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https://github.com/bevyengine/bevy
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015f2c69ca
# Objective Continue improving the user experience of our UI Node API in the direction specified by [Bevy's Next Generation Scene / UI System](https://github.com/bevyengine/bevy/discussions/14437) ## Solution As specified in the document above, merge `Style` fields into `Node`, and move "computed Node fields" into `ComputedNode` (I chose this name over something like `ComputedNodeLayout` because it currently contains more than just layout info. If we want to break this up / rename these concepts, lets do that in a separate PR). `Style` has been removed. This accomplishes a number of goals: ## Ergonomics wins Specifying both `Node` and `Style` is now no longer required for non-default styles Before: ```rust commands.spawn(( Node::default(), Style { width: Val::Px(100.), ..default() }, )); ``` After: ```rust commands.spawn(Node { width: Val::Px(100.), ..default() }); ``` ## Conceptual clarity `Style` was never a comprehensive "style sheet". It only defined "core" style properties that all `Nodes` shared. Any "styled property" that couldn't fit that mold had to be in a separate component. A "real" style system would style properties _across_ components (`Node`, `Button`, etc). We have plans to build a true style system (see the doc linked above). By moving the `Style` fields to `Node`, we fully embrace `Node` as the driving concept and remove the "style system" confusion. ## Next Steps * Consider identifying and splitting out "style properties that aren't core to Node". This should not happen for Bevy 0.15. --- ## Migration Guide Move any fields set on `Style` into `Node` and replace all `Style` component usage with `Node`. Before: ```rust commands.spawn(( Node::default(), Style { width: Val::Px(100.), ..default() }, )); ``` After: ```rust commands.spawn(Node { width: Val::Px(100.), ..default() }); ``` For any usage of the "computed node properties" that used to live on `Node`, use `ComputedNode` instead: Before: ```rust fn system(nodes: Query<&Node>) { for node in &nodes { let computed_size = node.size(); } } ``` After: ```rust fn system(computed_nodes: Query<&ComputedNode>) { for computed_node in &computed_nodes { let computed_size = computed_node.size(); } } ```
146 lines
4.9 KiB
Rust
146 lines
4.9 KiB
Rust
//! Shows how to modify texture assets after spawning.
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use bevy::{
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input::common_conditions::input_just_pressed,
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prelude::*,
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render::{render_asset::RenderAssetUsages, texture::ImageLoaderSettings},
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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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.add_systems(Startup, (setup, spawn_text))
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.add_systems(
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Update,
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alter_handle.run_if(input_just_pressed(KeyCode::Space)),
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)
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.add_systems(
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Update,
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alter_asset.run_if(input_just_pressed(KeyCode::Enter)),
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)
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.run();
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}
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#[derive(Component, Debug)]
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enum Bird {
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Normal,
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Logo,
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}
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impl Bird {
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fn get_texture_path(&self) -> String {
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match self {
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Bird::Normal => "branding/bevy_bird_dark.png".into(),
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Bird::Logo => "branding/bevy_logo_dark.png".into(),
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}
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}
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fn set_next_variant(&mut self) {
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*self = match self {
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Bird::Normal => Bird::Logo,
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Bird::Logo => Bird::Normal,
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}
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}
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}
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#[derive(Component, Debug)]
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struct Left;
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fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
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let bird_left = Bird::Normal;
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let bird_right = Bird::Normal;
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commands.spawn(Camera2d);
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let texture_left = asset_server.load_with_settings(
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bird_left.get_texture_path(),
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// `RenderAssetUsages::all()` is already the default, so the line below could be omitted.
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// It's helpful to know it exists, however.
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//
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// `RenderAssetUsages` tell Bevy whether to keep the data around:
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// - for the GPU (`RenderAssetUsages::RENDER_WORLD`),
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// - for the CPU (`RenderAssetUsages::MAIN_WORLD`),
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// - or both.
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// `RENDER_WORLD` is necessary to render the image, `MAIN_WORLD` is necessary to inspect
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// and modify the image (via `ResMut<Assets<Image>>`).
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//
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// Since most games will not need to modify textures at runtime, many developers opt to pass
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// only `RENDER_WORLD`. This is more memory efficient, as we don't need to keep the image in
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// RAM. For this example however, this would not work, as we need to inspect and modify the
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// image at runtime.
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|settings: &mut ImageLoaderSettings| settings.asset_usage = RenderAssetUsages::all(),
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);
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commands.spawn((
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Name::new("Bird Left"),
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// This marker component ensures we can easily find either of the Birds by using With and
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// Without query filters.
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Left,
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Sprite::from_image(texture_left),
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Transform::from_xyz(-200.0, 0.0, 0.0),
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bird_left,
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));
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commands.spawn((
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Name::new("Bird Right"),
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// In contrast to the above, here we rely on the default `RenderAssetUsages` loader setting
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Sprite::from_image(asset_server.load(bird_right.get_texture_path())),
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Transform::from_xyz(200.0, 0.0, 0.0),
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bird_right,
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));
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}
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fn spawn_text(mut commands: Commands) {
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commands.spawn((
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Name::new("Instructions"),
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Text::new(
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"Space: swap the right sprite's image handle\n\
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Return: modify the image Asset of the left sprite, affecting all uses of it",
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),
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Node {
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position_type: PositionType::Absolute,
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top: Val::Px(12.),
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left: Val::Px(12.),
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..default()
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},
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));
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}
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fn alter_handle(
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asset_server: Res<AssetServer>,
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mut right_bird: Query<(&mut Bird, &mut Sprite), Without<Left>>,
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) {
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// Image handles, like other parts of the ECS, can be queried as mutable and modified at
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// runtime. We only spawned one bird without the `Left` marker component.
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let Ok((mut bird, mut sprite)) = right_bird.get_single_mut() else {
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return;
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};
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// Switch to a new Bird variant
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bird.set_next_variant();
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// Modify the handle associated with the Bird on the right side. Note that we will only
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// have to load the same path from storage media once: repeated attempts will re-use the
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// asset.
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sprite.image = asset_server.load(bird.get_texture_path());
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}
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fn alter_asset(mut images: ResMut<Assets<Image>>, left_bird: Query<&Sprite, With<Left>>) {
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// It's convenient to retrieve the asset handle stored with the bird on the left. However,
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// we could just as easily have retained this in a resource or a dedicated component.
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let Ok(sprite) = left_bird.get_single() else {
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return;
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};
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// Obtain a mutable reference to the Image asset.
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let Some(image) = images.get_mut(&sprite.image) else {
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return;
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};
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for pixel in &mut image.data {
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// Directly modify the asset data, which will affect all users of this asset. By
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// contrast, mutating the handle (as we did above) affects only one copy. In this case,
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// we'll just invert the colors, by way of demonstration. Notice that both uses of the
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// asset show the change, not just the one on the left.
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*pixel = 255 - *pixel;
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}
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}
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