# Objective - Changes the default clear color to match the code block color on Bevy's website. ## Solution - Changed the clear color, updated text in examples to ensure adequate contrast. Inconsistent usage of white text color set to use the default color instead, which is already white. - Additionally, updated the `3d_scene` example to make it look a bit better, and use bevy's branding colors. 
		
			
				
	
	
		
			87 lines
		
	
	
		
			2.8 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			87 lines
		
	
	
		
			2.8 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
//! This example illustrates how to use `TextureAtlases` within ui
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use bevy::{prelude::*, winit::WinitSettings};
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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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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<TextureAtlas>>,
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) {
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    // Camera
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    commands.spawn(Camera2dBundle::default());
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    let text_style = TextStyle {
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        font_size: 20.,
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        ..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 =
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        TextureAtlas::from_grid(texture_handle, Vec2::new(24.0, 24.0), 7, 1, None, None);
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    let texture_atlas_handle = texture_atlases.add(texture_atlas);
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    // root node
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    commands
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        .spawn(NodeBundle {
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            style: Style {
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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_style.font_size * 2.),
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                ..default()
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            },
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            ..default()
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        })
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        .with_children(|parent| {
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            parent.spawn(AtlasImageBundle {
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                style: Style {
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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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                texture_atlas: texture_atlas_handle,
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                texture_atlas_image: UiTextureAtlasImage::default(),
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                ..default()
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            });
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            parent.spawn(TextBundle::from_sections([
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                TextSection::new("press ".to_string(), text_style.clone()),
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                TextSection::new(
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                    "space".to_string(),
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                    TextStyle {
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                        color: Color::YELLOW,
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                        ..text_style.clone()
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                    },
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                ),
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                TextSection::new(" to advance frames".to_string(), text_style),
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            ]));
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        });
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}
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fn increment_atlas_index(
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    mut atlas_images: Query<&mut UiTextureAtlasImage>,
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    keyboard: Res<Input<KeyCode>>,
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) {
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    if keyboard.just_pressed(KeyCode::Space) {
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        for mut atlas_image in &mut atlas_images {
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            atlas_image.index = (atlas_image.index + 1) % 6;
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        }
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    }
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}
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