
# Objective  ^ enable this Concretely, I need to - list all handle ids for an asset type - fetch the asset as `dyn Reflect`, given a `HandleUntyped` - when encountering a `Handle<T>`, find out what asset type that handle refers to (`T`'s type id) and turn the handle into a `HandleUntyped` ## Solution - add `ReflectAsset` type containing function pointers for working with assets ```rust pub struct ReflectAsset { type_uuid: Uuid, assets_resource_type_id: TypeId, // TypeId of the `Assets<T>` resource get: fn(&World, HandleUntyped) -> Option<&dyn Reflect>, get_mut: fn(&mut World, HandleUntyped) -> Option<&mut dyn Reflect>, get_unchecked_mut: unsafe fn(&World, HandleUntyped) -> Option<&mut dyn Reflect>, add: fn(&mut World, &dyn Reflect) -> HandleUntyped, set: fn(&mut World, HandleUntyped, &dyn Reflect) -> HandleUntyped, len: fn(&World) -> usize, ids: for<'w> fn(&'w World) -> Box<dyn Iterator<Item = HandleId> + 'w>, remove: fn(&mut World, HandleUntyped) -> Option<Box<dyn Reflect>>, } ``` - add `ReflectHandle` type relating the handle back to the asset type and providing a way to create a `HandleUntyped` ```rust pub struct ReflectHandle { type_uuid: Uuid, asset_type_id: TypeId, downcast_handle_untyped: fn(&dyn Any) -> Option<HandleUntyped>, } ``` - add the corresponding `FromType` impls - add a function `app.register_asset_reflect` which is supposed to be called after `.add_asset` and registers `ReflectAsset` and `ReflectHandle` in the type registry --- ## Changelog - add `ReflectAsset` and `ReflectHandle` types, which allow code to use reflection to manipulate arbitrary assets without knowing their types at compile time
146 lines
4.6 KiB
Rust
146 lines
4.6 KiB
Rust
use crate::Anchor;
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use bevy_asset::Handle;
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use bevy_ecs::component::Component;
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use bevy_math::{Rect, Vec2};
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use bevy_reflect::{FromReflect, Reflect, TypeUuid};
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use bevy_render::{color::Color, texture::Image};
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use bevy_utils::HashMap;
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/// An atlas containing multiple textures (like a spritesheet or a tilemap).
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/// [Example usage animating sprite.](https://github.com/bevyengine/bevy/blob/latest/examples/2d/sprite_sheet.rs)
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/// [Example usage loading sprite sheet.](https://github.com/bevyengine/bevy/blob/latest/examples/2d/texture_atlas.rs)
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#[derive(Reflect, FromReflect, Debug, Clone, TypeUuid)]
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#[uuid = "7233c597-ccfa-411f-bd59-9af349432ada"]
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#[reflect(Debug)]
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pub struct TextureAtlas {
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/// The handle to the texture in which the sprites are stored
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pub texture: Handle<Image>,
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// TODO: add support to Uniforms derive to write dimensions and sprites to the same buffer
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pub size: Vec2,
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/// The specific areas of the atlas where each texture can be found
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pub textures: Vec<Rect>,
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pub texture_handles: Option<HashMap<Handle<Image>, usize>>,
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}
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#[derive(Component, Debug, Clone, Reflect)]
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pub struct TextureAtlasSprite {
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pub color: Color,
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pub index: usize,
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pub flip_x: bool,
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pub flip_y: bool,
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/// An optional custom size for the sprite that will be used when rendering, instead of the size
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/// of the sprite's image in the atlas
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pub custom_size: Option<Vec2>,
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pub anchor: Anchor,
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}
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impl Default for TextureAtlasSprite {
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fn default() -> Self {
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Self {
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index: 0,
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color: Color::WHITE,
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flip_x: false,
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flip_y: false,
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custom_size: None,
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anchor: Anchor::default(),
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}
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}
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}
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impl TextureAtlasSprite {
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pub fn new(index: usize) -> TextureAtlasSprite {
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Self {
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index,
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..Default::default()
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}
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}
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}
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impl TextureAtlas {
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/// Create a new `TextureAtlas` that has a texture, but does not have
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/// any individual sprites specified
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pub fn new_empty(texture: Handle<Image>, dimensions: Vec2) -> Self {
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Self {
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texture,
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size: dimensions,
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texture_handles: None,
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textures: Vec::new(),
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}
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}
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/// Generate a `TextureAtlas` by splitting a texture into a grid where each
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/// `tile_size` by `tile_size` grid-cell is one of the textures in the
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/// atlas. Grid cells are separated by some `padding`, and the grid starts
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/// at `offset` pixels from the top left corner. Resulting `TextureAtlas` is
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/// indexed left to right, top to bottom.
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pub fn from_grid(
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texture: Handle<Image>,
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tile_size: Vec2,
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columns: usize,
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rows: usize,
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padding: Option<Vec2>,
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offset: Option<Vec2>,
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) -> TextureAtlas {
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let padding = padding.unwrap_or_default();
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let offset = offset.unwrap_or_default();
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let mut sprites = Vec::new();
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let mut current_padding = Vec2::ZERO;
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for y in 0..rows {
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if y > 0 {
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current_padding.y = padding.y;
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}
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for x in 0..columns {
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if x > 0 {
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current_padding.x = padding.x;
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}
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let cell = Vec2::new(x as f32, y as f32);
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let rect_min = (tile_size + current_padding) * cell + offset;
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sprites.push(Rect {
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min: rect_min,
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max: rect_min + tile_size,
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});
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}
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}
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let grid_size = Vec2::new(columns as f32, rows as f32);
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TextureAtlas {
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size: ((tile_size + current_padding) * grid_size) - current_padding,
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textures: sprites,
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texture,
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texture_handles: None,
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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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/// returns an index to the texture which can be used with `TextureAtlasSprite`
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///
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/// # Arguments
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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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/// 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) -> usize {
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self.textures.push(rect);
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self.textures.len() - 1
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}
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/// How many textures are in the `TextureAtlas`
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pub fn len(&self) -> usize {
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self.textures.len()
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}
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pub fn is_empty(&self) -> bool {
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self.textures.is_empty()
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}
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pub fn get_texture_index(&self, texture: &Handle<Image>) -> Option<usize> {
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self.texture_handles
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.as_ref()
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.and_then(|texture_handles| texture_handles.get(texture).cloned())
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}
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}
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