
# Objective > Old MR: #5072 > ~~Associated UI MR: #5070~~ > Adresses #1618 Unify sprite management ## Solution - Remove the `Handle<Image>` field in `TextureAtlas` which is the main cause for all the boilerplate - Remove the redundant `TextureAtlasSprite` component - Renamed `TextureAtlas` asset to `TextureAtlasLayout` ([suggestion](https://github.com/bevyengine/bevy/pull/5103#discussion_r917281844)) - Add a `TextureAtlas` component, containing the atlas layout handle and the section index The difference between this solution and #5072 is that instead of the `enum` approach is that we can more easily manipulate texture sheets without any breaking changes for classic `SpriteBundle`s (@mockersf [comment](https://github.com/bevyengine/bevy/pull/5072#issuecomment-1165836139)) Also, this approach is more *data oriented* extracting the `Handle<Image>` and avoiding complex texture atlas manipulations to retrieve the texture in both applicative and engine code. With this method, the only difference between a `SpriteBundle` and a `SpriteSheetBundle` is an **additional** component storing the atlas handle and the index. ~~This solution can be applied to `bevy_ui` as well (see #5070).~~ EDIT: I also applied this solution to Bevy UI ## Changelog - (**BREAKING**) Removed `TextureAtlasSprite` - (**BREAKING**) Renamed `TextureAtlas` to `TextureAtlasLayout` - (**BREAKING**) `SpriteSheetBundle`: - Uses a `Sprite` instead of a `TextureAtlasSprite` component - Has a `texture` field containing a `Handle<Image>` like the `SpriteBundle` - Has a new `TextureAtlas` component instead of a `Handle<TextureAtlasLayout>` - (**BREAKING**) `DynamicTextureAtlasBuilder::add_texture` takes an additional `&Handle<Image>` parameter - (**BREAKING**) `TextureAtlasLayout::from_grid` no longer takes a `Handle<Image>` parameter - (**BREAKING**) `TextureAtlasBuilder::finish` now returns a `Result<(TextureAtlasLayout, Handle<Image>), _>` - `bevy_text`: - `GlyphAtlasInfo` stores the texture `Handle<Image>` - `FontAtlas` stores the texture `Handle<Image>` - `bevy_ui`: - (**BREAKING**) Removed `UiAtlasImage` , the atlas bundle is now identical to the `ImageBundle` with an additional `TextureAtlas` ## Migration Guide * Sprites ```diff fn my_system( mut images: ResMut<Assets<Image>>, - mut atlases: ResMut<Assets<TextureAtlas>>, + mut atlases: ResMut<Assets<TextureAtlasLayout>>, asset_server: Res<AssetServer> ) { let texture_handle: asset_server.load("my_texture.png"); - let layout = TextureAtlas::from_grid(texture_handle, Vec2::new(25.0, 25.0), 5, 5, None, None); + let layout = TextureAtlasLayout::from_grid(Vec2::new(25.0, 25.0), 5, 5, None, None); let layout_handle = atlases.add(layout); commands.spawn(SpriteSheetBundle { - sprite: TextureAtlasSprite::new(0), - texture_atlas: atlas_handle, + atlas: TextureAtlas { + layout: layout_handle, + index: 0 + }, + texture: texture_handle, ..Default::default() }); } ``` * UI ```diff fn my_system( mut images: ResMut<Assets<Image>>, - mut atlases: ResMut<Assets<TextureAtlas>>, + mut atlases: ResMut<Assets<TextureAtlasLayout>>, asset_server: Res<AssetServer> ) { let texture_handle: asset_server.load("my_texture.png"); - let layout = TextureAtlas::from_grid(texture_handle, Vec2::new(25.0, 25.0), 5, 5, None, None); + let layout = TextureAtlasLayout::from_grid(Vec2::new(25.0, 25.0), 5, 5, None, None); let layout_handle = atlases.add(layout); commands.spawn(AtlasImageBundle { - texture_atlas_image: UiTextureAtlasImage { - index: 0, - flip_x: false, - flip_y: false, - }, - texture_atlas: atlas_handle, + atlas: TextureAtlas { + layout: layout_handle, + index: 0 + }, + image: UiImage { + texture: texture_handle, + flip_x: false, + flip_y: false, + }, ..Default::default() }); } ``` --------- Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com> Co-authored-by: François <mockersf@gmail.com> Co-authored-by: IceSentry <IceSentry@users.noreply.github.com>
399 lines
16 KiB
Rust
399 lines
16 KiB
Rust
//! This module contains basic node bundles used to build UIs
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#[cfg(feature = "bevy_text")]
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use crate::widget::TextFlags;
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use crate::{
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widget::{Button, UiImageSize},
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BackgroundColor, BorderColor, ContentSize, FocusPolicy, Interaction, Node, Style, UiImage,
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UiMaterial, ZIndex,
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};
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use bevy_asset::Handle;
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use bevy_ecs::bundle::Bundle;
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use bevy_render::{
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prelude::Color,
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view::{InheritedVisibility, ViewVisibility, Visibility},
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};
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use bevy_sprite::TextureAtlas;
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#[cfg(feature = "bevy_text")]
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use bevy_text::{BreakLineOn, JustifyText, Text, TextLayoutInfo, TextSection, TextStyle};
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use bevy_transform::prelude::{GlobalTransform, Transform};
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/// The basic UI node
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///
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/// Useful as a container for a variety of child nodes.
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#[derive(Bundle, Clone, Debug)]
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pub struct NodeBundle {
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/// Describes the logical size of the node
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pub node: Node,
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/// Styles which control the layout (size and position) of the node and it's children
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/// In some cases these styles also affect how the node drawn/painted.
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pub style: Style,
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/// The background color, which serves as a "fill" for this node
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pub background_color: BackgroundColor,
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/// The color of the Node's border
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pub border_color: BorderColor,
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/// Whether this node should block interaction with lower nodes
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pub focus_policy: FocusPolicy,
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/// The transform of the node
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///
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/// This component is automatically managed by the UI layout system.
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/// To alter the position of the `NodeBundle`, use the properties of the [`Style`] component.
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pub transform: Transform,
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/// The global transform of the node
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///
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/// This component is automatically updated by the [`TransformPropagate`](`bevy_transform::TransformSystem::TransformPropagate`) systems.
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/// To alter the position of the `NodeBundle`, use the properties of the [`Style`] component.
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pub global_transform: GlobalTransform,
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/// Describes the visibility properties of the node
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pub visibility: Visibility,
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/// Inherited visibility of an entity.
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pub inherited_visibility: InheritedVisibility,
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/// Algorithmically-computed indication of whether an entity is visible and should be extracted for rendering
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pub view_visibility: ViewVisibility,
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/// Indicates the depth at which the node should appear in the UI
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pub z_index: ZIndex,
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}
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impl Default for NodeBundle {
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fn default() -> Self {
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NodeBundle {
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// Transparent background
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background_color: Color::NONE.into(),
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border_color: Color::NONE.into(),
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node: Default::default(),
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style: Default::default(),
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focus_policy: Default::default(),
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transform: Default::default(),
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global_transform: Default::default(),
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visibility: Default::default(),
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inherited_visibility: Default::default(),
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view_visibility: Default::default(),
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z_index: Default::default(),
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}
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}
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}
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/// A UI node that is an image
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#[derive(Bundle, Debug, Default)]
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pub struct ImageBundle {
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/// Describes the logical size of the node
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pub node: Node,
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/// Styles which control the layout (size and position) of the node and it's children
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/// In some cases these styles also affect how the node drawn/painted.
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pub style: Style,
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/// The calculated size based on the given image
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pub calculated_size: ContentSize,
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/// The background color, which serves as a "fill" for this node
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///
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/// Combines with `UiImage` to tint the provided image.
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pub background_color: BackgroundColor,
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/// The image of the node
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pub image: UiImage,
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/// The size of the image in pixels
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///
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/// This component is set automatically
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pub image_size: UiImageSize,
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/// Whether this node should block interaction with lower nodes
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pub focus_policy: FocusPolicy,
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/// The transform of the node
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///
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/// This component is automatically managed by the UI layout system.
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/// To alter the position of the `ImageBundle`, use the properties of the [`Style`] component.
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pub transform: Transform,
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/// The global transform of the node
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///
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/// This component is automatically updated by the [`TransformPropagate`](`bevy_transform::TransformSystem::TransformPropagate`) systems.
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pub global_transform: GlobalTransform,
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/// Describes the visibility properties of the node
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pub visibility: Visibility,
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/// Inherited visibility of an entity.
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pub inherited_visibility: InheritedVisibility,
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/// Algorithmically-computed indication of whether an entity is visible and should be extracted for rendering
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pub view_visibility: ViewVisibility,
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/// Indicates the depth at which the node should appear in the UI
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pub z_index: ZIndex,
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}
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/// A UI node that is a texture atlas sprite
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///
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/// This bundle is identical to [`ImageBundle`] with an additional [`TextureAtlas`] component.
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#[derive(Bundle, Debug, Default)]
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pub struct AtlasImageBundle {
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/// Describes the logical size of the node
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pub node: Node,
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/// Styles which control the layout (size and position) of the node and it's children
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/// In some cases these styles also affect how the node drawn/painted.
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pub style: Style,
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/// The calculated size based on the given image
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pub calculated_size: ContentSize,
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/// The background color, which serves as a "fill" for this node
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///
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/// Combines with `UiImage` to tint the provided image.
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pub background_color: BackgroundColor,
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/// The image of the node
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pub image: UiImage,
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/// A handle to the texture atlas to use for this Ui Node
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pub texture_atlas: TextureAtlas,
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/// Whether this node should block interaction with lower nodes
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pub focus_policy: FocusPolicy,
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/// The size of the image in pixels
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///
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/// This component is set automatically
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pub image_size: UiImageSize,
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/// The transform of the node
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///
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/// This component is automatically managed by the UI layout system.
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/// To alter the position of the `AtlasImageBundle`, use the properties of the [`Style`] component.
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pub transform: Transform,
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/// The global transform of the node
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///
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/// This component is automatically updated by the [`TransformPropagate`](`bevy_transform::TransformSystem::TransformPropagate`) systems.
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pub global_transform: GlobalTransform,
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/// Describes the visibility properties of the node
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pub visibility: Visibility,
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/// Inherited visibility of an entity.
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pub inherited_visibility: InheritedVisibility,
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/// Algorithmically-computed indication of whether an entity is visible and should be extracted for rendering
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pub view_visibility: ViewVisibility,
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/// Indicates the depth at which the node should appear in the UI
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pub z_index: ZIndex,
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}
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#[cfg(feature = "bevy_text")]
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/// A UI node that is text
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///
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/// The positioning of this node is controlled by the UI layout system. If you need manual control,
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/// use [`Text2dBundle`](bevy_text::Text2dBundle).
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#[derive(Bundle, Debug)]
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pub struct TextBundle {
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/// Describes the logical size of the node
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pub node: Node,
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/// Styles which control the layout (size and position) of the node and it's children
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/// In some cases these styles also affect how the node drawn/painted.
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pub style: Style,
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/// Contains the text of the node
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pub text: Text,
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/// Text layout information
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pub text_layout_info: TextLayoutInfo,
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/// Text system flags
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pub text_flags: TextFlags,
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/// The calculated size based on the given image
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pub calculated_size: ContentSize,
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/// Whether this node should block interaction with lower nodes
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pub focus_policy: FocusPolicy,
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/// The transform of the node
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///
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/// This component is automatically managed by the UI layout system.
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/// To alter the position of the `TextBundle`, use the properties of the [`Style`] component.
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pub transform: Transform,
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/// The global transform of the node
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///
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/// This component is automatically updated by the [`TransformPropagate`](`bevy_transform::TransformSystem::TransformPropagate`) systems.
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pub global_transform: GlobalTransform,
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/// Describes the visibility properties of the node
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pub visibility: Visibility,
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/// Inherited visibility of an entity.
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pub inherited_visibility: InheritedVisibility,
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/// Algorithmically-computed indication of whether an entity is visible and should be extracted for rendering
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pub view_visibility: ViewVisibility,
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/// Indicates the depth at which the node should appear in the UI
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pub z_index: ZIndex,
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/// The background color that will fill the containing node
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pub background_color: BackgroundColor,
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}
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#[cfg(feature = "bevy_text")]
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impl Default for TextBundle {
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fn default() -> Self {
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Self {
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text: Default::default(),
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text_layout_info: Default::default(),
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text_flags: Default::default(),
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calculated_size: Default::default(),
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node: Default::default(),
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style: Default::default(),
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focus_policy: Default::default(),
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transform: Default::default(),
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global_transform: Default::default(),
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visibility: Default::default(),
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inherited_visibility: Default::default(),
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view_visibility: Default::default(),
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z_index: Default::default(),
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// Transparent background
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background_color: BackgroundColor(Color::NONE),
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}
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}
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}
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#[cfg(feature = "bevy_text")]
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impl TextBundle {
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/// Create a [`TextBundle`] from a single section.
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///
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/// See [`Text::from_section`] for usage.
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pub fn from_section(value: impl Into<String>, style: TextStyle) -> Self {
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Self {
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text: Text::from_section(value, style),
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..Default::default()
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}
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}
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/// Create a [`TextBundle`] from a list of sections.
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///
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/// See [`Text::from_sections`] for usage.
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pub fn from_sections(sections: impl IntoIterator<Item = TextSection>) -> Self {
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Self {
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text: Text::from_sections(sections),
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..Default::default()
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}
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}
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/// Returns this [`TextBundle`] with a new [`JustifyText`] on [`Text`].
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pub const fn with_text_justify(mut self, justify: JustifyText) -> Self {
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self.text.justify = justify;
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self
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}
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/// Returns this [`TextBundle`] with a new [`Style`].
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pub fn with_style(mut self, style: Style) -> Self {
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self.style = style;
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self
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}
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/// Returns this [`TextBundle`] with a new [`BackgroundColor`].
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pub const fn with_background_color(mut self, color: Color) -> Self {
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self.background_color = BackgroundColor(color);
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self
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}
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/// Returns this [`TextBundle`] with soft wrapping disabled.
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/// Hard wrapping, where text contains an explicit linebreak such as the escape sequence `\n`, will still occur.
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pub const fn with_no_wrap(mut self) -> Self {
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self.text.linebreak_behavior = BreakLineOn::NoWrap;
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self
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}
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}
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#[cfg(feature = "bevy_text")]
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impl<I> From<I> for TextBundle
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where
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I: Into<TextSection>,
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{
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fn from(value: I) -> Self {
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Self::from_sections(vec![value.into()])
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}
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}
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/// A UI node that is a button
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#[derive(Bundle, Clone, Debug)]
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pub struct ButtonBundle {
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/// Describes the logical size of the node
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pub node: Node,
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/// Marker component that signals this node is a button
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pub button: Button,
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/// Styles which control the layout (size and position) of the node and it's children
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/// In some cases these styles also affect how the node drawn/painted.
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pub style: Style,
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/// Describes whether and how the button has been interacted with by the input
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pub interaction: Interaction,
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/// Whether this node should block interaction with lower nodes
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pub focus_policy: FocusPolicy,
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/// The background color, which serves as a "fill" for this node
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///
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/// When combined with `UiImage`, tints the provided image.
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pub background_color: BackgroundColor,
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/// The color of the Node's border
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pub border_color: BorderColor,
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/// The image of the node
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pub image: UiImage,
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/// The transform of the node
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///
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/// This component is automatically managed by the UI layout system.
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/// To alter the position of the `ButtonBundle`, use the properties of the [`Style`] component.
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pub transform: Transform,
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/// The global transform of the node
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///
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/// This component is automatically updated by the [`TransformPropagate`](`bevy_transform::TransformSystem::TransformPropagate`) systems.
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pub global_transform: GlobalTransform,
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/// Describes the visibility properties of the node
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pub visibility: Visibility,
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/// Inherited visibility of an entity.
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pub inherited_visibility: InheritedVisibility,
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/// Algorithmically-computed indication of whether an entity is visible and should be extracted for rendering
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pub view_visibility: ViewVisibility,
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/// Indicates the depth at which the node should appear in the UI
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pub z_index: ZIndex,
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}
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impl Default for ButtonBundle {
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fn default() -> Self {
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Self {
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focus_policy: FocusPolicy::Block,
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node: Default::default(),
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button: Default::default(),
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style: Default::default(),
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border_color: BorderColor(Color::NONE),
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interaction: Default::default(),
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background_color: Default::default(),
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image: Default::default(),
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transform: Default::default(),
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global_transform: Default::default(),
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visibility: Default::default(),
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inherited_visibility: Default::default(),
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view_visibility: Default::default(),
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z_index: Default::default(),
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}
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}
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}
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/// A UI node that is rendered using a [`UiMaterial`]
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///
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/// Adding a `BackgroundColor` component to an entity with this bundle will ignore the custom
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/// material and use the background color instead.
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#[derive(Bundle, Clone, Debug)]
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pub struct MaterialNodeBundle<M: UiMaterial> {
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/// Describes the logical size of the node
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pub node: Node,
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/// Styles which control the layout (size and position) of the node and it's children
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/// In some cases these styles also affect how the node drawn/painted.
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pub style: Style,
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/// The [`UiMaterial`] used to render the node.
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pub material: Handle<M>,
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/// Whether this node should block interaction with lower nodes
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pub focus_policy: FocusPolicy,
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/// The transform of the node
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///
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/// This field is automatically managed by the UI layout system.
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/// To alter the position of the `NodeBundle`, use the properties of the [`Style`] component.
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pub transform: Transform,
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/// The global transform of the node
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///
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/// This field is automatically managed by the UI layout system.
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/// To alter the position of the `NodeBundle`, use the properties of the [`Style`] component.
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pub global_transform: GlobalTransform,
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/// Describes the visibility properties of the node
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pub visibility: Visibility,
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/// Inherited visibility of an entity.
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pub inherited_visibility: InheritedVisibility,
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/// Algorithmically-computed indication of whether an entity is visible and should be extracted for rendering
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pub view_visibility: ViewVisibility,
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/// Indicates the depth at which the node should appear in the UI
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pub z_index: ZIndex,
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}
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impl<M: UiMaterial> Default for MaterialNodeBundle<M> {
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fn default() -> Self {
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Self {
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node: Default::default(),
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style: Default::default(),
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material: Default::default(),
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focus_policy: Default::default(),
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transform: Default::default(),
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global_transform: Default::default(),
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visibility: Default::default(),
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inherited_visibility: Default::default(),
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view_visibility: Default::default(),
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z_index: Default::default(),
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}
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}
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}
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