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https://github.com/bevyengine/bevy
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135c7240f1
# Objective > Old MR: #5072 > ~~Associated UI MR: #5070~~ > Adresses #1618 Unify sprite management ## Solution - Remove the `Handle<Image>` field in `TextureAtlas` which is the main cause for all the boilerplate - Remove the redundant `TextureAtlasSprite` component - Renamed `TextureAtlas` asset to `TextureAtlasLayout` ([suggestion](https://github.com/bevyengine/bevy/pull/5103#discussion_r917281844)) - Add a `TextureAtlas` component, containing the atlas layout handle and the section index The difference between this solution and #5072 is that instead of the `enum` approach is that we can more easily manipulate texture sheets without any breaking changes for classic `SpriteBundle`s (@mockersf [comment](https://github.com/bevyengine/bevy/pull/5072#issuecomment-1165836139)) Also, this approach is more *data oriented* extracting the `Handle<Image>` and avoiding complex texture atlas manipulations to retrieve the texture in both applicative and engine code. With this method, the only difference between a `SpriteBundle` and a `SpriteSheetBundle` is an **additional** component storing the atlas handle and the index. ~~This solution can be applied to `bevy_ui` as well (see #5070).~~ EDIT: I also applied this solution to Bevy UI ## Changelog - (**BREAKING**) Removed `TextureAtlasSprite` - (**BREAKING**) Renamed `TextureAtlas` to `TextureAtlasLayout` - (**BREAKING**) `SpriteSheetBundle`: - Uses a `Sprite` instead of a `TextureAtlasSprite` component - Has a `texture` field containing a `Handle<Image>` like the `SpriteBundle` - Has a new `TextureAtlas` component instead of a `Handle<TextureAtlasLayout>` - (**BREAKING**) `DynamicTextureAtlasBuilder::add_texture` takes an additional `&Handle<Image>` parameter - (**BREAKING**) `TextureAtlasLayout::from_grid` no longer takes a `Handle<Image>` parameter - (**BREAKING**) `TextureAtlasBuilder::finish` now returns a `Result<(TextureAtlasLayout, Handle<Image>), _>` - `bevy_text`: - `GlyphAtlasInfo` stores the texture `Handle<Image>` - `FontAtlas` stores the texture `Handle<Image>` - `bevy_ui`: - (**BREAKING**) Removed `UiAtlasImage` , the atlas bundle is now identical to the `ImageBundle` with an additional `TextureAtlas` ## Migration Guide * Sprites ```diff fn my_system( mut images: ResMut<Assets<Image>>, - mut atlases: ResMut<Assets<TextureAtlas>>, + mut atlases: ResMut<Assets<TextureAtlasLayout>>, asset_server: Res<AssetServer> ) { let texture_handle: asset_server.load("my_texture.png"); - let layout = TextureAtlas::from_grid(texture_handle, Vec2::new(25.0, 25.0), 5, 5, None, None); + let layout = TextureAtlasLayout::from_grid(Vec2::new(25.0, 25.0), 5, 5, None, None); let layout_handle = atlases.add(layout); commands.spawn(SpriteSheetBundle { - sprite: TextureAtlasSprite::new(0), - texture_atlas: atlas_handle, + atlas: TextureAtlas { + layout: layout_handle, + index: 0 + }, + texture: texture_handle, ..Default::default() }); } ``` * UI ```diff fn my_system( mut images: ResMut<Assets<Image>>, - mut atlases: ResMut<Assets<TextureAtlas>>, + mut atlases: ResMut<Assets<TextureAtlasLayout>>, asset_server: Res<AssetServer> ) { let texture_handle: asset_server.load("my_texture.png"); - let layout = TextureAtlas::from_grid(texture_handle, Vec2::new(25.0, 25.0), 5, 5, None, None); + let layout = TextureAtlasLayout::from_grid(Vec2::new(25.0, 25.0), 5, 5, None, None); let layout_handle = atlases.add(layout); commands.spawn(AtlasImageBundle { - texture_atlas_image: UiTextureAtlasImage { - index: 0, - flip_x: false, - flip_y: false, - }, - texture_atlas: atlas_handle, + atlas: TextureAtlas { + layout: layout_handle, + index: 0 + }, + image: UiImage { + texture: texture_handle, + flip_x: false, + flip_y: false, + }, ..Default::default() }); } ``` --------- Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com> Co-authored-by: François <mockersf@gmail.com> Co-authored-by: IceSentry <IceSentry@users.noreply.github.com>
98 lines
2.9 KiB
Rust
98 lines
2.9 KiB
Rust
//! This example illustrates how `FontAtlas`'s are populated.
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//! Bevy uses `FontAtlas`'s under the hood to optimize text rendering.
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use bevy::{prelude::*, text::FontAtlasSets};
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fn main() {
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App::new()
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.init_resource::<State>()
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.insert_resource(ClearColor(Color::BLACK))
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.add_plugins(DefaultPlugins)
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.add_systems(Startup, setup)
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.add_systems(Update, (text_update_system, atlas_render_system))
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.run();
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}
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#[derive(Resource)]
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struct State {
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atlas_count: u32,
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handle: Handle<Font>,
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timer: Timer,
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}
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impl Default for State {
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fn default() -> Self {
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Self {
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atlas_count: 0,
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handle: Handle::default(),
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timer: Timer::from_seconds(0.05, TimerMode::Repeating),
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}
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}
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}
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fn atlas_render_system(
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mut commands: Commands,
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mut state: ResMut<State>,
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font_atlas_sets: Res<FontAtlasSets>,
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) {
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if let Some(set) = font_atlas_sets.get(&state.handle) {
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if let Some((_size, font_atlas)) = set.iter().next() {
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let x_offset = state.atlas_count as f32;
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if state.atlas_count == font_atlas.len() as u32 {
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return;
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}
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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(ImageBundle {
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image: font_atlas.texture.clone().into(),
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style: Style {
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position_type: PositionType::Absolute,
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top: Val::ZERO,
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left: Val::Px(512.0 * x_offset),
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..default()
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},
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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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fn text_update_system(mut state: ResMut<State>, time: Res<Time>, mut query: Query<&mut Text>) {
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if state.timer.tick(time.delta()).finished() {
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for mut text in &mut query {
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let c = rand::random::<u8>() as char;
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let string = &mut text.sections[0].value;
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if !string.contains(c) {
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string.push(c);
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}
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}
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state.timer.reset();
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}
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}
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fn setup(mut commands: Commands, asset_server: Res<AssetServer>, mut state: ResMut<State>) {
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let font_handle = asset_server.load("fonts/FiraSans-Bold.ttf");
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state.handle = font_handle.clone();
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commands.spawn(Camera2dBundle::default());
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commands
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.spawn(NodeBundle {
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background_color: Color::NONE.into(),
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style: Style {
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position_type: PositionType::Absolute,
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bottom: Val::ZERO,
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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(TextBundle::from_section(
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"a",
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TextStyle {
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font: font_handle,
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font_size: 60.0,
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color: Color::YELLOW,
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},
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));
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});
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}
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