# Objective Continue migration of bevy APIs to required components, following guidance of https://hackmd.io/@bevy/required_components/ ## Solution - Make `Sprite` require `Transform` and `Visibility` and `SyncToRenderWorld` - move image and texture atlas handles into `Sprite` - deprecate `SpriteBundle` - remove engine uses of `SpriteBundle` ## Testing ran cargo tests on bevy_sprite and tested several sprite examples. --- ## Migration Guide Replace all uses of `SpriteBundle` with `Sprite`. There are several new convenience constructors: `Sprite::from_image`, `Sprite::from_atlas_image`, `Sprite::from_color`. WARNING: use of `Handle<Image>` and `TextureAtlas` as components on sprite entities will NO LONGER WORK. Use the fields on `Sprite` instead. I would have removed the `Component` impls from `TextureAtlas` and `Handle<Image>` except it is still used within ui. We should fix this moving forward with the migration.
		
			
				
	
	
		
			37 lines
		
	
	
		
			1.4 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			37 lines
		
	
	
		
			1.4 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
//! Shows how to display a window in transparent mode.
 | 
						|
//!
 | 
						|
//! This feature works as expected depending on the platform. Please check the
 | 
						|
//! [documentation](https://docs.rs/bevy/latest/bevy/prelude/struct.Window.html#structfield.transparent)
 | 
						|
//! for more details.
 | 
						|
 | 
						|
use bevy::prelude::*;
 | 
						|
#[cfg(any(target_os = "macos", target_os = "linux"))]
 | 
						|
use bevy::window::CompositeAlphaMode;
 | 
						|
 | 
						|
fn main() {
 | 
						|
    App::new()
 | 
						|
        .add_plugins(DefaultPlugins.set(WindowPlugin {
 | 
						|
            primary_window: Some(Window {
 | 
						|
                // Setting `transparent` allows the `ClearColor`'s alpha value to take effect
 | 
						|
                transparent: true,
 | 
						|
                // Disabling window decorations to make it feel more like a widget than a window
 | 
						|
                decorations: false,
 | 
						|
                #[cfg(target_os = "macos")]
 | 
						|
                composite_alpha_mode: CompositeAlphaMode::PostMultiplied,
 | 
						|
                #[cfg(target_os = "linux")]
 | 
						|
                composite_alpha_mode: CompositeAlphaMode::PreMultiplied,
 | 
						|
                ..default()
 | 
						|
            }),
 | 
						|
            ..default()
 | 
						|
        }))
 | 
						|
        // ClearColor must have 0 alpha, otherwise some color will bleed through
 | 
						|
        .insert_resource(ClearColor(Color::NONE))
 | 
						|
        .add_systems(Startup, setup)
 | 
						|
        .run();
 | 
						|
}
 | 
						|
 | 
						|
fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
 | 
						|
    commands.spawn(Camera2d);
 | 
						|
    commands.spawn(Sprite::from_image(asset_server.load("branding/icon.png")));
 | 
						|
}
 |