bevy/examples/2d/sprite_slice.rs
Alice Cecile de004da8d5
Rename bevy_render::Color to LegacyColor (#12069)
# Objective

The migration process for `bevy_color` (#12013) will be fairly involved:
there will be hundreds of affected files, and a large number of APIs.

## Solution

To allow us to proceed granularly, we're going to keep both
`bevy_color::Color` (new) and `bevy_render::Color` (old) around until
the migration is complete.

However, simply doing this directly is confusing! They're both called
`Color`, making it very hard to tell when a portion of the code has been
ported.

As discussed in #12056, by renaming the old `Color` type, we can make it
easier to gradually migrate over, one API at a time.

## Migration Guide

THIS MIGRATION GUIDE INTENTIONALLY LEFT BLANK.

This change should not be shipped to end users: delete this section in
the final migration guide!

---------

Co-authored-by: Alice Cecile <alice.i.cecil@gmail.com>
2024-02-24 21:35:32 +00:00

141 lines
4.4 KiB
Rust

//! Showcases sprite 9 slice scaling and tiling features, enabling usage of
//! sprites in multiple resolutions while keeping it in proportion
use bevy::prelude::*;
fn main() {
App::new()
.add_plugins(DefaultPlugins.set(WindowPlugin {
primary_window: Some(Window {
resolution: (1350.0, 700.0).into(),
..default()
}),
..default()
}))
.add_systems(Startup, setup)
.run();
}
fn spawn_sprites(
commands: &mut Commands,
texture_handle: Handle<Image>,
mut position: Vec3,
slice_border: f32,
style: TextStyle,
gap: f32,
) {
let cases = [
// Reference sprite
("Original texture", style.clone(), Vec2::splat(100.0), None),
// Scaled regular sprite
(
"Stretched texture",
style.clone(),
Vec2::new(100.0, 200.0),
None,
),
// Stretched Scaled sliced sprite
(
"Stretched and sliced",
style.clone(),
Vec2::new(100.0, 200.0),
Some(ImageScaleMode::Sliced(TextureSlicer {
border: BorderRect::square(slice_border),
center_scale_mode: SliceScaleMode::Stretch,
..default()
})),
),
// Scaled sliced sprite
(
"Sliced and Tiled",
style.clone(),
Vec2::new(100.0, 200.0),
Some(ImageScaleMode::Sliced(TextureSlicer {
border: BorderRect::square(slice_border),
center_scale_mode: SliceScaleMode::Tile { stretch_value: 0.5 },
sides_scale_mode: SliceScaleMode::Tile { stretch_value: 0.2 },
..default()
})),
),
// Scaled sliced sprite horizontally
(
"Sliced and Tiled",
style.clone(),
Vec2::new(300.0, 200.0),
Some(ImageScaleMode::Sliced(TextureSlicer {
border: BorderRect::square(slice_border),
center_scale_mode: SliceScaleMode::Tile { stretch_value: 0.2 },
sides_scale_mode: SliceScaleMode::Tile { stretch_value: 0.3 },
..default()
})),
),
// Scaled sliced sprite horizontally with max scale
(
"Sliced and Tiled with corner constraint",
style,
Vec2::new(300.0, 200.0),
Some(ImageScaleMode::Sliced(TextureSlicer {
border: BorderRect::square(slice_border),
center_scale_mode: SliceScaleMode::Tile { stretch_value: 0.1 },
sides_scale_mode: SliceScaleMode::Tile { stretch_value: 0.2 },
max_corner_scale: 0.2,
})),
),
];
for (label, text_style, size, scale_mode) in cases {
position.x += 0.5 * size.x;
let mut cmd = commands.spawn(SpriteBundle {
transform: Transform::from_translation(position),
texture: texture_handle.clone(),
sprite: Sprite {
custom_size: Some(size),
..default()
},
..default()
});
if let Some(scale_mode) = scale_mode {
cmd.insert(scale_mode);
}
cmd.with_children(|builder| {
builder.spawn(Text2dBundle {
text: Text::from_section(label, text_style).with_justify(JustifyText::Center),
transform: Transform::from_xyz(0., -0.5 * size.y - 10., 0.0),
text_anchor: bevy::sprite::Anchor::TopCenter,
..default()
});
});
position.x += 0.5 * size.x + gap;
}
}
fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
commands.spawn(Camera2dBundle::default());
let font = asset_server.load("fonts/FiraSans-Bold.ttf");
let style = TextStyle {
font: font.clone(),
font_size: 16.0,
color: LegacyColor::WHITE,
};
// Load textures
let handle_1 = asset_server.load("textures/slice_square.png");
let handle_2 = asset_server.load("textures/slice_square_2.png");
spawn_sprites(
&mut commands,
handle_1,
Vec3::new(-600.0, 200.0, 0.0),
200.0,
style.clone(),
50.,
);
spawn_sprites(
&mut commands,
handle_2,
Vec3::new(-600.0, -200.0, 0.0),
80.0,
style,
50.,
);
}