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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:
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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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experimental::UiChildren,
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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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};
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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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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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mut text_reader: TextUiReader,
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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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//! # 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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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 ui_material::*;
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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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///
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@ -58,7 +58,7 @@ pub mod prelude {
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node_bundles::*,
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ui_material::*,
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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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},
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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::<ScrollPosition>()
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.register_type::<TargetCamera>()
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.register_type::<UiImage>()
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.register_type::<UiImageSize>()
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.register_type::<ImageNode>()
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.register_type::<ImageNodeSize>()
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.register_type::<UiRect>()
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.register_type::<UiScale>()
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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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// Potential conflicts: `Assets<Image>`
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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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widget::update_image_content_size_system
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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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// they will never observe each other's effects.
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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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.ambiguous_with(widget::update_image_content_size_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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use crate::{
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widget::{Button, UiImageSize},
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BackgroundColor, BorderColor, BorderRadius, ComputedNode, ContentSize, FocusPolicy,
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Interaction, MaterialNode, Node, ScrollPosition, UiImage, UiMaterial, ZIndex,
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widget::{Button, ImageNodeSize},
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BackgroundColor, BorderColor, BorderRadius, ComputedNode, ContentSize, FocusPolicy, ImageNode,
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Interaction, MaterialNode, Node, ScrollPosition, UiMaterial, ZIndex,
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};
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use bevy_ecs::bundle::Bundle;
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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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#[deprecated(
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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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pub struct ImageBundle {
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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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///
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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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pub background_color: BackgroundColor,
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/// The border radius of the node
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@ -81,7 +81,7 @@ pub struct ImageBundle {
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/// The size of the image in pixels
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///
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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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pub focus_policy: FocusPolicy,
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/// The transform of the node
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@ -126,7 +126,7 @@ pub struct ButtonBundle {
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/// The border radius of the node
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pub border_radius: BorderRadius,
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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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pub background_color: BackgroundColor,
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/// The transform of the node
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@ -4,7 +4,7 @@ mod render_pass;
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mod ui_material_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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experimental::UiChildren, BackgroundColor, BorderColor, CalculatedClip, ComputedNode,
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DefaultUiCamera, Outline, ResolvedBorderRadius, TargetCamera, UiAntiAlias, UiBoxShadowSamples,
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@ -110,7 +110,7 @@ pub fn build_ui_render(app: &mut App) {
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render_app
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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::<ExtractedUiNodes>()
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.allow_ambiguous_resource::<ExtractedUiNodes>()
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@ -318,7 +318,7 @@ pub fn extract_uinode_images(
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&ViewVisibility,
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Option<&CalculatedClip>,
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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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mapping: Extract<Query<RenderEntity>>,
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@ -874,7 +874,7 @@ pub fn queue_uinodes(
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}
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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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}
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@ -887,7 +887,7 @@ pub fn prepare_uinodes(
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mut extracted_uinodes: ResMut<ExtractedUiNodes>,
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view_uniforms: Res<ViewUniforms>,
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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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mut phases: ResMut<ViewSortedRenderPhases<TransparentUi>>,
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events: Res<SpriteAssetEvents>,
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@ -1,6 +1,6 @@
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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 bevy_ecs::{
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prelude::*,
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@ -185,7 +185,7 @@ impl<P: PhaseItem, const I: usize> RenderCommand<P> for SetUiViewBindGroup<I> {
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}
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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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type Param = SRes<UiImageBindGroups>;
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type Param = SRes<ImageNodeBindGroups>;
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type ViewQuery = ();
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type ItemQuery = Read<UiBatch>;
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@ -30,7 +30,7 @@ use bevy_transform::prelude::GlobalTransform;
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use bevy_utils::HashMap;
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use binding_types::{sampler, texture_2d};
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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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@ -256,7 +256,7 @@ pub fn extract_ui_texture_slices(
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&ViewVisibility,
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Option<&CalculatedClip>,
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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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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 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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#[reflect(Component, Default, Debug)]
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#[require(Node, UiImageSize, ContentSize)]
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pub struct UiImage {
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#[require(Node, ImageNodeSize, ContentSize)]
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pub struct ImageNode {
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/// The tint color used to draw the image.
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///
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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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}
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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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///
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/// # Warning
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///
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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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/// 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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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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// 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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}
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}
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impl UiImage {
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/// Create a new [`UiImage`] with the given texture.
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impl ImageNode {
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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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Self {
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image: texture,
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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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/// 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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@ -88,7 +88,7 @@ impl UiImage {
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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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Self {
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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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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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Self::new(texture)
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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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#[derive(Component, Debug, Copy, Clone, Default, Reflect)]
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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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///
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/// This field is updated automatically by [`update_image_content_size_system`]
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size: UVec2,
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}
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impl UiImageSize {
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impl ImageNodeSize {
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/// The size of the image's texture
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pub fn size(&self) -> UVec2 {
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self.size
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@ -259,7 +259,7 @@ 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<(&mut ContentSize, Ref<UiImage>, &mut UiImageSize), UpdateImageFilter>,
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mut query: Query<(&mut ContentSize, Ref<ImageNode>, &mut ImageNodeSize), UpdateImageFilter>,
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) {
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let combined_scale_factor = windows
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.get_single()
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@ -115,7 +115,7 @@ fn setup(
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));
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commands.spawn((
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UiImage {
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ImageNode {
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image: metering_mask,
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..default()
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},
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@ -162,7 +162,7 @@ struct ExampleResources {
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fn example_control_system(
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camera: Single<(&mut Transform, &mut AutoExposure), With<Camera3d>>,
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mut display: Single<&mut Text, With<ExampleDisplay>>,
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mut mask_image: Single<&mut Node, With<UiImage>>,
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mut mask_image: Single<&mut Node, With<ImageNode>>,
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time: Res<Time>,
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input: Res<ButtonInput<KeyCode>>,
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resources: Res<ExampleResources>,
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|
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@ -86,7 +86,7 @@ mod splash {
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))
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.with_children(|parent| {
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parent.spawn((
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UiImage::new(icon),
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ImageNode::new(icon),
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Node {
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// This will set the logo to be 200px wide, and auto adjust its height
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width: Val::Px(200.0),
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@ -444,7 +444,7 @@ mod menu {
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))
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.with_children(|parent| {
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let icon = asset_server.load("textures/Game Icons/right.png");
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parent.spawn((UiImage::new(icon), button_icon_node.clone()));
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parent.spawn((ImageNode::new(icon), button_icon_node.clone()));
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parent.spawn((
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Text::new("New Game"),
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button_text_font.clone(),
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@ -460,7 +460,7 @@ mod menu {
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))
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.with_children(|parent| {
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let icon = asset_server.load("textures/Game Icons/wrench.png");
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parent.spawn((UiImage::new(icon), button_icon_node.clone()));
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parent.spawn((ImageNode::new(icon), button_icon_node.clone()));
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parent.spawn((
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Text::new("Settings"),
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button_text_font.clone(),
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@ -476,7 +476,7 @@ mod menu {
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))
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.with_children(|parent| {
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let icon = asset_server.load("textures/Game Icons/exitRight.png");
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parent.spawn((UiImage::new(icon), button_icon_node));
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parent.spawn((ImageNode::new(icon), button_icon_node));
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parent.spawn((
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Text::new("Quit"),
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button_text_font,
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|
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@ -252,7 +252,7 @@ fn spawn_button(
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));
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if let Some(image) = image {
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builder.insert(UiImage::new(image));
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builder.insert(ImageNode::new(image));
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}
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if spawn_text {
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|
|
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@ -182,7 +182,7 @@ fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
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))
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.with_children(|parent| {
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parent.spawn((
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UiImage::new(asset_server.load("branding/bevy_logo_light.png")),
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ImageNode::new(asset_server.load("branding/bevy_logo_light.png")),
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// Uses the transform to rotate the logo image by 45 degrees
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Transform::from_rotation(Quat::from_rotation_z(0.25 * PI)),
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BorderRadius::all(Val::Px(10.)),
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@ -294,7 +294,7 @@ fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
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// bevy logo (image)
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parent
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.spawn((
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UiImage::new(asset_server.load("branding/bevy_logo_dark_big.png"))
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ImageNode::new(asset_server.load("branding/bevy_logo_dark_big.png"))
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.with_mode(NodeImageMode::Stretch),
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Node {
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width: Val::Px(500.0),
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|
@ -334,17 +334,17 @@ fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
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[(false, false), (false, true), (true, true), (true, false)]
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{
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parent.spawn((
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Node {
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// The height will be chosen automatically to preserve the image's aspect ratio
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width: Val::Px(75.),
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..default()
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},
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UiImage {
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ImageNode {
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image: asset_server.load("branding/icon.png"),
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flip_x,
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flip_y,
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..default()
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},
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Node {
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// The height will be chosen automatically to preserve the image's aspect ratio
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width: Val::Px(75.),
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..default()
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},
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));
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}
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});
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|
|
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@ -49,7 +49,7 @@ fn atlas_render_system(
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let font_atlas = &font_atlas[state.atlas_count as usize];
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state.atlas_count += 1;
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commands.spawn((
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||||
UiImage::new(font_atlas.texture.clone()),
|
||||
ImageNode::new(font_atlas.texture.clone()),
|
||||
Node {
|
||||
position_type: PositionType::Absolute,
|
||||
top: Val::ZERO,
|
||||
|
|
|
@ -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.),
|
||||
|
|
|
@ -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.),
|
||||
|
|
|
@ -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,
|
||||
|
|
|
@ -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),
|
||||
|
|
|
@ -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;
|
||||
}
|
||||
}
|
||||
|
|
|
@ -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,
|
||||
|
|
|
@ -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"),
|
||||
|
|
|
@ -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,
|
||||
|
|
Loading…
Reference in a new issue