 9274bfed27
			
		
	
	
		9274bfed27
		
			
		
	
	
	
	
		
			
			# Objective Fixes #16064 ## Solution - Add TextureAtlas to `UiImage::texture_atlas` - Add `TextureAtlas::from_atlas_image` for parity with `Sprite` - Rename `UiImage::texture` to `UiImage::image` for parity with `Sprite` - Port relevant implementations and uses - Remove `derive(Component)` for `TextureAtlas` --- ## Migration Guide Before: ```rust commands.spawn(( UiImage::new(image), TextureAtlas { index, layout }, )); ``` After: ```rust commands.spawn(UiImage::from_atlas_image(image, TextureAtlas { index, layout })); ``` Before: ```rust commands.spawn(UiImage { texture: some_image, ..default() }) ``` After: ```rust commands.spawn(UiImage { image: some_image, ..default() }) ```
		
			
				
	
	
		
			76 lines
		
	
	
		
			2.7 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			76 lines
		
	
	
		
			2.7 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
| //! This example illustrates how to use `TextureAtlases` within ui
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| 
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| use bevy::{color::palettes::css::*, prelude::*, 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.set(
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|             // This sets image filtering to nearest
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|             // This is done to prevent textures with low resolution (e.g. pixel art) from being blurred
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|             // by linear filtering.
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|             ImagePlugin::default_nearest(),
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|         ))
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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, increment_atlas_index)
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|         .run();
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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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|     // Camera
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|     commands.spawn(Camera2d);
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| 
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|     let text_font = TextFont::default();
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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 texture_atlas = TextureAtlasLayout::from_grid(UVec2::splat(24), 7, 1, None, None);
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|     let texture_atlas_handle = texture_atlases.add(texture_atlas);
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| 
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|     // root node
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|     commands
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|         .spawn(Node {
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|             width: Val::Percent(100.0),
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|             height: Val::Percent(100.0),
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|             flex_direction: FlexDirection::Column,
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|             justify_content: JustifyContent::Center,
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|             align_items: AlignItems::Center,
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|             row_gap: Val::Px(text_font.font_size * 2.),
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|             ..default()
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|         })
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|         .with_children(|parent| {
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|             parent.spawn((
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|                 UiImage::from_atlas_image(texture_handle, TextureAtlas::from(texture_atlas_handle)),
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|                 Node {
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|                     width: Val::Px(256.),
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|                     height: Val::Px(256.),
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|                     ..default()
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|                 },
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|                 BackgroundColor(ANTIQUE_WHITE.into()),
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|                 Outline::new(Val::Px(8.0), Val::ZERO, CRIMSON.into()),
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|             ));
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|             parent
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|                 .spawn((Text::new("press "), text_font.clone()))
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|                 .with_child((
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|                     TextSpan::new("space"),
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|                     TextColor(YELLOW.into()),
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|                     text_font.clone(),
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|                 ))
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|                 .with_child((TextSpan::new(" to advance frames"), text_font));
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|         });
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| }
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| 
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| fn increment_atlas_index(mut ui_images: Query<&mut UiImage>, keyboard: Res<ButtonInput<KeyCode>>) {
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|     if keyboard.just_pressed(KeyCode::Space) {
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|         for mut ui_image in &mut ui_images {
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|             if let Some(atlas) = &mut ui_image.texture_atlas {
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|                 atlas.index = (atlas.index + 1) % 6;
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|             }
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|         }
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|     }
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| }
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