mirror of
https://github.com/bevyengine/bevy
synced 2024-12-30 06:53:13 +00:00
7d40e3ec87
# Objective Continue migration of bevy APIs to required components, following guidance of https://hackmd.io/@bevy/required_components/ ## Solution - Make `Sprite` require `Transform` and `Visibility` and `SyncToRenderWorld` - move image and texture atlas handles into `Sprite` - deprecate `SpriteBundle` - remove engine uses of `SpriteBundle` ## Testing ran cargo tests on bevy_sprite and tested several sprite examples. --- ## Migration Guide Replace all uses of `SpriteBundle` with `Sprite`. There are several new convenience constructors: `Sprite::from_image`, `Sprite::from_atlas_image`, `Sprite::from_color`. WARNING: use of `Handle<Image>` and `TextureAtlas` as components on sprite entities will NO LONGER WORK. Use the fields on `Sprite` instead. I would have removed the `Component` impls from `TextureAtlas` and `Handle<Image>` except it is still used within ui. We should fix this moving forward with the migration.
36 lines
1.4 KiB
Rust
36 lines
1.4 KiB
Rust
//! Shows how to display a window in transparent mode.
|
|
//!
|
|
//! This feature works as expected depending on the platform. Please check the
|
|
//! [documentation](https://docs.rs/bevy/latest/bevy/prelude/struct.Window.html#structfield.transparent)
|
|
//! for more details.
|
|
|
|
use bevy::prelude::*;
|
|
#[cfg(any(target_os = "macos", target_os = "linux"))]
|
|
use bevy::window::CompositeAlphaMode;
|
|
|
|
fn main() {
|
|
App::new()
|
|
.add_plugins(DefaultPlugins.set(WindowPlugin {
|
|
primary_window: Some(Window {
|
|
// Setting `transparent` allows the `ClearColor`'s alpha value to take effect
|
|
transparent: true,
|
|
// Disabling window decorations to make it feel more like a widget than a window
|
|
decorations: false,
|
|
#[cfg(target_os = "macos")]
|
|
composite_alpha_mode: CompositeAlphaMode::PostMultiplied,
|
|
#[cfg(target_os = "linux")]
|
|
composite_alpha_mode: CompositeAlphaMode::PreMultiplied,
|
|
..default()
|
|
}),
|
|
..default()
|
|
}))
|
|
// ClearColor must have 0 alpha, otherwise some color will bleed through
|
|
.insert_resource(ClearColor(Color::NONE))
|
|
.add_systems(Startup, setup)
|
|
.run();
|
|
}
|
|
|
|
fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
|
|
commands.spawn(Camera2d);
|
|
commands.spawn(Sprite::from_image(asset_server.load("branding/icon.png")));
|
|
}
|