bevy/examples/2d
Clar Fon af9b073b0f
Split TextureAtlasSources out of TextureAtlasLayout and make TextureAtlasLayout serializable (#15344)
# Objective

Mostly covers the first point in
https://github.com/bevyengine/bevy/issues/13713#issuecomment-2364786694

The idea here is that a lot of people want to load their own texture
atlases, and many of them do this by deserializing some custom version
of `TextureAtlasLayout`. This makes that a little easier by providing
`serde` impls for them.

## Solution

In order to make `TextureAtlasLayout` serializable, the custom texture
mappings that are added by `TextureAtlasBuilder` were separated into
their own type, `TextureAtlasSources`. The inner fields are made public
so people can create their own version of this type, although because it
embeds asset IDs, it's not as easily serializable. In particular,
atlases that are loaded directly (e.g. sprite sheets) will not have a
copy of this map, and so, don't need to construct it at all.

As an aside, since this is the very first thing in `bevy_sprite` with
`serde` impls, I've added a `serialize` feature to the crate and made
sure it gets activated when the `serialize` feature is enabled on the
parent `bevy` crate.

## Testing

I was kind of shocked that there isn't anywhere in the code besides a
single example that actually used this functionality, so, it was
relatively straightforward to do.

In #13713, among other places, folks have mentioned adding custom
serialization into their pipelines. It would be nice to hear from people
whether this change matches what they're doing in their code, and if
it's relatively seamless to adapt to. I suspect that the answer is yes,
but, that's mainly the only other kind of testing that can be added.

## Migration Guide

`TextureAtlasBuilder` no longer stores a mapping back to the original
images in `TextureAtlasLayout`; that functionality has been added to a
new struct, `TextureAtlasSources`, instead. This also means that the
signature for `TextureAtlasBuilder::finish` has changed, meaning that
calls of the form:

```rust
let (atlas_layout, image) = builder.build()?;
```

Will now change to the form:

```rust
let (atlas_layout, atlas_sources, image) = builder.build()?;
```

And instead of performing a reverse-lookup from the layout, like so:

```rust
let atlas_layout_handle = texture_atlases.add(atlas_layout.clone());
let index = atlas_layout.get_texture_index(&my_handle);
let handle = TextureAtlas {
    layout: atlas_layout_handle,
    index,
};
```

You can perform the lookup from the sources instead:

```rust
let atlas_layout = texture_atlases.add(atlas_layout);
let index = atlas_sources.get_texture_index(&my_handle);
let handle = TextureAtlas {
    layout: atlas_layout,
    index,
};
```

Additionally, `TextureAtlasSources` also has a convenience method,
`handle`, which directly combines the index and an existing
`TextureAtlasLayout` handle into a new `TextureAtlas`:

```rust
let atlas_layout = texture_atlases.add(atlas_layout);
let handle = atlas_sources.handle(atlas_layout, &my_handle);
```

## Extra notes

In the future, it might make sense to combine the three types returned
by `TextureAtlasBuilder` into their own struct, just so that people
don't need to assign variable names to all three parts. In particular,
when creating a version that can be loaded directly (like #11873), we
could probably use this new type.
2024-09-30 17:11:56 +00:00
..
2d_shapes.rs Utilise new method for 2d circle example. (#15022) 2024-09-03 00:36:22 +00:00
2d_viewport_to_world.rs Return Results from Camera's world/viewport conversion methods (#14989) 2024-09-03 19:45:15 +00:00
bloom_2d.rs Rename rendering components for improved consistency and clarity (#15035) 2024-09-10 01:11:46 +00:00
bounding_2d.rs Fix floating point math (#15239) 2024-09-16 23:28:12 +00:00
custom_gltf_vertex_attribute.rs Simpler lint fixes: makes ci lints work but disables a lint for now (#15376) 2024-09-24 11:42:59 +00:00
mesh2d.rs Fix some doc warnings (#12961) 2024-04-14 15:23:44 +00:00
mesh2d_alpha_mode.rs Add AlphaMask2d phase (#14724) 2024-08-15 14:10:37 +00:00
mesh2d_arcs.rs Add core and alloc over std Lints (#15281) 2024-09-27 00:59:59 +00:00
mesh2d_manual.rs Fix floating point math (#15239) 2024-09-16 23:28:12 +00:00
mesh2d_vertex_color_texture.rs Fix some doc warnings (#12961) 2024-04-14 15:23:44 +00:00
move_sprite.rs Schedule-First: the new and improved add_systems (#8079) 2023-03-18 01:45:34 +00:00
pixel_grid_snap.rs Broaden "Check for bevy_internal imports" CI Task (#15333) 2024-09-20 17:08:37 +00:00
rotation.rs Simpler lint fixes: makes ci lints work but disables a lint for now (#15376) 2024-09-24 11:42:59 +00:00
sprite.rs Update color and naming for consistency (#10367) 2023-11-04 02:09:23 +00:00
sprite_animation.rs Simpler lint fixes: makes ci lints work but disables a lint for now (#15376) 2024-09-24 11:42:59 +00:00
sprite_flipping.rs Update color and naming for consistency (#10367) 2023-11-04 02:09:23 +00:00
sprite_sheet.rs Deprecate SpriteSheetBundle and AtlasImageBundle (#12218) 2024-03-03 20:11:15 +00:00
sprite_slice.rs Have EntityCommands methods consume self for easier chaining (#14897) 2024-08-26 18:24:59 +00:00
sprite_tile.rs Optional ImageScaleMode (#11780) 2024-02-09 20:36:32 +00:00
text2d.rs Add the ability to control font smoothing (#15368) 2024-09-23 17:28:25 +00:00
texture_atlas.rs Split TextureAtlasSources out of TextureAtlasLayout and make TextureAtlasLayout serializable (#15344) 2024-09-30 17:11:56 +00:00
transparency_2d.rs Migrate from LegacyColor to bevy_color::Color (#12163) 2024-02-29 19:35:12 +00:00
wireframe_2d.rs Consistency between Wireframe2d and Wireframe (#14720) 2024-08-13 18:57:47 +00:00