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

# Objective

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

## Solution

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

---

## Migration Guide

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 GitHub
parent cdc18ee886
commit f754cecb49
No known key found for this signature in database
GPG key ID: B5690EEEBB952194
20 changed files with 81 additions and 69 deletions

View file

@ -1,7 +1,7 @@
use crate::{
experimental::UiChildren,
prelude::{Button, Label},
widget::{TextUiReader, UiImage},
widget::{ImageNode, TextUiReader},
ComputedNode,
};
use bevy_a11y::{
@ -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::{UiImage, UiImageSize};
use widget::{ImageNode, ImageNodeSize};
/// The UI prelude.
///
@ -58,7 +58,7 @@ pub mod prelude {
node_bundles::*,
ui_material::*,
ui_node::*,
widget::{Button, Label, UiImage},
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

@ -4,7 +4,7 @@ mod render_pass;
mod ui_material_pipeline;
pub mod ui_texture_slice_pipeline;
use crate::widget::UiImage;
use crate::widget::ImageNode;
use crate::{
experimental::UiChildren, BackgroundColor, BorderColor, CalculatedClip, ComputedNode,
DefaultUiCamera, Outline, ResolvedBorderRadius, TargetCamera, UiAntiAlias, UiBoxShadowSamples,
@ -110,7 +110,7 @@ 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>()
@ -318,7 +318,7 @@ pub fn extract_uinode_images(
&ViewVisibility,
Option<&CalculatedClip>,
Option<&TargetCamera>,
&UiImage,
&ImageNode,
)>,
>,
mapping: Extract<Query<RenderEntity>>,
@ -874,7 +874,7 @@ pub fn queue_uinodes(
}
#[derive(Resource, Default)]
pub struct UiImageBindGroups {
pub struct ImageNodeBindGroups {
pub values: HashMap<AssetId<Image>, BindGroup>,
}
@ -887,7 +887,7 @@ 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

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

View file

@ -9,11 +9,11 @@ use bevy_sprite::{TextureAtlas, TextureAtlasLayout, TextureSlicer};
use bevy_window::{PrimaryWindow, Window};
use taffy::{MaybeMath, MaybeResolve};
/// The 2D texture displayed for this UI node
/// A UI Node that renders an image.
#[derive(Component, Clone, Debug, Reflect)]
#[reflect(Component, Default, Debug)]
#[require(Node, UiImageSize, ContentSize)]
pub struct UiImage {
#[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.
@ -39,16 +39,16 @@ pub struct UiImage {
pub image_mode: NodeImageMode,
}
impl Default for UiImage {
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 [`UiImage::solid_color`]).
/// or use [`Handle<Image>`]'s default 1x1 solid white texture (as is done in [`ImageNode::solid_color`]).
fn default() -> Self {
UiImage {
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,
@ -63,8 +63,8 @@ impl Default for UiImage {
}
}
impl UiImage {
/// Create a new [`UiImage`] with the given texture.
impl ImageNode {
/// Create a new [`ImageNode`] with the given texture.
pub fn new(texture: Handle<Image>) -> Self {
Self {
image: texture,
@ -73,7 +73,7 @@ impl UiImage {
}
}
/// Create a solid color [`UiImage`].
/// Create a solid color [`ImageNode`].
///
/// This is primarily useful for debugging / mocking the extents of your image.
pub fn solid_color(color: Color) -> Self {
@ -88,7 +88,7 @@ impl UiImage {
}
}
/// Create a [`UiImage`] from an image, with an associated texture atlas
/// Create a [`ImageNode`] from an image, with an associated texture atlas
pub fn from_atlas_image(image: Handle<Image>, atlas: TextureAtlas) -> Self {
Self {
image,
@ -131,7 +131,7 @@ impl UiImage {
}
}
impl From<Handle<Image>> for UiImage {
impl From<Handle<Image>> for ImageNode {
fn from(texture: Handle<Image>) -> Self {
Self::new(texture)
}
@ -175,14 +175,14 @@ impl NodeImageMode {
/// 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
@ -259,7 +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

@ -182,7 +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.)),
@ -294,7 +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),
@ -334,17 +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

@ -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

@ -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

@ -20,7 +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>,
@ -82,7 +82,7 @@ fn setup(
parent
.spawn((
Button,
UiImage::from_atlas_image(
ImageNode::from_atlas_image(
texture_handle.clone(),
TextureAtlas {
index: idx,

View file

@ -20,7 +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>,
@ -68,6 +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),
@ -78,8 +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

@ -58,7 +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,