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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>
117 lines
4.1 KiB
Rust
117 lines
4.1 KiB
Rust
//! This example illustrates how to create buttons with their texture atlases sliced
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//! and kept in proportion instead of being stretched by the button dimensions
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use bevy::{
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color::palettes::css::{GOLD, ORANGE},
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prelude::*,
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ui::widget::NodeImageMode,
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winit::WinitSettings,
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};
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fn main() {
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App::new()
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.add_plugins(DefaultPlugins)
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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, button_system)
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.run();
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}
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fn button_system(
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mut interaction_query: Query<
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(&Interaction, &Children, &mut UiImage),
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(Changed<Interaction>, With<Button>),
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>,
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mut text_query: Query<&mut Text>,
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) {
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for (interaction, children, mut image) in &mut interaction_query {
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let mut text = text_query.get_mut(children[0]).unwrap();
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match *interaction {
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Interaction::Pressed => {
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**text = "Press".to_string();
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if let Some(atlas) = &mut image.texture_atlas {
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atlas.index = (atlas.index + 1) % 30;
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}
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image.color = GOLD.into();
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}
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Interaction::Hovered => {
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**text = "Hover".to_string();
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image.color = ORANGE.into();
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}
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Interaction::None => {
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**text = "Button".to_string();
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image.color = Color::WHITE;
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}
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}
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}
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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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let texture_handle = asset_server.load("textures/fantasy_ui_borders/border_sheet.png");
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let atlas_layout =
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TextureAtlasLayout::from_grid(UVec2::new(50, 50), 6, 6, Some(UVec2::splat(2)), None);
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let atlas_layout_handle = texture_atlases.add(atlas_layout);
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let slicer = TextureSlicer {
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border: BorderRect::square(24.0),
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center_scale_mode: SliceScaleMode::Stretch,
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sides_scale_mode: SliceScaleMode::Stretch,
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max_corner_scale: 1.0,
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};
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// ui camera
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commands.spawn(Camera2d);
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commands
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.spawn(Node {
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width: Val::Percent(100.0),
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height: Val::Percent(100.0),
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align_items: AlignItems::Center,
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justify_content: JustifyContent::Center,
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..default()
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})
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.with_children(|parent| {
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for (idx, [w, h]) in [
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(0, [150.0, 150.0]),
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(7, [300.0, 150.0]),
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(13, [150.0, 300.0]),
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] {
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parent
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.spawn((
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Button,
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UiImage::from_atlas_image(
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texture_handle.clone(),
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TextureAtlas {
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index: idx,
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layout: atlas_layout_handle.clone(),
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},
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)
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.with_mode(NodeImageMode::Sliced(slicer.clone())),
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Node {
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width: Val::Px(w),
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height: Val::Px(h),
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// horizontally center child text
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justify_content: JustifyContent::Center,
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// vertically center child text
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align_items: AlignItems::Center,
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margin: UiRect::all(Val::Px(20.0)),
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..default()
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},
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))
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.with_children(|parent| {
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parent.spawn((
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Text::new("Button"),
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TextFont {
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font: asset_server.load("fonts/FiraSans-Bold.ttf"),
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font_size: 33.0,
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..default()
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},
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TextColor(Color::srgb(0.9, 0.9, 0.9)),
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));
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});
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}
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});
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}
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