 25bfa80e60
			
		
	
	
		25bfa80e60
		
			
		
	
	
	
	
		
			
			# Objective Yet another PR for migrating stuff to required components. This time, cameras! ## Solution As per the [selected proposal](https://hackmd.io/tsYID4CGRiWxzsgawzxG_g#Combined-Proposal-1-Selected), deprecate `Camera2dBundle` and `Camera3dBundle` in favor of `Camera2d` and `Camera3d`. Adding a `Camera` without `Camera2d` or `Camera3d` now logs a warning, as suggested by Cart [on Discord](https://discord.com/channels/691052431525675048/1264881140007702558/1291506402832945273). I would personally like cameras to work a bit differently and be split into a few more components, to avoid some footguns and confusing semantics, but that is more controversial, and shouldn't block this core migration. ## Testing I ran a few 2D and 3D examples, and tried cameras with and without render graphs. --- ## Migration Guide `Camera2dBundle` and `Camera3dBundle` have been deprecated in favor of `Camera2d` and `Camera3d`. Inserting them will now also insert the other components required by them automatically.
		
			
				
	
	
		
			87 lines
		
	
	
		
			3.0 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			87 lines
		
	
	
		
			3.0 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_style = TextStyle::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(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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|                     background_color: BackgroundColor(ANTIQUE_WHITE.into()),
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|                     ..default()
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|                 },
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|                 TextureAtlas::from(texture_atlas_handle),
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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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| 
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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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