bevy/examples/ui/ui_texture_atlas_slice.rs
UkoeHB c2c19e5ae4
Text rework (#15591)
**Ready for review. Examples migration progress: 100%.**

# Objective

- Implement https://github.com/bevyengine/bevy/discussions/15014

## Solution

This implements [cart's
proposal](https://github.com/bevyengine/bevy/discussions/15014#discussioncomment-10574459)
faithfully except for one change. I separated `TextSpan` from
`TextSpan2d` because `TextSpan` needs to require the `GhostNode`
component, which is a `bevy_ui` component only usable by UI.

Extra changes:
- Added `EntityCommands::commands_mut` that returns a mutable reference.
This is a blocker for extension methods that return something other than
`self`. Note that `sickle_ui`'s `UiBuilder::commands` returns a mutable
reference for this reason.

## Testing

- [x] Text examples all work.

---

## Showcase

TODO: showcase-worthy

## Migration Guide

TODO: very breaking

### Accessing text spans by index

Text sections are now text sections on different entities in a
hierarchy, Use the new `TextReader` and `TextWriter` system parameters
to access spans by index.

Before:
```rust
fn refresh_text(mut query: Query<&mut Text, With<TimeText>>, time: Res<Time>) {
    let text = query.single_mut();
    text.sections[1].value = format_time(time.elapsed());
}
```

After:
```rust
fn refresh_text(
    query: Query<Entity, With<TimeText>>,
    mut writer: UiTextWriter,
    time: Res<Time>
) {
    let entity = query.single();
    *writer.text(entity, 1) = format_time(time.elapsed());
}
```

### Iterating text spans

Text spans are now entities in a hierarchy, so the new `UiTextReader`
and `UiTextWriter` system parameters provide ways to iterate that
hierarchy. The `UiTextReader::iter` method will give you a normal
iterator over spans, and `UiTextWriter::for_each` lets you visit each of
the spans.

---------

Co-authored-by: ickshonpe <david.curthoys@googlemail.com>
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2024-10-09 18:35:36 +00:00

117 lines
4.2 KiB
Rust

//! This example illustrates how to create buttons with their texture atlases 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, &mut TextureAtlas, &Children, &mut UiImage),
(Changed<Interaction>, With<Button>),
>,
mut text_query: Query<&mut Text>,
) {
for (interaction, mut atlas, 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();
atlas.index = (atlas.index + 1) % 30;
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>,
mut texture_atlases: ResMut<Assets<TextureAtlasLayout>>,
) {
let texture_handle = asset_server.load("textures/fantasy_ui_borders/border_sheet.png");
let atlas_layout =
TextureAtlasLayout::from_grid(UVec2::new(50, 50), 6, 6, Some(UVec2::splat(2)), None);
let atlas_layout_handle = texture_atlases.add(atlas_layout);
let slicer = TextureSlicer {
border: BorderRect::square(24.0),
center_scale_mode: SliceScaleMode::Stretch,
sides_scale_mode: SliceScaleMode::Stretch,
max_corner_scale: 1.0,
};
// ui camera
commands.spawn(Camera2d);
commands
.spawn(NodeBundle {
style: Style {
width: Val::Percent(100.0),
height: Val::Percent(100.0),
align_items: AlignItems::Center,
justify_content: JustifyContent::Center,
..default()
},
..default()
})
.with_children(|parent| {
for (idx, [w, h]) in [
(0, [150.0, 150.0]),
(7, [300.0, 150.0]),
(13, [150.0, 300.0]),
] {
parent
.spawn((
ButtonBundle {
style: Style {
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()
},
image: texture_handle.clone().into(),
..default()
},
ImageScaleMode::Sliced(slicer.clone()),
TextureAtlas {
index: idx,
layout: atlas_layout_handle.clone(),
},
))
.with_children(|parent| {
parent.spawn((
Text::new("Button"),
TextStyle {
font: asset_server.load("fonts/FiraSans-Bold.ttf"),
font_size: 33.0,
color: Color::srgb(0.9, 0.9, 0.9),
..default()
},
));
});
}
});
}