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# Objective 1. UI texture slicing chops and scales an image to fit the size of a node and isn't meant to place any constraints on the size of the node itself, but because the required components changes required `ImageSize` and `ContentSize` for nodes with `UiImage`, texture sliced nodes are laid out using an `ImageMeasure`. 2. In 0.14 users could spawn a `(UiImage, NodeBundle)` which would display an image stretched to fill the UI node's bounds ignoring the image's instrinsic size. Now that `UiImage` requires `ContentSize`, there's no option to display an image without its size placing constrains on the UI layout (unless you force the `Node` to a fixed size, but that's not a solution). 3. It's desirable that the `Sprite` and `UiImage` share similar APIs. Fixes #16109 ## Solution * Remove the `Component` impl from `ImageScaleMode`. * Add a `Stretch` variant to `ImageScaleMode`. * Add a field `scale_mode: ImageScaleMode` to `Sprite`. * Add a field `mode: UiImageMode` to `UiImage`. * Add an enum `UiImageMode` similar to `ImageScaleMode` but with additional UI specific variants. * Remove the queries for `ImageScaleMode` from Sprite and UI extraction, and refer to the new fields instead. * Change `ui_layout_system` to update measure funcs on any change to `ContentSize`s to enable manual clearing without removing the component. * Don't add a measure unless `UiImageMode::Auto` is set in `update_image_content_size_system`. Mutably deref the `Mut<ContentSize>` if the `UiImage` is changed to force removal of any existing measure func. ## Testing Remove all the constraints from the ui_texture_slice example: ```rust //! This example illustrates how to create buttons with their textures sliced //! and kept in proportion instead of being stretched by the button dimensions use bevy::{ color::palettes::css::{GOLD, ORANGE}, prelude::*, winit::WinitSettings, }; fn main() { App::new() .add_plugins(DefaultPlugins) // Only run the app when there is user input. This will significantly reduce CPU/GPU use. .insert_resource(WinitSettings::desktop_app()) .add_systems(Startup, setup) .add_systems(Update, button_system) .run(); } fn button_system( mut interaction_query: Query< (&Interaction, &Children, &mut UiImage), (Changed<Interaction>, With<Button>), >, mut text_query: Query<&mut Text>, ) { for (interaction, children, mut image) in &mut interaction_query { let mut text = text_query.get_mut(children[0]).unwrap(); match *interaction { Interaction::Pressed => { **text = "Press".to_string(); image.color = GOLD.into(); } Interaction::Hovered => { **text = "Hover".to_string(); image.color = ORANGE.into(); } Interaction::None => { **text = "Button".to_string(); image.color = Color::WHITE; } } } } fn setup(mut commands: Commands, asset_server: Res<AssetServer>) { let image = asset_server.load("textures/fantasy_ui_borders/panel-border-010.png"); let slicer = TextureSlicer { border: BorderRect::square(22.0), center_scale_mode: SliceScaleMode::Stretch, sides_scale_mode: SliceScaleMode::Stretch, max_corner_scale: 1.0, }; // ui camera commands.spawn(Camera2d); commands .spawn(Node { width: Val::Percent(100.0), height: Val::Percent(100.0), align_items: AlignItems::Center, justify_content: JustifyContent::Center, ..default() }) .with_children(|parent| { for [w, h] in [[150.0, 150.0], [300.0, 150.0], [150.0, 300.0]] { parent .spawn(( Button, Node { // width: Val::Px(w), // height: Val::Px(h), // horizontally center child text justify_content: JustifyContent::Center, // vertically center child text align_items: AlignItems::Center, margin: UiRect::all(Val::Px(20.0)), ..default() }, UiImage::new(image.clone()), ImageScaleMode::Sliced(slicer.clone()), )) .with_children(|parent| { // parent.spawn(( // Text::new("Button"), // TextFont { // font: asset_server.load("fonts/FiraSans-Bold.ttf"), // font_size: 33.0, // ..default() // }, // TextColor(Color::srgb(0.9, 0.9, 0.9)), // )); }); } }); } ``` This should result in a blank window, since without any constraints the texture slice image nodes should be zero-sized. But in main the image nodes are given the size of the underlying unsliced source image `textures/fantasy_ui_borders/panel-border-010.png`: <img width="321" alt="slicing" src="https://github.com/user-attachments/assets/cbd74c9c-14cd-4b4d-93c6-7c0152bb05ee"> For this PR need to change the lines: ``` UiImage::new(image.clone()), ImageScaleMode::Sliced(slicer.clone()), ``` to ``` UiImage::new(image.clone()).with_mode(UiImageMode::Sliced(slicer.clone()), ``` and then nothing should be rendered, as desired. --------- Co-authored-by: Carter Anderson <mcanders1@gmail.com>
48 lines
1.2 KiB
Rust
48 lines
1.2 KiB
Rust
//! Displays a single [`Sprite`] tiled in a grid, with a scaling animation
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use bevy::prelude::*;
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fn main() {
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App::new()
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.add_plugins(DefaultPlugins)
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.add_systems(Startup, setup)
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.add_systems(Update, animate)
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.run();
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}
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#[derive(Resource)]
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struct AnimationState {
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min: f32,
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max: f32,
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current: f32,
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speed: f32,
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}
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fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
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commands.spawn(Camera2d);
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commands.insert_resource(AnimationState {
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min: 128.0,
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max: 512.0,
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current: 128.0,
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speed: 50.0,
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});
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commands.spawn(Sprite {
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image: asset_server.load("branding/icon.png"),
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image_mode: SpriteImageMode::Tiled {
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tile_x: true,
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tile_y: true,
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stretch_value: 0.5, // The image will tile every 128px
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},
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..default()
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});
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}
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fn animate(mut sprites: Query<&mut Sprite>, mut state: ResMut<AnimationState>, time: Res<Time>) {
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if state.current >= state.max || state.current <= state.min {
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state.speed = -state.speed;
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};
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state.current += state.speed * time.delta_secs();
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for mut sprite in &mut sprites {
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sprite.custom_size = Some(Vec2::splat(state.current));
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}
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}
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