
# Objective #19366 implemented core button widgets, which included the `Depressed` state component. `Depressed` was chosen instead of `Pressed` to avoid conflict with the `Pointer<Pressed>` event, but it is problematic and awkward in many ways: - Using the word "depressed" for such a high-traffic type is not great due to the obvious connection to "depressed" as in depression. - "Depressed" is not what I would search for if I was looking for a component like this, and I'm not aware of any other engine or UI framework using the term. - `Depressed` is not a very natural pair to the `Pointer<Pressed>` event. - It might be because I'm not a native English speaker, but I have very rarely heard someone say "a button is depressed". Seeing it, my mind initially goes from "depression??" to "oh, de-pressed, meaning released" and definitely not "is pressed", even though that *is* also a valid meaning for it. A related problem is that the current `Pointer<Pressed>` and `Pointer<Released>` event names use a different verb tense than all of our other observer events such as `Pointer<Click>` or `Pointer<DragStart>`. By fixing this and renaming `Pressed` (and `Released`), we can then use `Pressed` instead of `Depressed` for the state component. Additionally, the `IsHovered` and `IsDirectlyHovered` components added in #19366 use an inconsistent naming; the other similar components don't use an `Is` prefix. It also makes query filters like `Has<IsHovered>` and `With<IsHovered>` a bit more awkward. This is partially related to Cart's [picking concept proposal](https://gist.github.com/cart/756e48a149db2838028be600defbd24a?permalink_comment_id=5598154). ## Solution - Rename `Pointer<Pressed>` to `Pointer<Press>` - Rename `Pointer<Released>` to `Pointer<Release>` - Rename `Depressed` to `Pressed` - Rename `IsHovered` to `Hovered` - Rename `IsDirectlyHovered` to `DirectlyHovered`
161 lines
5.8 KiB
Rust
161 lines
5.8 KiB
Rust
//! Demonstrates picking for sprites and sprite atlases.
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//! By default, the sprite picking backend considers a sprite only when a pointer is over an opaque pixel.
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use bevy::{prelude::*, sprite::Anchor};
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use std::fmt::Debug;
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fn main() {
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App::new()
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.add_plugins(DefaultPlugins.set(ImagePlugin::default_nearest()))
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.add_systems(Startup, (setup, setup_atlas))
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.add_systems(Update, (move_sprite, animate_sprite))
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.run();
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}
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fn move_sprite(
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time: Res<Time>,
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mut sprite: Query<&mut Transform, (Without<Sprite>, With<Children>)>,
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) {
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let t = time.elapsed_secs() * 0.1;
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for mut transform in &mut sprite {
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let new = Vec2 {
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x: 50.0 * ops::sin(t),
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y: 50.0 * ops::sin(t * 2.0),
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};
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transform.translation.x = new.x;
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transform.translation.y = new.y;
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}
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}
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/// Set up a scene that tests all sprite anchor types.
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fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
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commands.spawn(Camera2d);
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let len = 128.0;
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let sprite_size = Vec2::splat(len / 2.0);
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commands
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.spawn((Transform::default(), Visibility::default()))
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.with_children(|commands| {
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for (anchor_index, anchor) in [
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Anchor::TOP_LEFT,
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Anchor::TOP_CENTER,
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Anchor::TOP_RIGHT,
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Anchor::CENTER_LEFT,
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Anchor::CENTER,
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Anchor::CENTER_RIGHT,
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Anchor::BOTTOM_LEFT,
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Anchor::BOTTOM_CENTER,
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Anchor::BOTTOM_RIGHT,
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]
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.iter()
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.enumerate()
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{
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let i = (anchor_index % 3) as f32;
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let j = (anchor_index / 3) as f32;
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// Spawn black square behind sprite to show anchor point
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commands
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.spawn((
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Sprite::from_color(Color::BLACK, sprite_size),
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Transform::from_xyz(i * len - len, j * len - len, -1.0),
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Pickable::default(),
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))
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.observe(recolor_on::<Pointer<Over>>(Color::srgb(0.0, 1.0, 1.0)))
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.observe(recolor_on::<Pointer<Out>>(Color::BLACK))
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.observe(recolor_on::<Pointer<Press>>(Color::srgb(1.0, 1.0, 0.0)))
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.observe(recolor_on::<Pointer<Release>>(Color::srgb(0.0, 1.0, 1.0)));
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commands
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.spawn((
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Sprite {
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image: asset_server.load("branding/bevy_bird_dark.png"),
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custom_size: Some(sprite_size),
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color: Color::srgb(1.0, 0.0, 0.0),
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..default()
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},
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anchor.to_owned(),
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// 3x3 grid of anchor examples by changing transform
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Transform::from_xyz(i * len - len, j * len - len, 0.0)
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.with_scale(Vec3::splat(1.0 + (i - 1.0) * 0.2))
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.with_rotation(Quat::from_rotation_z((j - 1.0) * 0.2)),
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Pickable::default(),
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))
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.observe(recolor_on::<Pointer<Over>>(Color::srgb(0.0, 1.0, 0.0)))
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.observe(recolor_on::<Pointer<Out>>(Color::srgb(1.0, 0.0, 0.0)))
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.observe(recolor_on::<Pointer<Press>>(Color::srgb(0.0, 0.0, 1.0)))
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.observe(recolor_on::<Pointer<Release>>(Color::srgb(0.0, 1.0, 0.0)));
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}
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});
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}
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#[derive(Component)]
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struct AnimationIndices {
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first: usize,
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last: usize,
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}
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#[derive(Component, Deref, DerefMut)]
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struct AnimationTimer(Timer);
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fn animate_sprite(
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time: Res<Time>,
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mut query: Query<(&AnimationIndices, &mut AnimationTimer, &mut Sprite)>,
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) {
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for (indices, mut timer, mut sprite) in &mut query {
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let Some(texture_atlas) = &mut sprite.texture_atlas else {
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continue;
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};
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timer.tick(time.delta());
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if timer.just_finished() {
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texture_atlas.index = if texture_atlas.index == indices.last {
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indices.first
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} else {
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texture_atlas.index + 1
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};
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}
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}
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}
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fn setup_atlas(
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mut commands: Commands,
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asset_server: Res<AssetServer>,
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mut texture_atlas_layouts: ResMut<Assets<TextureAtlasLayout>>,
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) {
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let texture_handle = asset_server.load("textures/rpg/chars/gabe/gabe-idle-run.png");
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let layout = TextureAtlasLayout::from_grid(UVec2::new(24, 24), 7, 1, None, None);
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let texture_atlas_layout_handle = texture_atlas_layouts.add(layout);
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// Use only the subset of sprites in the sheet that make up the run animation
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let animation_indices = AnimationIndices { first: 1, last: 6 };
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commands
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.spawn((
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Sprite::from_atlas_image(
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texture_handle,
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TextureAtlas {
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layout: texture_atlas_layout_handle,
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index: animation_indices.first,
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},
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),
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Transform::from_xyz(300.0, 0.0, 0.0).with_scale(Vec3::splat(6.0)),
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animation_indices,
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AnimationTimer(Timer::from_seconds(0.1, TimerMode::Repeating)),
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Pickable::default(),
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))
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.observe(recolor_on::<Pointer<Over>>(Color::srgb(0.0, 1.0, 1.0)))
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.observe(recolor_on::<Pointer<Out>>(Color::srgb(1.0, 1.0, 1.0)))
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.observe(recolor_on::<Pointer<Press>>(Color::srgb(1.0, 1.0, 0.0)))
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.observe(recolor_on::<Pointer<Release>>(Color::srgb(0.0, 1.0, 1.0)));
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}
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// An observer listener that changes the target entity's color.
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fn recolor_on<E: Debug + Clone + Reflect>(color: Color) -> impl Fn(Trigger<E>, Query<&mut Sprite>) {
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move |ev, mut sprites| {
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let Ok(mut sprite) = sprites.get_mut(ev.target().unwrap()) else {
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return;
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};
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sprite.color = color;
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}
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}
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