mirror of
https://github.com/bevyengine/bevy
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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:
parent
cdc18ee886
commit
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20 changed files with 81 additions and 69 deletions
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@ -1,7 +1,7 @@
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use crate::{
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use crate::{
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experimental::UiChildren,
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experimental::UiChildren,
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prelude::{Button, Label},
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prelude::{Button, Label},
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widget::{TextUiReader, UiImage},
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widget::{ImageNode, TextUiReader},
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ComputedNode,
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ComputedNode,
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};
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};
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use bevy_a11y::{
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use bevy_a11y::{
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@ -92,7 +92,10 @@ fn button_changed(
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fn image_changed(
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fn image_changed(
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mut commands: Commands,
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mut commands: Commands,
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mut query: Query<(Entity, Option<&mut AccessibilityNode>), (Changed<UiImage>, Without<Button>)>,
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mut query: Query<
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(Entity, Option<&mut AccessibilityNode>),
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(Changed<ImageNode>, Without<Button>),
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>,
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ui_children: UiChildren,
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ui_children: UiChildren,
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mut text_reader: TextUiReader,
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mut text_reader: TextUiReader,
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) {
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) {
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@ -8,7 +8,7 @@
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//! This crate contains Bevy's UI system, which can be used to create UI for both 2D and 3D games
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//! This crate contains Bevy's UI system, which can be used to create UI for both 2D and 3D games
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//! # Basic usage
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//! # Basic usage
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//! Spawn UI elements with [`widget::Button`], [`UiImage`], [`Text`](prelude::Text) and [`Node`]
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//! Spawn UI elements with [`widget::Button`], [`ImageNode`], [`Text`](prelude::Text) and [`Node`]
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//! This UI is laid out with the Flexbox and CSS Grid layout models (see <https://cssreference.io/flexbox/>)
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//! This UI is laid out with the Flexbox and CSS Grid layout models (see <https://cssreference.io/flexbox/>)
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pub mod measurement;
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pub mod measurement;
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@ -40,7 +40,7 @@ pub use measurement::*;
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pub use render::*;
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pub use render::*;
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pub use ui_material::*;
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pub use ui_material::*;
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pub use ui_node::*;
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pub use ui_node::*;
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use widget::{UiImage, UiImageSize};
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use widget::{ImageNode, ImageNodeSize};
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/// The UI prelude.
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/// The UI prelude.
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///
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///
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@ -58,7 +58,7 @@ pub mod prelude {
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node_bundles::*,
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node_bundles::*,
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ui_material::*,
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ui_material::*,
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ui_node::*,
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ui_node::*,
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widget::{Button, Label, UiImage},
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widget::{Button, ImageNode, Label},
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Interaction, MaterialNode, UiMaterialPlugin, UiScale,
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Interaction, MaterialNode, UiMaterialPlugin, UiScale,
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},
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},
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// `bevy_sprite` re-exports for texture slicing
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// `bevy_sprite` re-exports for texture slicing
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@ -155,8 +155,8 @@ impl Plugin for UiPlugin {
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.register_type::<RelativeCursorPosition>()
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.register_type::<RelativeCursorPosition>()
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.register_type::<ScrollPosition>()
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.register_type::<ScrollPosition>()
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.register_type::<TargetCamera>()
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.register_type::<TargetCamera>()
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.register_type::<UiImage>()
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.register_type::<ImageNode>()
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.register_type::<UiImageSize>()
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.register_type::<ImageNodeSize>()
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.register_type::<UiRect>()
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.register_type::<UiRect>()
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.register_type::<UiScale>()
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.register_type::<UiScale>()
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.register_type::<BorderColor>()
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.register_type::<BorderColor>()
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@ -208,7 +208,7 @@ impl Plugin for UiPlugin {
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update_clipping_system.after(TransformSystem::TransformPropagate),
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update_clipping_system.after(TransformSystem::TransformPropagate),
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// Potential conflicts: `Assets<Image>`
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// Potential conflicts: `Assets<Image>`
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// They run independently since `widget::image_node_system` will only ever observe
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// They run independently since `widget::image_node_system` will only ever observe
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// its own UiImage, and `widget::text_system` & `bevy_text::update_text2d_layout`
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// its own ImageNode, and `widget::text_system` & `bevy_text::update_text2d_layout`
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// will never modify a pre-existing `Image` asset.
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// will never modify a pre-existing `Image` asset.
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widget::update_image_content_size_system
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widget::update_image_content_size_system
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.in_set(UiSystem::Prepare)
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.in_set(UiSystem::Prepare)
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@ -265,7 +265,7 @@ fn build_text_interop(app: &mut App) {
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// Since both systems will only ever insert new [`Image`] assets,
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// Since both systems will only ever insert new [`Image`] assets,
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// they will never observe each other's effects.
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// they will never observe each other's effects.
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.ambiguous_with(bevy_text::update_text2d_layout)
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.ambiguous_with(bevy_text::update_text2d_layout)
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// We assume Text is on disjoint UI entities to UiImage and UiTextureAtlasImage
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// We assume Text is on disjoint UI entities to ImageNode and UiTextureAtlasImage
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// FIXME: Add an archetype invariant for this https://github.com/bevyengine/bevy/issues/1481.
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// FIXME: Add an archetype invariant for this https://github.com/bevyengine/bevy/issues/1481.
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.ambiguous_with(widget::update_image_content_size_system),
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.ambiguous_with(widget::update_image_content_size_system),
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widget::text_system
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widget::text_system
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@ -2,9 +2,9 @@
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#![expect(deprecated)]
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#![expect(deprecated)]
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use crate::{
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use crate::{
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widget::{Button, UiImageSize},
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widget::{Button, ImageNodeSize},
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BackgroundColor, BorderColor, BorderRadius, ComputedNode, ContentSize, FocusPolicy,
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BackgroundColor, BorderColor, BorderRadius, ComputedNode, ContentSize, FocusPolicy, ImageNode,
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Interaction, MaterialNode, Node, ScrollPosition, UiImage, UiMaterial, ZIndex,
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Interaction, MaterialNode, Node, ScrollPosition, UiMaterial, ZIndex,
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};
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};
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use bevy_ecs::bundle::Bundle;
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use bevy_ecs::bundle::Bundle;
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use bevy_render::view::{InheritedVisibility, ViewVisibility, Visibility};
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use bevy_render::view::{InheritedVisibility, ViewVisibility, Visibility};
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@ -60,7 +60,7 @@ pub struct NodeBundle {
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#[derive(Bundle, Debug, Default)]
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#[derive(Bundle, Debug, Default)]
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#[deprecated(
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#[deprecated(
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since = "0.15.0",
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since = "0.15.0",
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note = "Use the `UiImage` component instead. Inserting `UiImage` will also insert the other components required automatically."
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note = "Use the `ImageNode` component instead. Inserting `ImageNode` will also insert the other components required automatically."
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)]
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)]
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pub struct ImageBundle {
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pub struct ImageBundle {
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/// Describes the logical size of the node
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/// Describes the logical size of the node
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@ -73,7 +73,7 @@ pub struct ImageBundle {
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/// The image of the node.
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/// The image of the node.
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///
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///
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/// To tint the image, change the `color` field of this component.
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/// To tint the image, change the `color` field of this component.
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pub image: UiImage,
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pub image: ImageNode,
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/// The color of the background that will fill the containing node.
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/// The color of the background that will fill the containing node.
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pub background_color: BackgroundColor,
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pub background_color: BackgroundColor,
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/// The border radius of the node
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/// The border radius of the node
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/// The size of the image in pixels
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/// The size of the image in pixels
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///
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///
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/// This component is set automatically
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/// This component is set automatically
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pub image_size: UiImageSize,
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pub image_size: ImageNodeSize,
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/// Whether this node should block interaction with lower nodes
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/// Whether this node should block interaction with lower nodes
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pub focus_policy: FocusPolicy,
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pub focus_policy: FocusPolicy,
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/// The transform of the node
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/// The transform of the node
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/// The border radius of the node
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/// The border radius of the node
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pub border_radius: BorderRadius,
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pub border_radius: BorderRadius,
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/// The image of the node
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/// The image of the node
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pub image: UiImage,
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pub image: ImageNode,
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/// The background color that will fill the containing node
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/// The background color that will fill the containing node
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pub background_color: BackgroundColor,
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pub background_color: BackgroundColor,
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/// The transform of the node
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/// The transform of the node
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mod ui_material_pipeline;
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mod ui_material_pipeline;
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pub mod ui_texture_slice_pipeline;
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pub mod ui_texture_slice_pipeline;
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use crate::widget::UiImage;
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use crate::widget::ImageNode;
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use crate::{
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use crate::{
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experimental::UiChildren, BackgroundColor, BorderColor, CalculatedClip, ComputedNode,
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experimental::UiChildren, BackgroundColor, BorderColor, CalculatedClip, ComputedNode,
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DefaultUiCamera, Outline, ResolvedBorderRadius, TargetCamera, UiAntiAlias, UiBoxShadowSamples,
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DefaultUiCamera, Outline, ResolvedBorderRadius, TargetCamera, UiAntiAlias, UiBoxShadowSamples,
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render_app
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render_app
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.init_resource::<SpecializedRenderPipelines<UiPipeline>>()
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.init_resource::<SpecializedRenderPipelines<UiPipeline>>()
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.init_resource::<UiImageBindGroups>()
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.init_resource::<ImageNodeBindGroups>()
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.init_resource::<UiMeta>()
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.init_resource::<UiMeta>()
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.init_resource::<ExtractedUiNodes>()
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.init_resource::<ExtractedUiNodes>()
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.allow_ambiguous_resource::<ExtractedUiNodes>()
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.allow_ambiguous_resource::<ExtractedUiNodes>()
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&ViewVisibility,
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&ViewVisibility,
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Option<&CalculatedClip>,
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Option<&CalculatedClip>,
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Option<&TargetCamera>,
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Option<&TargetCamera>,
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&UiImage,
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&ImageNode,
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)>,
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)>,
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>,
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>,
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mapping: Extract<Query<RenderEntity>>,
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mapping: Extract<Query<RenderEntity>>,
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}
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}
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#[derive(Resource, Default)]
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#[derive(Resource, Default)]
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pub struct UiImageBindGroups {
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pub struct ImageNodeBindGroups {
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pub values: HashMap<AssetId<Image>, BindGroup>,
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pub values: HashMap<AssetId<Image>, BindGroup>,
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}
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}
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mut extracted_uinodes: ResMut<ExtractedUiNodes>,
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mut extracted_uinodes: ResMut<ExtractedUiNodes>,
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view_uniforms: Res<ViewUniforms>,
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view_uniforms: Res<ViewUniforms>,
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ui_pipeline: Res<UiPipeline>,
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ui_pipeline: Res<UiPipeline>,
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mut image_bind_groups: ResMut<UiImageBindGroups>,
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mut image_bind_groups: ResMut<ImageNodeBindGroups>,
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gpu_images: Res<RenderAssets<GpuImage>>,
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gpu_images: Res<RenderAssets<GpuImage>>,
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mut phases: ResMut<ViewSortedRenderPhases<TransparentUi>>,
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mut phases: ResMut<ViewSortedRenderPhases<TransparentUi>>,
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events: Res<SpriteAssetEvents>,
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events: Res<SpriteAssetEvents>,
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use core::ops::Range;
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use core::ops::Range;
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use super::{UiBatch, UiImageBindGroups, UiMeta};
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use super::{ImageNodeBindGroups, UiBatch, UiMeta};
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use crate::DefaultCameraView;
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use crate::DefaultCameraView;
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use bevy_ecs::{
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use bevy_ecs::{
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prelude::*,
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prelude::*,
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}
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}
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pub struct SetUiTextureBindGroup<const I: usize>;
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pub struct SetUiTextureBindGroup<const I: usize>;
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impl<P: PhaseItem, const I: usize> RenderCommand<P> for SetUiTextureBindGroup<I> {
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impl<P: PhaseItem, const I: usize> RenderCommand<P> for SetUiTextureBindGroup<I> {
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type Param = SRes<UiImageBindGroups>;
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type Param = SRes<ImageNodeBindGroups>;
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type ViewQuery = ();
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type ViewQuery = ();
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type ItemQuery = Read<UiBatch>;
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type ItemQuery = Read<UiBatch>;
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use bevy_utils::HashMap;
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use bevy_utils::HashMap;
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use binding_types::{sampler, texture_2d};
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use binding_types::{sampler, texture_2d};
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use bytemuck::{Pod, Zeroable};
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use bytemuck::{Pod, Zeroable};
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use widget::UiImage;
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use widget::ImageNode;
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pub const UI_SLICER_SHADER_HANDLE: Handle<Shader> = Handle::weak_from_u128(11156288772117983964);
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pub const UI_SLICER_SHADER_HANDLE: Handle<Shader> = Handle::weak_from_u128(11156288772117983964);
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&ViewVisibility,
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&ViewVisibility,
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Option<&CalculatedClip>,
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Option<&CalculatedClip>,
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Option<&TargetCamera>,
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Option<&TargetCamera>,
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&UiImage,
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&ImageNode,
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)>,
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)>,
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>,
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>,
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mapping: Extract<Query<RenderEntity>>,
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mapping: Extract<Query<RenderEntity>>,
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@ -9,11 +9,11 @@ use bevy_sprite::{TextureAtlas, TextureAtlasLayout, TextureSlicer};
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use bevy_window::{PrimaryWindow, Window};
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use bevy_window::{PrimaryWindow, Window};
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use taffy::{MaybeMath, MaybeResolve};
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use taffy::{MaybeMath, MaybeResolve};
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/// The 2D texture displayed for this UI node
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/// A UI Node that renders an image.
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#[derive(Component, Clone, Debug, Reflect)]
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#[derive(Component, Clone, Debug, Reflect)]
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#[reflect(Component, Default, Debug)]
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#[reflect(Component, Default, Debug)]
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#[require(Node, UiImageSize, ContentSize)]
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#[require(Node, ImageNodeSize, ContentSize)]
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pub struct UiImage {
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pub struct ImageNode {
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/// The tint color used to draw the image.
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/// The tint color used to draw the image.
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///
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///
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/// This is multiplied by the color of each pixel in the image.
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/// This is multiplied by the color of each pixel in the image.
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pub image_mode: NodeImageMode,
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pub image_mode: NodeImageMode,
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}
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}
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impl Default for UiImage {
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impl Default for ImageNode {
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/// A transparent 1x1 image with a solid white tint.
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/// A transparent 1x1 image with a solid white tint.
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///
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///
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/// # Warning
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/// # Warning
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///
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///
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/// This will be invisible by default.
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/// This will be invisible by default.
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/// To set this to a visible image, you need to set the `texture` field to a valid image handle,
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/// To set this to a visible image, you need to set the `texture` field to a valid image handle,
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/// or use [`Handle<Image>`]'s default 1x1 solid white texture (as is done in [`UiImage::solid_color`]).
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/// or use [`Handle<Image>`]'s default 1x1 solid white texture (as is done in [`ImageNode::solid_color`]).
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fn default() -> Self {
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fn default() -> Self {
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UiImage {
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ImageNode {
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// This should be white because the tint is multiplied with the image,
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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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// 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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color: Color::WHITE,
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}
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}
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}
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}
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impl UiImage {
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impl ImageNode {
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/// Create a new [`UiImage`] with the given texture.
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/// Create a new [`ImageNode`] with the given texture.
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pub fn new(texture: Handle<Image>) -> Self {
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pub fn new(texture: Handle<Image>) -> Self {
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Self {
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Self {
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image: texture,
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image: texture,
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@ -73,7 +73,7 @@ impl UiImage {
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}
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}
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}
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}
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/// Create a solid color [`UiImage`].
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/// Create a solid color [`ImageNode`].
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///
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///
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/// This is primarily useful for debugging / mocking the extents of your image.
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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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pub fn solid_color(color: Color) -> Self {
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}
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}
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}
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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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/// Create a [`ImageNode`] 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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pub fn from_atlas_image(image: Handle<Image>, atlas: TextureAtlas) -> Self {
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Self {
|
Self {
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image,
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image,
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@ -131,7 +131,7 @@ impl UiImage {
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}
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}
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}
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}
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|
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impl From<Handle<Image>> for UiImage {
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impl From<Handle<Image>> for ImageNode {
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fn from(texture: Handle<Image>) -> Self {
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fn from(texture: Handle<Image>) -> Self {
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Self::new(texture)
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Self::new(texture)
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}
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}
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@ -175,14 +175,14 @@ impl NodeImageMode {
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/// This component is updated automatically by [`update_image_content_size_system`]
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/// This component is updated automatically by [`update_image_content_size_system`]
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#[derive(Component, Debug, Copy, Clone, Default, Reflect)]
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#[derive(Component, Debug, Copy, Clone, Default, Reflect)]
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#[reflect(Component, Default, Debug)]
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#[reflect(Component, Default, Debug)]
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pub struct UiImageSize {
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pub struct ImageNodeSize {
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/// The size of the image's texture
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/// The size of the image's texture
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///
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///
|
||||||
/// This field is updated automatically by [`update_image_content_size_system`]
|
/// This field is updated automatically by [`update_image_content_size_system`]
|
||||||
size: UVec2,
|
size: UVec2,
|
||||||
}
|
}
|
||||||
|
|
||||||
impl UiImageSize {
|
impl ImageNodeSize {
|
||||||
/// The size of the image's texture
|
/// The size of the image's texture
|
||||||
pub fn size(&self) -> UVec2 {
|
pub fn size(&self) -> UVec2 {
|
||||||
self.size
|
self.size
|
||||||
|
@ -259,7 +259,7 @@ pub fn update_image_content_size_system(
|
||||||
textures: Res<Assets<Image>>,
|
textures: Res<Assets<Image>>,
|
||||||
|
|
||||||
atlases: Res<Assets<TextureAtlasLayout>>,
|
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
|
let combined_scale_factor = windows
|
||||||
.get_single()
|
.get_single()
|
||||||
|
|
|
@ -115,7 +115,7 @@ fn setup(
|
||||||
));
|
));
|
||||||
|
|
||||||
commands.spawn((
|
commands.spawn((
|
||||||
UiImage {
|
ImageNode {
|
||||||
image: metering_mask,
|
image: metering_mask,
|
||||||
..default()
|
..default()
|
||||||
},
|
},
|
||||||
|
@ -162,7 +162,7 @@ struct ExampleResources {
|
||||||
fn example_control_system(
|
fn example_control_system(
|
||||||
camera: Single<(&mut Transform, &mut AutoExposure), With<Camera3d>>,
|
camera: Single<(&mut Transform, &mut AutoExposure), With<Camera3d>>,
|
||||||
mut display: Single<&mut Text, With<ExampleDisplay>>,
|
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>,
|
time: Res<Time>,
|
||||||
input: Res<ButtonInput<KeyCode>>,
|
input: Res<ButtonInput<KeyCode>>,
|
||||||
resources: Res<ExampleResources>,
|
resources: Res<ExampleResources>,
|
||||||
|
|
|
@ -86,7 +86,7 @@ mod splash {
|
||||||
))
|
))
|
||||||
.with_children(|parent| {
|
.with_children(|parent| {
|
||||||
parent.spawn((
|
parent.spawn((
|
||||||
UiImage::new(icon),
|
ImageNode::new(icon),
|
||||||
Node {
|
Node {
|
||||||
// This will set the logo to be 200px wide, and auto adjust its height
|
// This will set the logo to be 200px wide, and auto adjust its height
|
||||||
width: Val::Px(200.0),
|
width: Val::Px(200.0),
|
||||||
|
@ -444,7 +444,7 @@ mod menu {
|
||||||
))
|
))
|
||||||
.with_children(|parent| {
|
.with_children(|parent| {
|
||||||
let icon = asset_server.load("textures/Game Icons/right.png");
|
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((
|
parent.spawn((
|
||||||
Text::new("New Game"),
|
Text::new("New Game"),
|
||||||
button_text_font.clone(),
|
button_text_font.clone(),
|
||||||
|
@ -460,7 +460,7 @@ mod menu {
|
||||||
))
|
))
|
||||||
.with_children(|parent| {
|
.with_children(|parent| {
|
||||||
let icon = asset_server.load("textures/Game Icons/wrench.png");
|
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((
|
parent.spawn((
|
||||||
Text::new("Settings"),
|
Text::new("Settings"),
|
||||||
button_text_font.clone(),
|
button_text_font.clone(),
|
||||||
|
@ -476,7 +476,7 @@ mod menu {
|
||||||
))
|
))
|
||||||
.with_children(|parent| {
|
.with_children(|parent| {
|
||||||
let icon = asset_server.load("textures/Game Icons/exitRight.png");
|
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((
|
parent.spawn((
|
||||||
Text::new("Quit"),
|
Text::new("Quit"),
|
||||||
button_text_font,
|
button_text_font,
|
||||||
|
|
|
@ -252,7 +252,7 @@ fn spawn_button(
|
||||||
));
|
));
|
||||||
|
|
||||||
if let Some(image) = image {
|
if let Some(image) = image {
|
||||||
builder.insert(UiImage::new(image));
|
builder.insert(ImageNode::new(image));
|
||||||
}
|
}
|
||||||
|
|
||||||
if spawn_text {
|
if spawn_text {
|
||||||
|
|
|
@ -182,7 +182,7 @@ fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
|
||||||
))
|
))
|
||||||
.with_children(|parent| {
|
.with_children(|parent| {
|
||||||
parent.spawn((
|
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
|
// Uses the transform to rotate the logo image by 45 degrees
|
||||||
Transform::from_rotation(Quat::from_rotation_z(0.25 * PI)),
|
Transform::from_rotation(Quat::from_rotation_z(0.25 * PI)),
|
||||||
BorderRadius::all(Val::Px(10.)),
|
BorderRadius::all(Val::Px(10.)),
|
||||||
|
@ -294,7 +294,7 @@ fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
|
||||||
// bevy logo (image)
|
// bevy logo (image)
|
||||||
parent
|
parent
|
||||||
.spawn((
|
.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),
|
.with_mode(NodeImageMode::Stretch),
|
||||||
Node {
|
Node {
|
||||||
width: Val::Px(500.0),
|
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)]
|
[(false, false), (false, true), (true, true), (true, false)]
|
||||||
{
|
{
|
||||||
parent.spawn((
|
parent.spawn((
|
||||||
Node {
|
ImageNode {
|
||||||
// The height will be chosen automatically to preserve the image's aspect ratio
|
|
||||||
width: Val::Px(75.),
|
|
||||||
..default()
|
|
||||||
},
|
|
||||||
UiImage {
|
|
||||||
image: asset_server.load("branding/icon.png"),
|
image: asset_server.load("branding/icon.png"),
|
||||||
flip_x,
|
flip_x,
|
||||||
flip_y,
|
flip_y,
|
||||||
..default()
|
..default()
|
||||||
},
|
},
|
||||||
|
Node {
|
||||||
|
// The height will be chosen automatically to preserve the image's aspect ratio
|
||||||
|
width: Val::Px(75.),
|
||||||
|
..default()
|
||||||
|
},
|
||||||
));
|
));
|
||||||
}
|
}
|
||||||
});
|
});
|
||||||
|
|
|
@ -49,7 +49,7 @@ fn atlas_render_system(
|
||||||
let font_atlas = &font_atlas[state.atlas_count as usize];
|
let font_atlas = &font_atlas[state.atlas_count as usize];
|
||||||
state.atlas_count += 1;
|
state.atlas_count += 1;
|
||||||
commands.spawn((
|
commands.spawn((
|
||||||
UiImage::new(font_atlas.texture.clone()),
|
ImageNode::new(font_atlas.texture.clone()),
|
||||||
Node {
|
Node {
|
||||||
position_type: PositionType::Absolute,
|
position_type: PositionType::Absolute,
|
||||||
top: Val::ZERO,
|
top: Val::ZERO,
|
||||||
|
|
|
@ -77,7 +77,7 @@ fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
|
||||||
))
|
))
|
||||||
.with_children(|parent| {
|
.with_children(|parent| {
|
||||||
parent.spawn((
|
parent.spawn((
|
||||||
UiImage::new(image.clone()),
|
ImageNode::new(image.clone()),
|
||||||
Node {
|
Node {
|
||||||
min_width: Val::Px(100.),
|
min_width: Val::Px(100.),
|
||||||
min_height: Val::Px(100.),
|
min_height: Val::Px(100.),
|
||||||
|
|
|
@ -80,7 +80,7 @@ fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
|
||||||
BackgroundColor(LIGHT_CYAN.into()),
|
BackgroundColor(LIGHT_CYAN.into()),
|
||||||
))
|
))
|
||||||
.with_child((
|
.with_child((
|
||||||
UiImage::new(image.clone()),
|
ImageNode::new(image.clone()),
|
||||||
Node {
|
Node {
|
||||||
min_width: Val::Px(100.),
|
min_width: Val::Px(100.),
|
||||||
min_height: Val::Px(100.),
|
min_height: Val::Px(100.),
|
||||||
|
|
|
@ -141,7 +141,7 @@ fn spawn_image(
|
||||||
) {
|
) {
|
||||||
spawn_container(parent, update_transform, |parent| {
|
spawn_container(parent, update_transform, |parent| {
|
||||||
parent.spawn((
|
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 {
|
Node {
|
||||||
height: Val::Px(100.),
|
height: Val::Px(100.),
|
||||||
position_type: PositionType::Absolute,
|
position_type: PositionType::Absolute,
|
||||||
|
|
|
@ -64,7 +64,7 @@ fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
|
||||||
BackgroundColor(BLUE.into()),
|
BackgroundColor(BLUE.into()),
|
||||||
));
|
));
|
||||||
parent.spawn((
|
parent.spawn((
|
||||||
UiImage::new(asset_server.load("branding/icon.png")),
|
ImageNode::new(asset_server.load("branding/icon.png")),
|
||||||
Node {
|
Node {
|
||||||
width: Val::Px(30.0),
|
width: Val::Px(30.0),
|
||||||
height: Val::Px(30.0),
|
height: Val::Px(30.0),
|
||||||
|
|
|
@ -44,7 +44,10 @@ fn setup(
|
||||||
})
|
})
|
||||||
.with_children(|parent| {
|
.with_children(|parent| {
|
||||||
parent.spawn((
|
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 {
|
Node {
|
||||||
width: Val::Px(256.),
|
width: Val::Px(256.),
|
||||||
height: 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) {
|
if keyboard.just_pressed(KeyCode::Space) {
|
||||||
for mut ui_image in &mut ui_images {
|
for mut image_node in &mut image_nodes {
|
||||||
if let Some(atlas) = &mut ui_image.texture_atlas {
|
if let Some(atlas) = &mut image_node.texture_atlas {
|
||||||
atlas.index = (atlas.index + 1) % 6;
|
atlas.index = (atlas.index + 1) % 6;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
|
@ -20,7 +20,7 @@ fn main() {
|
||||||
|
|
||||||
fn button_system(
|
fn button_system(
|
||||||
mut interaction_query: Query<
|
mut interaction_query: Query<
|
||||||
(&Interaction, &Children, &mut UiImage),
|
(&Interaction, &Children, &mut ImageNode),
|
||||||
(Changed<Interaction>, With<Button>),
|
(Changed<Interaction>, With<Button>),
|
||||||
>,
|
>,
|
||||||
mut text_query: Query<&mut Text>,
|
mut text_query: Query<&mut Text>,
|
||||||
|
@ -82,7 +82,7 @@ fn setup(
|
||||||
parent
|
parent
|
||||||
.spawn((
|
.spawn((
|
||||||
Button,
|
Button,
|
||||||
UiImage::from_atlas_image(
|
ImageNode::from_atlas_image(
|
||||||
texture_handle.clone(),
|
texture_handle.clone(),
|
||||||
TextureAtlas {
|
TextureAtlas {
|
||||||
index: idx,
|
index: idx,
|
||||||
|
|
|
@ -20,7 +20,7 @@ fn main() {
|
||||||
|
|
||||||
fn button_system(
|
fn button_system(
|
||||||
mut interaction_query: Query<
|
mut interaction_query: Query<
|
||||||
(&Interaction, &Children, &mut UiImage),
|
(&Interaction, &Children, &mut ImageNode),
|
||||||
(Changed<Interaction>, With<Button>),
|
(Changed<Interaction>, With<Button>),
|
||||||
>,
|
>,
|
||||||
mut text_query: Query<&mut Text>,
|
mut text_query: Query<&mut Text>,
|
||||||
|
@ -68,6 +68,11 @@ fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
|
||||||
parent
|
parent
|
||||||
.spawn((
|
.spawn((
|
||||||
Button,
|
Button,
|
||||||
|
ImageNode {
|
||||||
|
image: image.clone(),
|
||||||
|
image_mode: NodeImageMode::Sliced(slicer.clone()),
|
||||||
|
..default()
|
||||||
|
},
|
||||||
Node {
|
Node {
|
||||||
width: Val::Px(w),
|
width: Val::Px(w),
|
||||||
height: Val::Px(h),
|
height: Val::Px(h),
|
||||||
|
@ -78,8 +83,6 @@ fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
|
||||||
margin: UiRect::all(Val::Px(20.0)),
|
margin: UiRect::all(Val::Px(20.0)),
|
||||||
..default()
|
..default()
|
||||||
},
|
},
|
||||||
UiImage::new(image.clone())
|
|
||||||
.with_mode(NodeImageMode::Sliced(slicer.clone())),
|
|
||||||
))
|
))
|
||||||
.with_child((
|
.with_child((
|
||||||
Text::new("Button"),
|
Text::new("Button"),
|
||||||
|
|
|
@ -58,7 +58,7 @@ fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
|
||||||
([160., 160.], true, true),
|
([160., 160.], true, true),
|
||||||
] {
|
] {
|
||||||
parent.spawn((
|
parent.spawn((
|
||||||
UiImage {
|
ImageNode {
|
||||||
image: image.clone(),
|
image: image.clone(),
|
||||||
flip_x,
|
flip_x,
|
||||||
flip_y,
|
flip_y,
|
||||||
|
|
Loading…
Reference in a new issue