mirror of
https://github.com/bevyengine/bevy
synced 2024-11-22 12:43:34 +00:00
25bfa80e60
# 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.
86 lines
3 KiB
Rust
86 lines
3 KiB
Rust
//! This example illustrates how to use `TextureAtlases` within ui
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use bevy::{color::palettes::css::*, prelude::*, winit::WinitSettings};
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fn main() {
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App::new()
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.add_plugins(DefaultPlugins.set(
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// This sets image filtering to nearest
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// This is done to prevent textures with low resolution (e.g. pixel art) from being blurred
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// by linear filtering.
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ImagePlugin::default_nearest(),
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))
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// Only run the app when there is user input. This will significantly reduce CPU/GPU use.
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.insert_resource(WinitSettings::desktop_app())
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.add_systems(Startup, setup)
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.add_systems(Update, increment_atlas_index)
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.run();
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}
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fn setup(
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mut commands: Commands,
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asset_server: Res<AssetServer>,
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mut texture_atlases: ResMut<Assets<TextureAtlasLayout>>,
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) {
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// Camera
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commands.spawn(Camera2d);
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let text_style = TextStyle::default();
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let texture_handle = asset_server.load("textures/rpg/chars/gabe/gabe-idle-run.png");
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let texture_atlas = TextureAtlasLayout::from_grid(UVec2::splat(24), 7, 1, None, None);
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let texture_atlas_handle = texture_atlases.add(texture_atlas);
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// root node
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commands
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.spawn(NodeBundle {
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style: Style {
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width: Val::Percent(100.0),
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height: Val::Percent(100.0),
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flex_direction: FlexDirection::Column,
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justify_content: JustifyContent::Center,
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align_items: AlignItems::Center,
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row_gap: Val::Px(text_style.font_size * 2.),
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..default()
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},
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..default()
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})
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.with_children(|parent| {
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parent.spawn((
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ImageBundle {
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style: Style {
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width: Val::Px(256.),
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height: Val::Px(256.),
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..default()
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},
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image: UiImage::new(texture_handle),
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background_color: BackgroundColor(ANTIQUE_WHITE.into()),
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..default()
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},
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TextureAtlas::from(texture_atlas_handle),
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Outline::new(Val::Px(8.0), Val::ZERO, CRIMSON.into()),
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));
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parent.spawn(TextBundle::from_sections([
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TextSection::new("press ".to_string(), text_style.clone()),
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TextSection::new(
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"space".to_string(),
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TextStyle {
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color: YELLOW.into(),
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..text_style.clone()
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},
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),
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TextSection::new(" to advance frames".to_string(), text_style),
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]));
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});
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}
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fn increment_atlas_index(
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mut atlas_images: Query<&mut TextureAtlas>,
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keyboard: Res<ButtonInput<KeyCode>>,
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) {
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if keyboard.just_pressed(KeyCode::Space) {
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for mut atlas_image in &mut atlas_images {
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atlas_image.index = (atlas_image.index + 1) % 6;
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}
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}
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}
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