bevy/crates/bevy_sprite/src/bundle.rs
Félix Lescaudey de Maneville e0c296ee14
Optional ImageScaleMode (#11780)
> Follow up to #11600 and #10588 

@mockersf expressed some [valid
concerns](https://github.com/bevyengine/bevy/pull/11600#issuecomment-1932796498)
about the current system this PR attempts to fix:

The `ComputedTextureSlices` reacts to asset change in both `bevy_sprite`
and `bevy_ui`, meaning that if the `ImageScaleMode` is inserted by
default in the bundles, we will iterate through most 2d items every time
an asset is updated.

# Solution

- `ImageScaleMode` only has two variants: `Sliced` and `Tiled`. I
removed the `Stretched` default
- `ImageScaleMode` is no longer part of any bundle, but the relevant
bundles explain that this additional component can be inserted

This way, the *absence* of `ImageScaleMode` means the image will be
stretched, and its *presence* will include the entity to the various
slicing systems

Optional components in bundles would make this more straigthfoward

# Additional work

Should I add new bundles with the `ImageScaleMode` component ?
2024-02-09 20:36:32 +00:00

63 lines
2.9 KiB
Rust

use crate::{Sprite, TextureAtlas};
use bevy_asset::Handle;
use bevy_ecs::bundle::Bundle;
use bevy_render::{
texture::Image,
view::{InheritedVisibility, ViewVisibility, Visibility},
};
use bevy_transform::components::{GlobalTransform, Transform};
/// A [`Bundle`] of components for drawing a single sprite from an image.
///
/// # Extra behaviours
///
/// You may add the following components to enable additional behaviours
/// - [`ImageScaleMode`](crate::ImageScaleMode) to enable either slicing or tiling of the texture
/// - [`TextureAtlas`] to draw specific sections of a sprite sheet, (See [`SpriteSheetBundle`])
#[derive(Bundle, Clone, Default)]
pub struct SpriteBundle {
/// Specifies the rendering properties of the sprite, such as color tint and flip.
pub sprite: Sprite,
/// The local transform of the sprite, relative to its parent.
pub transform: Transform,
/// The absolute transform of the sprite. This should generally not be written to directly.
pub global_transform: GlobalTransform,
/// A reference-counted handle to the image asset to be drawn.
pub texture: Handle<Image>,
/// User indication of whether an entity is visible
pub visibility: Visibility,
/// Inherited visibility of an entity.
pub inherited_visibility: InheritedVisibility,
/// Algorithmically-computed indication of whether an entity is visible and should be extracted for rendering
pub view_visibility: ViewVisibility,
}
/// A [`Bundle`] of components for drawing a single sprite from a sprite sheet (also referred
/// to as a `TextureAtlas`) or for animated sprites.
///
/// Note:
/// This bundle is identical to [`SpriteBundle`] with an additional [`TextureAtlas`] component.
///
/// Check the following examples for usage:
/// - [`animated sprite sheet example`](https://github.com/bevyengine/bevy/blob/latest/examples/2d/sprite_sheet.rs)
/// - [`texture atlas example`](https://github.com/bevyengine/bevy/blob/latest/examples/2d/texture_atlas.rs)
#[derive(Bundle, Clone, Default)]
pub struct SpriteSheetBundle {
/// Specifies the rendering properties of the sprite, such as color tint and flip.
pub sprite: Sprite,
/// The local transform of the sprite, relative to its parent.
pub transform: Transform,
/// The absolute transform of the sprite. This should generally not be written to directly.
pub global_transform: GlobalTransform,
/// The sprite sheet base texture
pub texture: Handle<Image>,
/// The sprite sheet texture atlas, allowing to draw a custom section of `texture`.
pub atlas: TextureAtlas,
/// User indication of whether an entity is visible
pub visibility: Visibility,
/// Inherited visibility of an entity.
pub inherited_visibility: InheritedVisibility,
/// Algorithmically-computed indication of whether an entity is visible and should be extracted for rendering
pub view_visibility: ViewVisibility,
}