add_texture returns index to texture (#2864)
If you need to build a texture atlas from an already created texture that is not match a grid, you need to use new_empty and add_texture to create it. However it is not straight forward to get the index to be used with TextureAtlasSprite. add_texture should be changed to return the index to the texture.
Currently you can do something like this:
```rs
let texture = asset_server.load::<Texture>::("texture.png");
let texture_atlas = TextureAtlas::new_empty(texture, Vec2::new(40.0, 40.0));
texture_atlas.add_texture(Rect {
min: Vec2::new(20.0, 20.0),
max: Vec2::new(40.0, 40.0),
});
let index = (texture_atlas.len() - 1) as u32;
let texture_atlas_sprite = TextureAtlasSprite {
index,
Default::default()
};
```
But this is more clear
```rs
let index = texture_atlas.add_texture(Rect {
min: Vec2::new(20.0, 20.0),
max: Vec2::new(40.0, 40.0),
});
```
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@ -158,13 +158,15 @@ impl TextureAtlas {
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}
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}
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/// Add a sprite to the list of textures in the `TextureAtlas`
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/// Add a sprite to the list of textures in the `TextureAtlas`
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/// returns an index to the texture which can be used with `TextureAtlasSprite`
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///
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///
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/// # Arguments
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/// # Arguments
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///
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///
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/// * `rect` - The section of the atlas that contains the texture to be added,
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/// * `rect` - The section of the atlas that contains the texture to be added,
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/// from the top-left corner of the texture to the bottom-right corner
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/// from the top-left corner of the texture to the bottom-right corner
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pub fn add_texture(&mut self, rect: Rect) {
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pub fn add_texture(&mut self, rect: Rect) -> u32 {
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self.textures.push(rect);
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self.textures.push(rect);
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(self.textures.len() - 1) as u32
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}
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}
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/// How many textures are in the `TextureAtlas`
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/// How many textures are in the `TextureAtlas`
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