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https://github.com/bevyengine/bevy
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# Objective Fixes #16192 ## Solution I renamed the Pointer<Down/Up> to <Pressed/Released> and then I resolved all the errors. Renamed variables like "is_down" to "is_pressed" to maintain consistency. Modified the docs in places where 'down/up' were used to maintain consistency. ## Testing I haven't tested this in any way beside the checks from rust analyzer and the examples in the examples/ directory. --- ## Migration Guide ### `bevy_picking/src/pointer.rs`: #### `enum PressDirection`: - `PressDirection::Down` changes to `PressDirection::Pressed`. - `PressDirection::Up` changes to `PressDirection::Released`. These changes are also relevant when working with `enum PointerAction` ### `bevy_picking/src/events.rs`: Clicking and pressing Events in events.rs categories change from [Down], [Up], [Click] to [Pressed], [Released], [Click]. - `struct Down` changes to `struct Pressed` - fires when a pointer button is pressed over the 'target' entity. - `struct Up` changes to `struct Released` - fires when a pointer button is released over the 'target' entity. - `struct Click` now fires when a pointer sends a Pressed event followed by a Released event on the same 'target'. - `struct DragStart` now fires when the 'target' entity receives a pointer Pressed event followed by a pointer Move event. - `struct DragEnd` now fires when the 'target' entity is being dragged and receives a pointer Released event. - `PickingEventWriters<'w>::down_events: EventWriter<'w, Pointer<Down>>` changes to `PickingEventWriters<'w>::pressed_events: EventWriter<'w, Pointer<Pressed>>`. - `PickingEventWriters<'w>::up_events changes to PickingEventWriters<'w>::released_events`. --------- Co-authored-by: Harun Ibram <harun.ibram@outlook.com> Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
158 lines
5.8 KiB
Rust
158 lines
5.8 KiB
Rust
//! Demonstrates picking for sprites and sprite atlases. The picking backend only tests against the
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//! sprite bounds, so the sprite atlas can be picked by clicking on its transparent areas.
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use bevy::{prelude::*, sprite::Anchor};
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use std::fmt::Debug;
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fn main() {
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App::new()
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.add_plugins(DefaultPlugins.set(ImagePlugin::default_nearest()))
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.add_systems(Startup, (setup, setup_atlas))
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.add_systems(Update, (move_sprite, animate_sprite))
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.run();
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}
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fn move_sprite(
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time: Res<Time>,
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mut sprite: Query<&mut Transform, (Without<Sprite>, With<Children>)>,
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) {
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let t = time.elapsed_secs() * 0.1;
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for mut transform in &mut sprite {
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let new = Vec2 {
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x: 50.0 * ops::sin(t),
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y: 50.0 * ops::sin(t * 2.0),
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};
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transform.translation.x = new.x;
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transform.translation.y = new.y;
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}
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}
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/// Set up a scene that tests all sprite anchor types.
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fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
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commands.spawn(Camera2d);
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let len = 128.0;
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let sprite_size = Vec2::splat(len / 2.0);
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commands
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.spawn((Transform::default(), Visibility::default()))
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.with_children(|commands| {
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for (anchor_index, anchor) in [
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Anchor::TopLeft,
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Anchor::TopCenter,
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Anchor::TopRight,
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Anchor::CenterLeft,
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Anchor::Center,
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Anchor::CenterRight,
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Anchor::BottomLeft,
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Anchor::BottomCenter,
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Anchor::BottomRight,
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Anchor::Custom(Vec2::new(0.5, 0.5)),
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]
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.iter()
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.enumerate()
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{
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let i = (anchor_index % 3) as f32;
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let j = (anchor_index / 3) as f32;
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// spawn black square behind sprite to show anchor point
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commands
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.spawn((
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Sprite::from_color(Color::BLACK, sprite_size),
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Transform::from_xyz(i * len - len, j * len - len, -1.0),
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))
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.observe(recolor_on::<Pointer<Over>>(Color::srgb(0.0, 1.0, 1.0)))
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.observe(recolor_on::<Pointer<Out>>(Color::BLACK))
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.observe(recolor_on::<Pointer<Pressed>>(Color::srgb(1.0, 1.0, 0.0)))
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.observe(recolor_on::<Pointer<Released>>(Color::srgb(0.0, 1.0, 1.0)));
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commands
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.spawn((
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Sprite {
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image: asset_server.load("branding/bevy_bird_dark.png"),
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custom_size: Some(sprite_size),
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color: Color::srgb(1.0, 0.0, 0.0),
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anchor: anchor.to_owned(),
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..default()
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},
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// 3x3 grid of anchor examples by changing transform
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Transform::from_xyz(i * len - len, j * len - len, 0.0)
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.with_scale(Vec3::splat(1.0 + (i - 1.0) * 0.2))
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.with_rotation(Quat::from_rotation_z((j - 1.0) * 0.2)),
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))
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.observe(recolor_on::<Pointer<Over>>(Color::srgb(0.0, 1.0, 0.0)))
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.observe(recolor_on::<Pointer<Out>>(Color::srgb(1.0, 0.0, 0.0)))
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.observe(recolor_on::<Pointer<Pressed>>(Color::srgb(0.0, 0.0, 1.0)))
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.observe(recolor_on::<Pointer<Released>>(Color::srgb(0.0, 1.0, 0.0)));
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}
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});
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}
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#[derive(Component)]
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struct AnimationIndices {
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first: usize,
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last: usize,
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}
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#[derive(Component, Deref, DerefMut)]
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struct AnimationTimer(Timer);
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fn animate_sprite(
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time: Res<Time>,
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mut query: Query<(&AnimationIndices, &mut AnimationTimer, &mut Sprite)>,
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) {
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for (indices, mut timer, mut sprite) in &mut query {
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let Some(texture_atlas) = &mut sprite.texture_atlas else {
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continue;
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};
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timer.tick(time.delta());
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if timer.just_finished() {
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texture_atlas.index = if texture_atlas.index == indices.last {
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indices.first
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} else {
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texture_atlas.index + 1
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};
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}
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}
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}
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fn setup_atlas(
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mut commands: Commands,
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asset_server: Res<AssetServer>,
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mut texture_atlas_layouts: ResMut<Assets<TextureAtlasLayout>>,
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) {
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let texture_handle = asset_server.load("textures/rpg/chars/gabe/gabe-idle-run.png");
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let layout = TextureAtlasLayout::from_grid(UVec2::new(24, 24), 7, 1, None, None);
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let texture_atlas_layout_handle = texture_atlas_layouts.add(layout);
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// Use only the subset of sprites in the sheet that make up the run animation
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let animation_indices = AnimationIndices { first: 1, last: 6 };
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commands
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.spawn((
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Sprite::from_atlas_image(
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texture_handle,
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TextureAtlas {
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layout: texture_atlas_layout_handle,
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index: animation_indices.first,
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},
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),
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Transform::from_xyz(300.0, 0.0, 0.0).with_scale(Vec3::splat(6.0)),
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animation_indices,
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AnimationTimer(Timer::from_seconds(0.1, TimerMode::Repeating)),
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))
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.observe(recolor_on::<Pointer<Over>>(Color::srgb(0.0, 1.0, 1.0)))
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.observe(recolor_on::<Pointer<Out>>(Color::srgb(1.0, 1.0, 1.0)))
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.observe(recolor_on::<Pointer<Pressed>>(Color::srgb(1.0, 1.0, 0.0)))
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.observe(recolor_on::<Pointer<Released>>(Color::srgb(0.0, 1.0, 1.0)));
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}
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// An observer listener that changes the target entity's color.
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fn recolor_on<E: Debug + Clone + Reflect>(color: Color) -> impl Fn(Trigger<E>, Query<&mut Sprite>) {
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move |ev, mut sprites| {
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let Ok(mut sprite) = sprites.get_mut(ev.target()) else {
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return;
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};
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sprite.color = color;
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}
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}
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