bevy/crates/bevy_sprite/src/texture_slice/slicer.rs
Gino Valente 9b32e09551
bevy_reflect: Add clone registrations project-wide (#18307)
# Objective

Now that #13432 has been merged, it's important we update our reflected
types to properly opt into this feature. If we do not, then this could
cause issues for users downstream who want to make use of
reflection-based cloning.

## Solution

This PR is broken into 4 commits:

1. Add `#[reflect(Clone)]` on all types marked `#[reflect(opaque)]` that
are also `Clone`. This is mandatory as these types would otherwise cause
the cloning operation to fail for any type that contains it at any
depth.
2. Update the reflection example to suggest adding `#[reflect(Clone)]`
on opaque types.
3. Add `#[reflect(clone)]` attributes on all fields marked
`#[reflect(ignore)]` that are also `Clone`. This prevents the ignored
field from causing the cloning operation to fail.
   
Note that some of the types that contain these fields are also `Clone`,
and thus can be marked `#[reflect(Clone)]`. This makes the
`#[reflect(clone)]` attribute redundant. However, I think it's safer to
keep it marked in the case that the `Clone` impl/derive is ever removed.
I'm open to removing them, though, if people disagree.
4. Finally, I added `#[reflect(Clone)]` on all types that are also
`Clone`. While not strictly necessary, it enables us to reduce the
generated output since we can just call `Clone::clone` directly instead
of calling `PartialReflect::reflect_clone` on each variant/field. It
also means we benefit from any optimizations or customizations made in
the `Clone` impl, including directly dereferencing `Copy` values and
increasing reference counters.

Along with that change I also took the liberty of adding any missing
registrations that I saw could be applied to the type as well, such as
`Default`, `PartialEq`, and `Hash`. There were hundreds of these to
edit, though, so it's possible I missed quite a few.

That last commit is **_massive_**. There were nearly 700 types to
update. So it's recommended to review the first three before moving onto
that last one.

Additionally, I can break the last commit off into its own PR or into
smaller PRs, but I figured this would be the easiest way of doing it
(and in a timely manner since I unfortunately don't have as much time as
I used to for code contributions).

## Testing

You can test locally with a `cargo check`:

```
cargo check --workspace --all-features
```
2025-03-17 18:32:35 +00:00

437 lines
15 KiB
Rust

use super::{BorderRect, TextureSlice};
use bevy_math::{vec2, Rect, Vec2};
use bevy_reflect::{std_traits::ReflectDefault, Reflect};
/// Slices a texture using the **9-slicing** technique. This allows to reuse an image at various sizes
/// without needing to prepare multiple assets. The associated texture will be split into nine portions,
/// so that on resize the different portions scale or tile in different ways to keep the texture in proportion.
///
/// For example, when resizing a 9-sliced texture the corners will remain unscaled while the other
/// sections will be scaled or tiled.
///
/// See [9-sliced](https://en.wikipedia.org/wiki/9-slice_scaling) textures.
#[derive(Debug, Clone, Reflect, PartialEq)]
#[reflect(Clone, PartialEq)]
pub struct TextureSlicer {
/// Inset values in pixels that define the four slicing lines dividing the texture into nine sections.
pub border: BorderRect,
/// Defines how the center part of the 9 slices will scale
pub center_scale_mode: SliceScaleMode,
/// Defines how the 4 side parts of the 9 slices will scale
pub sides_scale_mode: SliceScaleMode,
/// Defines the maximum scale of the 4 corner slices (default to `1.0`)
pub max_corner_scale: f32,
}
/// Defines how a texture slice scales when resized
#[derive(Debug, Copy, Clone, Default, Reflect, PartialEq)]
#[reflect(Clone, PartialEq, Default)]
pub enum SliceScaleMode {
/// The slice will be stretched to fit the area
#[default]
Stretch,
/// The slice will be tiled to fit the area
Tile {
/// The slice will repeat when the ratio between the *drawing dimensions* of texture and the
/// *original texture size* are above `stretch_value`.
///
/// Example: `1.0` means that a 10 pixel wide image would repeat after 10 screen pixels.
/// `2.0` means it would repeat after 20 screen pixels.
///
/// Note: The value should be inferior or equal to `1.0` to avoid quality loss.
///
/// Note: the value will be clamped to `0.001` if lower
stretch_value: f32,
},
}
impl TextureSlicer {
/// Computes the 4 corner slices: top left, top right, bottom left, bottom right.
#[must_use]
fn corner_slices(&self, base_rect: Rect, render_size: Vec2) -> [TextureSlice; 4] {
let coef = render_size / base_rect.size();
let BorderRect {
left,
right,
top,
bottom,
} = self.border;
let min_coef = coef.x.min(coef.y).min(self.max_corner_scale);
[
// Top Left Corner
TextureSlice {
texture_rect: Rect {
min: base_rect.min,
max: base_rect.min + vec2(left, top),
},
draw_size: vec2(left, top) * min_coef,
offset: vec2(
-render_size.x + left * min_coef,
render_size.y - top * min_coef,
) / 2.0,
},
// Top Right Corner
TextureSlice {
texture_rect: Rect {
min: vec2(base_rect.max.x - right, base_rect.min.y),
max: vec2(base_rect.max.x, base_rect.min.y + top),
},
draw_size: vec2(right, top) * min_coef,
offset: vec2(
render_size.x - right * min_coef,
render_size.y - top * min_coef,
) / 2.0,
},
// Bottom Left
TextureSlice {
texture_rect: Rect {
min: vec2(base_rect.min.x, base_rect.max.y - bottom),
max: vec2(base_rect.min.x + left, base_rect.max.y),
},
draw_size: vec2(left, bottom) * min_coef,
offset: vec2(
-render_size.x + left * min_coef,
-render_size.y + bottom * min_coef,
) / 2.0,
},
// Bottom Right Corner
TextureSlice {
texture_rect: Rect {
min: vec2(base_rect.max.x - right, base_rect.max.y - bottom),
max: base_rect.max,
},
draw_size: vec2(right, bottom) * min_coef,
offset: vec2(
render_size.x - right * min_coef,
-render_size.y + bottom * min_coef,
) / 2.0,
},
]
}
/// Computes the 2 horizontal side slices (left and right borders)
#[must_use]
fn horizontal_side_slices(
&self,
[tl_corner, tr_corner, bl_corner, br_corner]: &[TextureSlice; 4],
base_rect: Rect,
render_size: Vec2,
) -> [TextureSlice; 2] {
[
// Left
TextureSlice {
texture_rect: Rect {
min: base_rect.min + vec2(0.0, self.border.top),
max: vec2(
base_rect.min.x + self.border.left,
base_rect.max.y - self.border.bottom,
),
},
draw_size: vec2(
tl_corner.draw_size.x,
render_size.y - (tl_corner.draw_size.y + bl_corner.draw_size.y),
),
offset: vec2(
tl_corner.draw_size.x - render_size.x,
bl_corner.draw_size.y - tl_corner.draw_size.y,
) / 2.0,
},
// Right
TextureSlice {
texture_rect: Rect {
min: vec2(
base_rect.max.x - self.border.right,
base_rect.min.y + self.border.top,
),
max: base_rect.max - vec2(0.0, self.border.bottom),
},
draw_size: vec2(
tr_corner.draw_size.x,
render_size.y - (tr_corner.draw_size.y + br_corner.draw_size.y),
),
offset: vec2(
render_size.x - tr_corner.draw_size.x,
br_corner.draw_size.y - tr_corner.draw_size.y,
) / 2.0,
},
]
}
/// Computes the 2 vertical side slices (top and bottom borders)
#[must_use]
fn vertical_side_slices(
&self,
[tl_corner, tr_corner, bl_corner, br_corner]: &[TextureSlice; 4],
base_rect: Rect,
render_size: Vec2,
) -> [TextureSlice; 2] {
[
// Top
TextureSlice {
texture_rect: Rect {
min: base_rect.min + vec2(self.border.left, 0.0),
max: vec2(
base_rect.max.x - self.border.right,
base_rect.min.y + self.border.top,
),
},
draw_size: vec2(
render_size.x - (tl_corner.draw_size.x + tr_corner.draw_size.x),
tl_corner.draw_size.y,
),
offset: vec2(
tl_corner.draw_size.x - tr_corner.draw_size.x,
render_size.y - tl_corner.draw_size.y,
) / 2.0,
},
// Bottom
TextureSlice {
texture_rect: Rect {
min: vec2(
base_rect.min.x + self.border.left,
base_rect.max.y - self.border.bottom,
),
max: base_rect.max - vec2(self.border.right, 0.0),
},
draw_size: vec2(
render_size.x - (bl_corner.draw_size.x + br_corner.draw_size.x),
bl_corner.draw_size.y,
),
offset: vec2(
bl_corner.draw_size.x - br_corner.draw_size.x,
bl_corner.draw_size.y - render_size.y,
) / 2.0,
},
]
}
/// Slices the given `rect` into at least 9 sections. If the center and/or side parts are set to tile,
/// a bigger number of sections will be computed.
///
/// # Arguments
///
/// * `rect` - The section of the texture to slice in 9 parts
/// * `render_size` - The optional draw size of the texture. If not set the `rect` size will be used.
// TODO: Support `URect` and `UVec2` instead (See `https://github.com/bevyengine/bevy/pull/11698`)
#[must_use]
pub fn compute_slices(&self, rect: Rect, render_size: Option<Vec2>) -> Vec<TextureSlice> {
let render_size = render_size.unwrap_or_else(|| rect.size());
if self.border.left + self.border.right >= rect.size().x
|| self.border.top + self.border.bottom >= rect.size().y
{
tracing::error!(
"TextureSlicer::border has out of bounds values. No slicing will be applied"
);
return vec![TextureSlice {
texture_rect: rect,
draw_size: render_size,
offset: Vec2::ZERO,
}];
}
let mut slices = Vec::with_capacity(9);
// Corners are in this order: [TL, TR, BL, BR]
let corners = self.corner_slices(rect, render_size);
// Vertical Sides: [T, B]
let vertical_sides = self.vertical_side_slices(&corners, rect, render_size);
// Horizontal Sides: [L, R]
let horizontal_sides = self.horizontal_side_slices(&corners, rect, render_size);
// Center
let center = TextureSlice {
texture_rect: Rect {
min: rect.min + vec2(self.border.left, self.border.top),
max: rect.max - vec2(self.border.right, self.border.bottom),
},
draw_size: vec2(
render_size.x - (corners[0].draw_size.x + corners[1].draw_size.x),
render_size.y - (corners[0].draw_size.y + corners[2].draw_size.y),
),
offset: vec2(vertical_sides[0].offset.x, horizontal_sides[0].offset.y),
};
slices.extend(corners);
match self.center_scale_mode {
SliceScaleMode::Stretch => {
slices.push(center);
}
SliceScaleMode::Tile { stretch_value } => {
slices.extend(center.tiled(stretch_value, (true, true)));
}
}
match self.sides_scale_mode {
SliceScaleMode::Stretch => {
slices.extend(horizontal_sides);
slices.extend(vertical_sides);
}
SliceScaleMode::Tile { stretch_value } => {
slices.extend(
horizontal_sides
.into_iter()
.flat_map(|s| s.tiled(stretch_value, (false, true))),
);
slices.extend(
vertical_sides
.into_iter()
.flat_map(|s| s.tiled(stretch_value, (true, false))),
);
}
}
slices
}
}
impl Default for TextureSlicer {
fn default() -> Self {
Self {
border: Default::default(),
center_scale_mode: Default::default(),
sides_scale_mode: Default::default(),
max_corner_scale: 1.0,
}
}
}
#[cfg(test)]
mod test {
use super::*;
#[test]
fn test_horizontal_sizes_uniform() {
let slicer = TextureSlicer {
border: BorderRect {
left: 10.,
right: 10.,
top: 10.,
bottom: 10.,
},
center_scale_mode: SliceScaleMode::Stretch,
sides_scale_mode: SliceScaleMode::Stretch,
max_corner_scale: 1.0,
};
let base_rect = Rect {
min: Vec2::ZERO,
max: Vec2::splat(50.),
};
let render_rect = Vec2::splat(100.);
let slices = slicer.corner_slices(base_rect, render_rect);
assert_eq!(
slices[0],
TextureSlice {
texture_rect: Rect {
min: Vec2::ZERO,
max: Vec2::splat(10.0)
},
draw_size: Vec2::new(10.0, 10.0),
offset: Vec2::new(-45.0, 45.0),
}
);
}
#[test]
fn test_horizontal_sizes_non_uniform_bigger() {
let slicer = TextureSlicer {
border: BorderRect {
left: 20.,
right: 10.,
top: 10.,
bottom: 10.,
},
center_scale_mode: SliceScaleMode::Stretch,
sides_scale_mode: SliceScaleMode::Stretch,
max_corner_scale: 1.0,
};
let base_rect = Rect {
min: Vec2::ZERO,
max: Vec2::splat(50.),
};
let render_rect = Vec2::splat(100.);
let slices = slicer.corner_slices(base_rect, render_rect);
assert_eq!(
slices[0],
TextureSlice {
texture_rect: Rect {
min: Vec2::ZERO,
max: Vec2::new(20.0, 10.0)
},
draw_size: Vec2::new(20.0, 10.0),
offset: Vec2::new(-40.0, 45.0),
}
);
}
#[test]
fn test_horizontal_sizes_non_uniform_smaller() {
let slicer = TextureSlicer {
border: BorderRect {
left: 5.,
right: 10.,
top: 10.,
bottom: 10.,
},
center_scale_mode: SliceScaleMode::Stretch,
sides_scale_mode: SliceScaleMode::Stretch,
max_corner_scale: 1.0,
};
let rect = Rect {
min: Vec2::ZERO,
max: Vec2::splat(50.),
};
let render_size = Vec2::splat(100.);
let corners = slicer.corner_slices(rect, render_size);
let vertical_sides = slicer.vertical_side_slices(&corners, rect, render_size);
assert_eq!(
corners[0],
TextureSlice {
texture_rect: Rect {
min: Vec2::ZERO,
max: Vec2::new(5.0, 10.0)
},
draw_size: Vec2::new(5.0, 10.0),
offset: Vec2::new(-47.5, 45.0),
}
);
assert_eq!(
vertical_sides[0], // top
TextureSlice {
texture_rect: Rect {
min: Vec2::new(5.0, 0.0),
max: Vec2::new(40.0, 10.0)
},
draw_size: Vec2::new(85.0, 10.0),
offset: Vec2::new(-2.5, 45.0),
}
);
}
#[test]
fn test_horizontal_sizes_non_uniform_zero() {
let slicer = TextureSlicer {
border: BorderRect {
left: 0.,
right: 10.,
top: 10.,
bottom: 10.,
},
center_scale_mode: SliceScaleMode::Stretch,
sides_scale_mode: SliceScaleMode::Stretch,
max_corner_scale: 1.0,
};
let base_rect = Rect {
min: Vec2::ZERO,
max: Vec2::splat(50.),
};
let render_rect = Vec2::splat(100.);
let slices = slicer.corner_slices(base_rect, render_rect);
assert_eq!(
slices[0],
TextureSlice {
texture_rect: Rect {
min: Vec2::ZERO,
max: Vec2::new(0.0, 10.0)
},
draw_size: Vec2::new(0.0, 10.0),
offset: Vec2::new(-50.0, 45.0),
}
);
}
}