mirror of
https://github.com/bevyengine/bevy
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fc202f2e3d
# Objective Follow up to #11600 and #10588 https://github.com/bevyengine/bevy/issues/11944 made clear that some people want to use slicing with texture atlases ## Changelog * Added support for `TextureAtlas` slicing and tiling. `SpriteSheetBundle` and `AtlasImageBundle` can now use `ImageScaleMode` * Added new `ui_texture_atlas_slice` example using a texture sheet <img width="798" alt="Screenshot 2024-02-23 at 11 58 35" src="https://github.com/bevyengine/bevy/assets/26703856/47a8b764-127c-4a06-893f-181703777501"> --------- Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com> Co-authored-by: Pablo Reinhardt <126117294+pablo-lua@users.noreply.github.com>
115 lines
4.2 KiB
Rust
115 lines
4.2 KiB
Rust
//! This example illustrates how to create buttons with their texture atlases sliced
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//! and kept in proportion instead of being stretched by the button dimensions
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use bevy::{
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color::palettes::css::{GOLD, ORANGE},
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prelude::*,
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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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// Only run the app when there is user input. This will significantly reduce CPU/GPU use.
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.insert_resource(WinitSettings::desktop_app())
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.add_systems(Startup, setup)
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.add_systems(Update, button_system)
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.run();
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}
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fn button_system(
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mut interaction_query: Query<
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(&Interaction, &mut TextureAtlas, &Children, &mut UiImage),
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(Changed<Interaction>, With<Button>),
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>,
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mut text_query: Query<&mut Text>,
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) {
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for (interaction, mut atlas, children, mut image) in &mut interaction_query {
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let mut text = text_query.get_mut(children[0]).unwrap();
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match *interaction {
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Interaction::Pressed => {
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text.sections[0].value = "Press".to_string();
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atlas.index = (atlas.index + 1) % 30;
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image.color = GOLD.into();
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}
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Interaction::Hovered => {
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text.sections[0].value = "Hover".to_string();
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image.color = ORANGE.into();
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}
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Interaction::None => {
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text.sections[0].value = "Button".to_string();
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image.color = Color::WHITE;
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}
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}
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}
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}
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fn setup(
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mut commands: Commands,
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asset_server: Res<AssetServer>,
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mut texture_atlases: ResMut<Assets<TextureAtlasLayout>>,
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) {
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let texture_handle = asset_server.load("textures/fantasy_ui_borders/border_sheet.png");
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let atlas_layout = TextureAtlasLayout::from_grid(UVec2::new(50, 50), 6, 6, None, None);
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let atlas_layout_handle = texture_atlases.add(atlas_layout);
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let slicer = TextureSlicer {
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border: BorderRect::square(22.0),
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center_scale_mode: SliceScaleMode::Stretch,
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sides_scale_mode: SliceScaleMode::Stretch,
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max_corner_scale: 1.0,
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};
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// ui camera
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commands.spawn(Camera2dBundle::default());
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commands
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.spawn(NodeBundle {
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style: Style {
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width: Val::Percent(100.0),
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height: Val::Percent(100.0),
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align_items: AlignItems::Center,
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justify_content: JustifyContent::Center,
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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 (idx, [w, h]) in [
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(0, [150.0, 150.0]),
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(7, [300.0, 150.0]),
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(13, [150.0, 300.0]),
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] {
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parent
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.spawn((
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ButtonBundle {
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style: Style {
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width: Val::Px(w),
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height: Val::Px(h),
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// horizontally center child text
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justify_content: JustifyContent::Center,
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// vertically center child text
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align_items: AlignItems::Center,
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margin: UiRect::all(Val::Px(20.0)),
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..default()
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},
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image: texture_handle.clone().into(),
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..default()
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},
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ImageScaleMode::Sliced(slicer.clone()),
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TextureAtlas {
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index: idx,
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layout: atlas_layout_handle.clone(),
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},
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))
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.with_children(|parent| {
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parent.spawn(TextBundle::from_section(
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"Button",
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TextStyle {
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font: asset_server.load("fonts/FiraSans-Bold.ttf"),
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font_size: 40.0,
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color: Color::srgb(0.9, 0.9, 0.9),
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},
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));
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});
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}
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});
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}
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