bevy/examples/ui/ui_texture_atlas.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

85 lines
2.9 KiB
Rust

//! This example illustrates how to use `TextureAtlases` within ui
use bevy::{color::palettes::css::*, prelude::*, winit::WinitSettings};
fn main() {
App::new()
.add_plugins(DefaultPlugins.set(
// This sets image filtering to nearest
// This is done to prevent textures with low resolution (e.g. pixel art) from being blurred
// by linear filtering.
ImagePlugin::default_nearest(),
))
// 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, increment_atlas_index)
.run();
}
fn setup(
mut commands: Commands,
asset_server: Res<AssetServer>,
mut texture_atlases: ResMut<Assets<TextureAtlasLayout>>,
) {
// Camera
commands.spawn(Camera2d);
let text_style = TextStyle::default();
let texture_handle = asset_server.load("textures/rpg/chars/gabe/gabe-idle-run.png");
let texture_atlas = TextureAtlasLayout::from_grid(UVec2::splat(24), 7, 1, None, None);
let texture_atlas_handle = texture_atlases.add(texture_atlas);
// root node
commands
.spawn(NodeBundle {
style: Style {
width: Val::Percent(100.0),
height: Val::Percent(100.0),
flex_direction: FlexDirection::Column,
justify_content: JustifyContent::Center,
align_items: AlignItems::Center,
row_gap: Val::Px(text_style.font_size * 2.),
..default()
},
..default()
})
.with_children(|parent| {
parent.spawn((
ImageBundle {
style: Style {
width: Val::Px(256.),
height: Val::Px(256.),
..default()
},
image: UiImage::new(texture_handle),
background_color: BackgroundColor(ANTIQUE_WHITE.into()),
..default()
},
TextureAtlas::from(texture_atlas_handle),
Outline::new(Val::Px(8.0), Val::ZERO, CRIMSON.into()),
));
parent
.spawn((Text::new("press "), text_style.clone()))
.with_child((
TextSpan::new("space"),
TextStyle {
color: YELLOW.into(),
..text_style.clone()
},
))
.with_child((TextSpan::new(" to advance frames"), text_style));
});
}
fn increment_atlas_index(
mut atlas_images: Query<&mut TextureAtlas>,
keyboard: Res<ButtonInput<KeyCode>>,
) {
if keyboard.just_pressed(KeyCode::Space) {
for mut atlas_image in &mut atlas_images {
atlas_image.index = (atlas_image.index + 1) % 6;
}
}
}