bevy/examples/ui/ui_texture_slice_flip_and_tile.rs
Carter Anderson 9274bfed27
Move TextureAtlas into UiImage and remove impl Component for TextureAtlas (#16072)
# Objective

Fixes #16064

## Solution

- Add TextureAtlas to `UiImage::texture_atlas`
- Add `TextureAtlas::from_atlas_image` for parity with `Sprite`
- Rename `UiImage::texture` to `UiImage::image` for parity with `Sprite`
- Port relevant implementations and uses
- Remove `derive(Component)` for `TextureAtlas`

---

## Migration Guide

Before:
```rust
commands.spawn((
  UiImage::new(image),
  TextureAtlas { index, layout },
));
```

After:
```rust
commands.spawn(UiImage::from_atlas_image(image, TextureAtlas { index, layout }));
```

Before:
```rust
commands.spawn(UiImage {
    texture: some_image,
    ..default()
})
```

After:
```rust
commands.spawn(UiImage {
    image: some_image,
    ..default()
})
```
2024-10-23 23:24:17 +00:00

75 lines
2.8 KiB
Rust

//! This example illustrates how to how to flip and tile images with 9-slicing in the UI.
use bevy::{
prelude::*,
render::texture::{ImageLoaderSettings, ImageSampler},
winit::WinitSettings,
};
fn main() {
App::new()
.add_plugins(DefaultPlugins)
.insert_resource(UiScale(2.))
// Only run the app when there is user input. This will significantly reduce CPU/GPU use for UI-only apps.
.insert_resource(WinitSettings::desktop_app())
.add_systems(Startup, setup)
.run();
}
fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
let image = asset_server.load_with_settings(
"textures/fantasy_ui_borders/numbered_slices.png",
|settings: &mut ImageLoaderSettings| {
// Need to use nearest filtering to avoid bleeding between the slices with tiling
settings.sampler = ImageSampler::nearest();
},
);
let slicer = TextureSlicer {
// `numbered_slices.png` is 48 pixels square. `BorderRect::square(16.)` insets the slicing line from each edge by 16 pixels, resulting in nine slices that are each 16 pixels square.
border: BorderRect::square(16.),
// With `SliceScaleMode::Tile` the side and center slices are tiled to fill the side and center sections of the target.
// And with a `stretch_value` of `1.` the tiles will have the same size as the corresponding slices in the source image.
center_scale_mode: SliceScaleMode::Tile { stretch_value: 1. },
sides_scale_mode: SliceScaleMode::Tile { stretch_value: 1. },
..default()
};
// ui camera
commands.spawn(Camera2d);
commands
.spawn(Node {
width: Val::Percent(100.),
height: Val::Percent(100.),
justify_content: JustifyContent::Center,
align_content: AlignContent::Center,
flex_wrap: FlexWrap::Wrap,
column_gap: Val::Px(10.),
row_gap: Val::Px(10.),
..default()
})
.with_children(|parent| {
for ([width, height], flip_x, flip_y) in [
([160., 160.], false, false),
([320., 160.], false, true),
([320., 160.], true, false),
([160., 160.], true, true),
] {
parent.spawn((
UiImage {
image: image.clone(),
flip_x,
flip_y,
..default()
},
Node {
width: Val::Px(width),
height: Val::Px(height),
..default()
},
ImageScaleMode::Sliced(slicer.clone()),
));
}
});
}