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https://github.com/bevyengine/bevy
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# Objective - Migrate UI bundles to required components, fixes #15889 ## Solution - deprecate `NodeBundle` in favor of `Node` - deprecate `ImageBundle` in favor of `UiImage` - deprecate `ButtonBundle` in favor of `Button` ## Testing CI. ## Migration Guide - Replace all uses of `NodeBundle` with `Node`. e.g. ```diff commands - .spawn(NodeBundle { - style: Style { + .spawn(( + Node::default(), + Style { width: Val::Percent(100.), align_items: AlignItems::Center, justify_content: JustifyContent::Center, ..default() }, - ..default() - }) + )) ``` - Replace all uses of `ButtonBundle` with `Button`. e.g. ```diff .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: image.clone().into(), + Button, + 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() }, + UiImage::from(image.clone()), ImageScaleMode::Sliced(slicer.clone()), )) ``` - Replace all uses of `ImageBundle` with `UiImage`. e.g. ```diff - commands.spawn(ImageBundle { - image: UiImage { + commands.spawn(( + UiImage { texture: metering_mask, ..default() }, - style: Style { + Style { width: Val::Percent(100.0), height: Val::Percent(100.0), ..default() }, - ..default() - }); + )); ``` --------- Co-authored-by: Carter Anderson <mcanders1@gmail.com>
78 lines
2.9 KiB
Rust
78 lines
2.9 KiB
Rust
//! This example illustrates how to how to flip and tile images with 9-slicing in the UI.
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use bevy::{
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prelude::*,
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render::texture::{ImageLoaderSettings, ImageSampler},
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winit::WinitSettings,
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};
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fn main() {
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App::new()
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.add_plugins(DefaultPlugins)
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.insert_resource(UiScale(2.))
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// Only run the app when there is user input. This will significantly reduce CPU/GPU use for UI-only apps.
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.insert_resource(WinitSettings::desktop_app())
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.add_systems(Startup, setup)
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.run();
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}
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fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
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let image = asset_server.load_with_settings(
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"textures/fantasy_ui_borders/numbered_slices.png",
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|settings: &mut ImageLoaderSettings| {
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// Need to use nearest filtering to avoid bleeding between the slices with tiling
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settings.sampler = ImageSampler::nearest();
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},
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);
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let slicer = TextureSlicer {
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// `numbered_slices.png` is 48 pixels square. `BorderRect::square(16.)` insets the slicing line from each edge by 16 pixels, resulting in nine slices that are each 16 pixels square.
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border: BorderRect::square(16.),
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// With `SliceScaleMode::Tile` the side and center slices are tiled to to fill the side and center sections of the target.
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// And with a `stretch_value` of `1.` the tiles will have the same size as the corresponding slices in the source image.
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center_scale_mode: SliceScaleMode::Tile { stretch_value: 1. },
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sides_scale_mode: SliceScaleMode::Tile { stretch_value: 1. },
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..default()
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};
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// ui camera
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commands.spawn(Camera2d);
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commands
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.spawn((
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Node::default(),
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Style {
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width: Val::Percent(100.),
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height: Val::Percent(100.),
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justify_content: JustifyContent::Center,
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align_content: AlignContent::Center,
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flex_wrap: FlexWrap::Wrap,
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column_gap: Val::Px(10.),
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row_gap: Val::Px(10.),
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..default()
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},
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))
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.with_children(|parent| {
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for ([width, height], flip_x, flip_y) in [
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([160., 160.], false, false),
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([320., 160.], false, true),
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([320., 160.], true, false),
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([160., 160.], true, true),
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] {
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parent.spawn((
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UiImage {
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texture: image.clone(),
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flip_x,
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flip_y,
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..default()
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},
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Style {
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width: Val::Px(width),
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height: Val::Px(height),
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..default()
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},
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ImageScaleMode::Sliced(slicer.clone()),
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));
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}
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});
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}
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