image.texture_descriptor.size;
let texture_size = Vec2::new(extent.width as f32, extent.height as f32);
// only set sprite size if it has changed (this check prevents change
// detection from triggering)
if sprite.size != texture_size {
sprite.size = texture_size;
}
}
}
}
}
}