bevy/examples/2d/sprite_slice.rs
Joona Aalto 25bfa80e60
Migrate cameras to required components (#15641)
# Objective

Yet another PR for migrating stuff to required components. This time,
cameras!

## Solution

As per the [selected
proposal](https://hackmd.io/tsYID4CGRiWxzsgawzxG_g#Combined-Proposal-1-Selected),
deprecate `Camera2dBundle` and `Camera3dBundle` in favor of `Camera2d`
and `Camera3d`.

Adding a `Camera` without `Camera2d` or `Camera3d` now logs a warning,
as suggested by Cart [on
Discord](https://discord.com/channels/691052431525675048/1264881140007702558/1291506402832945273).
I would personally like cameras to work a bit differently and be split
into a few more components, to avoid some footguns and confusing
semantics, but that is more controversial, and shouldn't block this core
migration.

## Testing

I ran a few 2D and 3D examples, and tried cameras with and without
render graphs.

---

## Migration Guide

`Camera2dBundle` and `Camera3dBundle` have been deprecated in favor of
`Camera2d` and `Camera3d`. Inserting them will now also insert the other
components required by them automatically.
2024-10-05 01:59:52 +00:00

129 lines
4 KiB
Rust

//! Showcases sprite 9 slice scaling and tiling features, enabling usage of
//! sprites in multiple resolutions while keeping it in proportion
use bevy::prelude::*;
fn main() {
App::new()
.add_plugins(DefaultPlugins)
.add_systems(Startup, setup)
.run();
}
fn spawn_sprites(
commands: &mut Commands,
texture_handle: Handle<Image>,
mut position: Vec3,
slice_border: f32,
style: TextStyle,
gap: f32,
) {
let cases = [
// Reference sprite
("Original", style.clone(), Vec2::splat(100.0), None),
// Scaled regular sprite
("Stretched", style.clone(), Vec2::new(100.0, 200.0), None),
// Stretched Scaled sliced sprite
(
"With Slicing",
style.clone(),
Vec2::new(100.0, 200.0),
Some(ImageScaleMode::Sliced(TextureSlicer {
border: BorderRect::square(slice_border),
center_scale_mode: SliceScaleMode::Stretch,
..default()
})),
),
// Scaled sliced sprite
(
"With Tiling",
style.clone(),
Vec2::new(100.0, 200.0),
Some(ImageScaleMode::Sliced(TextureSlicer {
border: BorderRect::square(slice_border),
center_scale_mode: SliceScaleMode::Tile { stretch_value: 0.5 },
sides_scale_mode: SliceScaleMode::Tile { stretch_value: 0.2 },
..default()
})),
),
// Scaled sliced sprite horizontally
(
"With Tiling",
style.clone(),
Vec2::new(300.0, 200.0),
Some(ImageScaleMode::Sliced(TextureSlicer {
border: BorderRect::square(slice_border),
center_scale_mode: SliceScaleMode::Tile { stretch_value: 0.2 },
sides_scale_mode: SliceScaleMode::Tile { stretch_value: 0.3 },
..default()
})),
),
// Scaled sliced sprite horizontally with max scale
(
"With Corners Constrained",
style,
Vec2::new(300.0, 200.0),
Some(ImageScaleMode::Sliced(TextureSlicer {
border: BorderRect::square(slice_border),
center_scale_mode: SliceScaleMode::Tile { stretch_value: 0.1 },
sides_scale_mode: SliceScaleMode::Tile { stretch_value: 0.2 },
max_corner_scale: 0.2,
})),
),
];
for (label, text_style, size, scale_mode) in cases {
position.x += 0.5 * size.x;
let mut cmd = commands.spawn(SpriteBundle {
transform: Transform::from_translation(position),
texture: texture_handle.clone(),
sprite: Sprite {
custom_size: Some(size),
..default()
},
..default()
});
if let Some(scale_mode) = scale_mode {
cmd.insert(scale_mode);
}
cmd.with_children(|builder| {
builder.spawn(Text2dBundle {
text: Text::from_section(label, text_style).with_justify(JustifyText::Center),
transform: Transform::from_xyz(0., -0.5 * size.y - 10., 0.0),
text_anchor: bevy::sprite::Anchor::TopCenter,
..default()
});
});
position.x += 0.5 * size.x + gap;
}
}
fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
commands.spawn(Camera2d);
let font = asset_server.load("fonts/FiraSans-Bold.ttf");
let style = TextStyle {
font: font.clone(),
..default()
};
// Load textures
let handle_1 = asset_server.load("textures/slice_square.png");
let handle_2 = asset_server.load("textures/slice_square_2.png");
spawn_sprites(
&mut commands,
handle_1,
Vec3::new(-600.0, 200.0, 0.0),
200.0,
style.clone(),
40.,
);
spawn_sprites(
&mut commands,
handle_2,
Vec3::new(-600.0, -200.0, 0.0),
80.0,
style,
40.,
);
}