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https://github.com/bevyengine/bevy
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25bfa80e60
# Objective Yet another PR for migrating stuff to required components. This time, cameras! ## Solution As per the [selected proposal](https://hackmd.io/tsYID4CGRiWxzsgawzxG_g#Combined-Proposal-1-Selected), deprecate `Camera2dBundle` and `Camera3dBundle` in favor of `Camera2d` and `Camera3d`. Adding a `Camera` without `Camera2d` or `Camera3d` now logs a warning, as suggested by Cart [on Discord](https://discord.com/channels/691052431525675048/1264881140007702558/1291506402832945273). I would personally like cameras to work a bit differently and be split into a few more components, to avoid some footguns and confusing semantics, but that is more controversial, and shouldn't block this core migration. ## Testing I ran a few 2D and 3D examples, and tried cameras with and without render graphs. --- ## Migration Guide `Camera2dBundle` and `Camera3dBundle` have been deprecated in favor of `Camera2d` and `Camera3d`. Inserting them will now also insert the other components required by them automatically.
81 lines
3 KiB
Rust
81 lines
3 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(NodeBundle {
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style: 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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..default()
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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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NodeBundle {
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style: 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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..Default::default()
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},
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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::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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