# Objective Align `UiImage` with the new `XNode` naming convention. ## Solution - Rename `UiImage` to `ImageNode` - Rename `UiImageSize` to `ImageNodeSize` --- ## Migration Guide Before: ```rust commands.spawn(UiImage::new(image)); ```` After: ```rust commands.spawn(ImageNode::new(image)); ```
		
			
				
	
	
		
			82 lines
		
	
	
		
			2.7 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			82 lines
		
	
	
		
			2.7 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
//! This example illustrates how to use `TextureAtlases` within ui
 | 
						|
 | 
						|
use bevy::{color::palettes::css::*, prelude::*, winit::WinitSettings};
 | 
						|
 | 
						|
fn main() {
 | 
						|
    App::new()
 | 
						|
        .add_plugins(DefaultPlugins.set(
 | 
						|
            // This sets image filtering to nearest
 | 
						|
            // This is done to prevent textures with low resolution (e.g. pixel art) from being blurred
 | 
						|
            // by linear filtering.
 | 
						|
            ImagePlugin::default_nearest(),
 | 
						|
        ))
 | 
						|
        // Only run the app when there is user input. This will significantly reduce CPU/GPU use.
 | 
						|
        .insert_resource(WinitSettings::desktop_app())
 | 
						|
        .add_systems(Startup, setup)
 | 
						|
        .add_systems(Update, increment_atlas_index)
 | 
						|
        .run();
 | 
						|
}
 | 
						|
 | 
						|
fn setup(
 | 
						|
    mut commands: Commands,
 | 
						|
    asset_server: Res<AssetServer>,
 | 
						|
    mut texture_atlases: ResMut<Assets<TextureAtlasLayout>>,
 | 
						|
) {
 | 
						|
    // Camera
 | 
						|
    commands.spawn(Camera2d);
 | 
						|
 | 
						|
    let text_font = TextFont::default();
 | 
						|
 | 
						|
    let texture_handle = asset_server.load("textures/rpg/chars/gabe/gabe-idle-run.png");
 | 
						|
    let texture_atlas = TextureAtlasLayout::from_grid(UVec2::splat(24), 7, 1, None, None);
 | 
						|
    let texture_atlas_handle = texture_atlases.add(texture_atlas);
 | 
						|
 | 
						|
    // root node
 | 
						|
    commands
 | 
						|
        .spawn(Node {
 | 
						|
            width: Val::Percent(100.0),
 | 
						|
            height: Val::Percent(100.0),
 | 
						|
            flex_direction: FlexDirection::Column,
 | 
						|
            justify_content: JustifyContent::Center,
 | 
						|
            align_items: AlignItems::Center,
 | 
						|
            row_gap: Val::Px(text_font.font_size * 2.),
 | 
						|
            ..default()
 | 
						|
        })
 | 
						|
        .with_children(|parent| {
 | 
						|
            parent.spawn((
 | 
						|
                ImageNode::from_atlas_image(
 | 
						|
                    texture_handle,
 | 
						|
                    TextureAtlas::from(texture_atlas_handle),
 | 
						|
                ),
 | 
						|
                Node {
 | 
						|
                    width: Val::Px(256.),
 | 
						|
                    height: Val::Px(256.),
 | 
						|
                    ..default()
 | 
						|
                },
 | 
						|
                BackgroundColor(ANTIQUE_WHITE.into()),
 | 
						|
                Outline::new(Val::Px(8.0), Val::ZERO, CRIMSON.into()),
 | 
						|
            ));
 | 
						|
            parent
 | 
						|
                .spawn((Text::new("press "), text_font.clone()))
 | 
						|
                .with_child((
 | 
						|
                    TextSpan::new("space"),
 | 
						|
                    TextColor(YELLOW.into()),
 | 
						|
                    text_font.clone(),
 | 
						|
                ))
 | 
						|
                .with_child((TextSpan::new(" to advance frames"), text_font));
 | 
						|
        });
 | 
						|
}
 | 
						|
 | 
						|
fn increment_atlas_index(
 | 
						|
    mut image_nodes: Query<&mut ImageNode>,
 | 
						|
    keyboard: Res<ButtonInput<KeyCode>>,
 | 
						|
) {
 | 
						|
    if keyboard.just_pressed(KeyCode::Space) {
 | 
						|
        for mut image_node in &mut image_nodes {
 | 
						|
            if let Some(atlas) = &mut image_node.texture_atlas {
 | 
						|
                atlas.index = (atlas.index + 1) % 6;
 | 
						|
            }
 | 
						|
        }
 | 
						|
    }
 | 
						|
}
 |