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# Objective - Fixes #1616, fixes #2225 - Let user specify an anchor for a sprite ## Solution - Add an enum for an anchor point for most common values, with a variant for a custom point - Defaults to Center to not change current behaviour Co-authored-by: François <8672791+mockersf@users.noreply.github.com>
62 lines
1.8 KiB
Rust
62 lines
1.8 KiB
Rust
use bevy_ecs::component::Component;
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use bevy_math::Vec2;
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use bevy_reflect::Reflect;
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use bevy_render::color::Color;
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#[derive(Component, Debug, Default, Clone, Reflect)]
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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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/// [`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(Debug, Clone, Reflect)]
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#[doc(alias = "pivot")]
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pub enum Anchor {
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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 Default for Anchor {
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fn default() -> Self {
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Anchor::Center
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}
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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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