
Resolves #13895 Mostly just involves being more explicit about which parts of the docs belong to a list and which begin a new paragraph. - found a few docs that were malformed because of exactly this, so I fixed that by introducing a paragraph - added indentation to nearly all multiline lists - fixed a few minor typos - added `#[allow(dead_code)]` to types that are needed to test annotations but are never constructed ([here](https://github.com/bevyengine/bevy/pull/13899/files#diff-b02b63604e569c8577c491e7a2030d456886d8f6716eeccd46b11df8aac75dafR1514) and [here](https://github.com/bevyengine/bevy/pull/13899/files#diff-b02b63604e569c8577c491e7a2030d456886d8f6716eeccd46b11df8aac75dafR1523)) - verified that `cargo +beta run -p ci -- lints` passes - verified that `cargo +beta run -p ci -- test` passes
214 lines
6.9 KiB
Rust
214 lines
6.9 KiB
Rust
use crate::{ExtractedSprite, ImageScaleMode, Sprite, TextureAtlas, TextureAtlasLayout};
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use super::TextureSlice;
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use bevy_asset::{AssetEvent, Assets, Handle};
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use bevy_ecs::prelude::*;
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use bevy_math::{Rect, Vec2};
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use bevy_render::texture::Image;
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use bevy_transform::prelude::*;
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use bevy_utils::HashSet;
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/// Component storing texture slices for sprite entities with a [`ImageScaleMode`]
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///
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/// This component is automatically inserted and updated
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#[derive(Debug, Clone, Component)]
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pub struct ComputedTextureSlices(Vec<TextureSlice>);
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impl ComputedTextureSlices {
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/// Computes [`ExtractedSprite`] iterator from the sprite slices
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///
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/// # Arguments
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///
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/// * `transform` - the sprite entity global transform
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/// * `original_entity` - the sprite entity
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/// * `sprite` - The sprite component
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/// * `handle` - The sprite texture handle
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#[must_use]
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pub(crate) fn extract_sprites<'a>(
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&'a self,
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transform: &'a GlobalTransform,
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original_entity: Entity,
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sprite: &'a Sprite,
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handle: &'a Handle<Image>,
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) -> impl ExactSizeIterator<Item = ExtractedSprite> + 'a {
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let mut flip = Vec2::ONE;
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let [mut flip_x, mut flip_y] = [false; 2];
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if sprite.flip_x {
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flip.x *= -1.0;
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flip_x = true;
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}
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if sprite.flip_y {
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flip.y *= -1.0;
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flip_y = true;
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}
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self.0.iter().map(move |slice| {
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let offset = (slice.offset * flip).extend(0.0);
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let transform = transform.mul_transform(Transform::from_translation(offset));
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ExtractedSprite {
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original_entity: Some(original_entity),
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color: sprite.color.into(),
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transform,
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rect: Some(slice.texture_rect),
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custom_size: Some(slice.draw_size),
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flip_x,
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flip_y,
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image_handle_id: handle.id(),
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anchor: Self::redepend_anchor_from_sprite_to_slice(sprite, slice),
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}
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})
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}
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fn redepend_anchor_from_sprite_to_slice(sprite: &Sprite, slice: &TextureSlice) -> Vec2 {
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let sprite_size = sprite
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.custom_size
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.unwrap_or(sprite.rect.unwrap_or_default().size());
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if sprite_size == Vec2::ZERO {
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sprite.anchor.as_vec()
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} else {
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sprite.anchor.as_vec() * sprite_size / slice.draw_size
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}
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}
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}
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/// Generates sprite slices for a `sprite` given a `scale_mode`. The slices
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/// will be computed according to the `image_handle` dimensions or the sprite rect.
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///
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/// Returns `None` if the image asset is not loaded
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///
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/// # Arguments
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///
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/// * `sprite` - The sprite component, will be used to find the draw area size
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/// * `scale_mode` - The image scaling component
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/// * `image_handle` - The texture to slice or tile
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/// * `images` - The image assets, use to retrieve the image dimensions
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/// * `atlas` - Optional texture atlas, if set the slicing will happen on the matching sub section
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/// of the texture
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/// * `atlas_layouts` - The atlas layout assets, used to retrieve the texture atlas section rect
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#[must_use]
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fn compute_sprite_slices(
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sprite: &Sprite,
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scale_mode: &ImageScaleMode,
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image_handle: &Handle<Image>,
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images: &Assets<Image>,
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atlas: Option<&TextureAtlas>,
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atlas_layouts: &Assets<TextureAtlasLayout>,
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) -> Option<ComputedTextureSlices> {
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let (image_size, texture_rect) = match atlas {
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Some(a) => {
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let layout = atlas_layouts.get(&a.layout)?;
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(
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layout.size.as_vec2(),
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layout.textures.get(a.index)?.as_rect(),
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)
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}
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None => {
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let image = images.get(image_handle)?;
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let size = Vec2::new(
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image.texture_descriptor.size.width as f32,
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image.texture_descriptor.size.height as f32,
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);
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let rect = sprite.rect.unwrap_or(Rect {
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min: Vec2::ZERO,
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max: size,
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});
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(size, rect)
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}
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};
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let slices = match scale_mode {
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ImageScaleMode::Sliced(slicer) => slicer.compute_slices(texture_rect, sprite.custom_size),
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ImageScaleMode::Tiled {
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tile_x,
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tile_y,
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stretch_value,
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} => {
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let slice = TextureSlice {
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texture_rect,
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draw_size: sprite.custom_size.unwrap_or(image_size),
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offset: Vec2::ZERO,
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};
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slice.tiled(*stretch_value, (*tile_x, *tile_y))
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}
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};
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Some(ComputedTextureSlices(slices))
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}
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/// System reacting to added or modified [`Image`] handles, and recompute sprite slices
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/// on matching sprite entities with a [`ImageScaleMode`] component
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pub(crate) fn compute_slices_on_asset_event(
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mut commands: Commands,
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mut events: EventReader<AssetEvent<Image>>,
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images: Res<Assets<Image>>,
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atlas_layouts: Res<Assets<TextureAtlasLayout>>,
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sprites: Query<(
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Entity,
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&ImageScaleMode,
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&Sprite,
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&Handle<Image>,
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Option<&TextureAtlas>,
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)>,
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) {
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// We store the asset ids of added/modified image assets
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let added_handles: HashSet<_> = events
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.read()
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.filter_map(|e| match e {
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AssetEvent::Added { id } | AssetEvent::Modified { id } => Some(*id),
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_ => None,
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})
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.collect();
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if added_handles.is_empty() {
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return;
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}
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// We recompute the sprite slices for sprite entities with a matching asset handle id
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for (entity, scale_mode, sprite, image_handle, atlas) in &sprites {
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if !added_handles.contains(&image_handle.id()) {
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continue;
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}
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if let Some(slices) = compute_sprite_slices(
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sprite,
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scale_mode,
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image_handle,
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&images,
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atlas,
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&atlas_layouts,
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) {
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commands.entity(entity).insert(slices);
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}
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}
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}
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/// System reacting to changes on relevant sprite bundle components to compute the sprite slices
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/// on matching sprite entities with a [`ImageScaleMode`] component
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pub(crate) fn compute_slices_on_sprite_change(
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mut commands: Commands,
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images: Res<Assets<Image>>,
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atlas_layouts: Res<Assets<TextureAtlasLayout>>,
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changed_sprites: Query<
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(
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Entity,
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&ImageScaleMode,
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&Sprite,
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&Handle<Image>,
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Option<&TextureAtlas>,
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),
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Or<(
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Changed<ImageScaleMode>,
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Changed<Handle<Image>>,
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Changed<Sprite>,
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Changed<TextureAtlas>,
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)>,
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>,
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) {
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for (entity, scale_mode, sprite, image_handle, atlas) in &changed_sprites {
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if let Some(slices) = compute_sprite_slices(
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sprite,
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scale_mode,
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image_handle,
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&images,
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atlas,
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&atlas_layouts,
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) {
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commands.entity(entity).insert(slices);
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}
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}
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}
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