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https://github.com/bevyengine/bevy
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# Objective In `bevy_sprite`, the `Anchor` type is not `Copy`. It makes interacting with it more difficult than necessary. ## Solution Derive `Copy` on it. The rust API guidelines are that you should derive `Copy` when possible. <https://rust-lang.github.io/api-guidelines/interoperability.html#types-eagerly-implement-common-traits-c-common-traits> Regardless, `Anchor` is a very small `enum` which warrants `Copy`. --- ## Changelog - In `bevy_sprite` `Anchor` is now `Copy`. --------- Co-authored-by: Carter Anderson <mcanders1@gmail.com>
61 lines
2.1 KiB
Rust
61 lines
2.1 KiB
Rust
use bevy_ecs::{component::Component, reflect::ReflectComponent};
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use bevy_math::{Rect, Vec2};
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use bevy_reflect::{std_traits::ReflectDefault, Reflect};
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use bevy_render::color::Color;
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#[derive(Component, Debug, Default, Clone, Reflect)]
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#[reflect(Component, Default)]
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#[repr(C)]
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pub struct Sprite {
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/// The sprite's color tint
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pub color: Color,
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/// Flip the sprite along the `X` axis
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pub flip_x: bool,
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/// Flip the sprite along the `Y` axis
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pub flip_y: bool,
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/// An optional custom size for the sprite that will be used when rendering, instead of the size
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/// of the sprite's image
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pub custom_size: Option<Vec2>,
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/// An optional rectangle representing the region of the sprite's image to render, instead of
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/// rendering the full image. This is an easy one-off alternative to using a texture atlas.
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pub rect: Option<Rect>,
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/// [`Anchor`] point of the sprite in the world
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pub anchor: Anchor,
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}
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/// How a sprite is positioned relative to its [`Transform`](bevy_transform::components::Transform).
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/// It defaults to `Anchor::Center`.
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#[derive(Component, Debug, Clone, Copy, Default, Reflect)]
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#[doc(alias = "pivot")]
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pub enum Anchor {
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#[default]
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Center,
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BottomLeft,
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BottomCenter,
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BottomRight,
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CenterLeft,
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CenterRight,
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TopLeft,
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TopCenter,
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TopRight,
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/// Custom anchor point. Top left is `(-0.5, 0.5)`, center is `(0.0, 0.0)`. The value will
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/// be scaled with the sprite size.
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Custom(Vec2),
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}
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impl Anchor {
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pub fn as_vec(&self) -> Vec2 {
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match self {
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Anchor::Center => Vec2::ZERO,
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Anchor::BottomLeft => Vec2::new(-0.5, -0.5),
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Anchor::BottomCenter => Vec2::new(0.0, -0.5),
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Anchor::BottomRight => Vec2::new(0.5, -0.5),
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Anchor::CenterLeft => Vec2::new(-0.5, 0.0),
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Anchor::CenterRight => Vec2::new(0.5, 0.0),
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Anchor::TopLeft => Vec2::new(-0.5, 0.5),
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Anchor::TopCenter => Vec2::new(0.0, 0.5),
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Anchor::TopRight => Vec2::new(0.5, 0.5),
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Anchor::Custom(point) => *point,
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}
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}
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}
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