bevy/examples/ui/ui_texture_atlas.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
2.7 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_font = TextFont::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(Node {
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_font.font_size * 2.),
..default()
})
.with_children(|parent| {
parent.spawn((
UiImage::from_atlas_image(texture_handle, TextureAtlas::from(texture_atlas_handle)),
Node {
width: Val::Px(256.),
height: Val::Px(256.),
..default()
},
BackgroundColor(ANTIQUE_WHITE.into()),
Outline::new(Val::Px(8.0), Val::ZERO, CRIMSON.into()),
));
parent
.spawn((Text::new("press "), text_font.clone()))
.with_child((
TextSpan::new("space"),
TextColor(YELLOW.into()),
text_font.clone(),
))
.with_child((TextSpan::new(" to advance frames"), text_font));
});
}
fn increment_atlas_index(mut ui_images: Query<&mut UiImage>, keyboard: Res<ButtonInput<KeyCode>>) {
if keyboard.just_pressed(KeyCode::Space) {
for mut ui_image in &mut ui_images {
if let Some(atlas) = &mut ui_image.texture_atlas {
atlas.index = (atlas.index + 1) % 6;
}
}
}
}