# Objective Fixes https://github.com/bevyengine/bevy/issues/11157. ## Solution Stop using `BackgroundColor` as a color tint for `UiImage`. Add a `UiImage::color` field for color tint instead. Allow a UI node to simultaneously include a solid-color background and an image, with the image rendered on top of the background (this is already how it works for e.g. text).  --- ## Changelog - The `BackgroundColor` component now renders a solid-color background behind `UiImage` instead of tinting its color. - Removed `BackgroundColor` from `ImageBundle`, `AtlasImageBundle`, and `ButtonBundle`. - Added `UiImage::color`. - Expanded `RenderUiSystem` variants. - Renamed `bevy_ui::extract_text_uinodes` to `extract_uinodes_text` for consistency. ## Migration Guide - `BackgroundColor` no longer tints the color of UI images. Use `UiImage::color` for that instead. - For solid color buttons, replace `ButtonBundle { background_color: my_color.into(), ... }` with `ButtonBundle { image: UiImage::default().with_color(my_color), ... }`, and update button interaction systems to use `UiImage::color` instead of `BackgroundColor` as well. - `bevy_ui::RenderUiSystem::ExtractNode` has been split into `ExtractBackgrounds`, `ExtractImages`, `ExtractBorders`, and `ExtractText`. - `bevy_ui::extract_uinodes` has been split into `bevy_ui::extract_uinode_background_colors` and `bevy_ui::extract_uinode_images`. - `bevy_ui::extract_text_uinodes` has been renamed to `extract_uinode_text`.
		
			
				
	
	
		
			90 lines
		
	
	
		
			3.0 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			90 lines
		
	
	
		
			3.0 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
//! This example illustrates how to use `TextureAtlases` within ui
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use bevy::{color::palettes::css::*, 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<TextureAtlasLayout>>,
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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 = 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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    // 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((
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                ImageBundle {
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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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                    image: UiImage::new(texture_handle),
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                    ..default()
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                },
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                TextureAtlas::from(texture_atlas_handle),
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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.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: YELLOW.into(),
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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 TextureAtlas>,
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    keyboard: Res<ButtonInput<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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