bevy/crates/bevy_sprite/src/lib.rs
ickshonpe 4e02d3cdb9
Improved UiImage and Sprite scaling and slicing APIs (#16088)
# Objective

1. UI texture slicing chops and scales an image to fit the size of a
node and isn't meant to place any constraints on the size of the node
itself, but because the required components changes required `ImageSize`
and `ContentSize` for nodes with `UiImage`, texture sliced nodes are
laid out using an `ImageMeasure`.

2. In 0.14 users could spawn a `(UiImage, NodeBundle)` which would
display an image stretched to fill the UI node's bounds ignoring the
image's instrinsic size. Now that `UiImage` requires `ContentSize`,
there's no option to display an image without its size placing
constrains on the UI layout (unless you force the `Node` to a fixed
size, but that's not a solution).

3. It's desirable that the `Sprite` and `UiImage` share similar APIs.

Fixes #16109

## Solution

* Remove the `Component` impl from `ImageScaleMode`.
* Add a `Stretch` variant to `ImageScaleMode`.
* Add a field `scale_mode: ImageScaleMode` to `Sprite`.
* Add a field `mode: UiImageMode` to `UiImage`. 
* Add an enum `UiImageMode` similar to `ImageScaleMode` but with
additional UI specific variants.
* Remove the queries for `ImageScaleMode` from Sprite and UI extraction,
and refer to the new fields instead.
* Change `ui_layout_system` to update measure funcs on any change to
`ContentSize`s to enable manual clearing without removing the component.
* Don't add a measure unless `UiImageMode::Auto` is set in
`update_image_content_size_system`. Mutably deref the `Mut<ContentSize>`
if the `UiImage` is changed to force removal of any existing measure
func.

## Testing
Remove all the constraints from the ui_texture_slice example:

```rust
//! This example illustrates how to create buttons with their textures sliced
//! and kept in proportion instead of being stretched by the button dimensions

use bevy::{
    color::palettes::css::{GOLD, ORANGE},
    prelude::*,
    winit::WinitSettings,
};

fn main() {
    App::new()
        .add_plugins(DefaultPlugins)
        // 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, button_system)
        .run();
}

fn button_system(
    mut interaction_query: Query<
        (&Interaction, &Children, &mut UiImage),
        (Changed<Interaction>, With<Button>),
    >,
    mut text_query: Query<&mut Text>,
) {
    for (interaction, children, mut image) in &mut interaction_query {
        let mut text = text_query.get_mut(children[0]).unwrap();
        match *interaction {
            Interaction::Pressed => {
                **text = "Press".to_string();
                image.color = GOLD.into();
            }
            Interaction::Hovered => {
                **text = "Hover".to_string();
                image.color = ORANGE.into();
            }
            Interaction::None => {
                **text = "Button".to_string();
                image.color = Color::WHITE;
            }
        }
    }
}

fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
    let image = asset_server.load("textures/fantasy_ui_borders/panel-border-010.png");

    let slicer = TextureSlicer {
        border: BorderRect::square(22.0),
        center_scale_mode: SliceScaleMode::Stretch,
        sides_scale_mode: SliceScaleMode::Stretch,
        max_corner_scale: 1.0,
    };
    // ui camera
    commands.spawn(Camera2d);
    commands
        .spawn(Node {
            width: Val::Percent(100.0),
            height: Val::Percent(100.0),
            align_items: AlignItems::Center,
            justify_content: JustifyContent::Center,
            ..default()
        })
        .with_children(|parent| {
            for [w, h] in [[150.0, 150.0], [300.0, 150.0], [150.0, 300.0]] {
                parent
                    .spawn((
                        Button,
                        Node {
                            // width: Val::Px(w),
                            // height: Val::Px(h),
                            // horizontally center child text
                            justify_content: JustifyContent::Center,
                            // vertically center child text
                            align_items: AlignItems::Center,
                            margin: UiRect::all(Val::Px(20.0)),
                            ..default()
                        },
                        UiImage::new(image.clone()),
                        ImageScaleMode::Sliced(slicer.clone()),
                    ))
                    .with_children(|parent| {
                        // parent.spawn((
                        //     Text::new("Button"),
                        //     TextFont {
                        //         font: asset_server.load("fonts/FiraSans-Bold.ttf"),
                        //         font_size: 33.0,
                        //         ..default()
                        //     },
                        //     TextColor(Color::srgb(0.9, 0.9, 0.9)),
                        // ));
                    });
            }
        });
}
```

This should result in a blank window, since without any constraints the
texture slice image nodes should be zero-sized. But in main the image
nodes are given the size of the underlying unsliced source image
`textures/fantasy_ui_borders/panel-border-010.png`:

<img width="321" alt="slicing"
src="https://github.com/user-attachments/assets/cbd74c9c-14cd-4b4d-93c6-7c0152bb05ee">

For this PR need to change the lines:
```
                        UiImage::new(image.clone()),
                        ImageScaleMode::Sliced(slicer.clone()),
```
to
```
                        UiImage::new(image.clone()).with_mode(UiImageMode::Sliced(slicer.clone()),
```
and then nothing should be rendered, as desired.

---------

Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2024-11-04 15:14:03 +00:00

391 lines
13 KiB
Rust

// FIXME(15321): solve CI failures, then replace with `#![expect()]`.
#![allow(missing_docs, reason = "Not all docs are written yet, see #3492.")]
#![cfg_attr(docsrs, feature(doc_auto_cfg))]
#![forbid(unsafe_code)]
#![doc(
html_logo_url = "https://bevyengine.org/assets/icon.png",
html_favicon_url = "https://bevyengine.org/assets/icon.png"
)]
//! Provides 2D sprite rendering functionality.
extern crate alloc;
mod bundle;
mod dynamic_texture_atlas_builder;
mod mesh2d;
#[cfg(feature = "bevy_sprite_picking_backend")]
mod picking_backend;
mod render;
mod sprite;
mod texture_atlas;
mod texture_atlas_builder;
mod texture_slice;
/// The sprite prelude.
///
/// This includes the most common types in this crate, re-exported for your convenience.
#[expect(deprecated)]
pub mod prelude {
#[doc(hidden)]
pub use crate::{
bundle::SpriteBundle,
sprite::{Sprite, SpriteImageMode},
texture_atlas::{TextureAtlas, TextureAtlasLayout, TextureAtlasSources},
texture_slice::{BorderRect, SliceScaleMode, TextureSlice, TextureSlicer},
ColorMaterial, ColorMesh2dBundle, MeshMaterial2d, TextureAtlasBuilder,
};
}
use bevy_reflect::{std_traits::ReflectDefault, Reflect};
pub use bundle::*;
pub use dynamic_texture_atlas_builder::*;
pub use mesh2d::*;
pub use render::*;
pub use sprite::*;
pub use texture_atlas::*;
pub use texture_atlas_builder::*;
pub use texture_slice::*;
use bevy_app::prelude::*;
use bevy_asset::{load_internal_asset, AssetApp, Assets, Handle};
use bevy_core_pipeline::core_2d::Transparent2d;
use bevy_ecs::{prelude::*, query::QueryItem};
use bevy_render::{
extract_component::{ExtractComponent, ExtractComponentPlugin},
mesh::{Mesh, Mesh2d, MeshAabb},
primitives::Aabb,
render_phase::AddRenderCommand,
render_resource::{Shader, SpecializedRenderPipelines},
texture::Image,
view::{check_visibility, NoFrustumCulling, VisibilitySystems},
ExtractSchedule, Render, RenderApp, RenderSet,
};
/// Adds support for 2D sprite rendering.
#[derive(Default)]
pub struct SpritePlugin;
pub const SPRITE_SHADER_HANDLE: Handle<Shader> = Handle::weak_from_u128(2763343953151597127);
pub const SPRITE_VIEW_BINDINGS_SHADER_HANDLE: Handle<Shader> =
Handle::weak_from_u128(8846920112458963210);
/// System set for sprite rendering.
#[derive(Debug, Hash, PartialEq, Eq, Clone, SystemSet)]
pub enum SpriteSystem {
ExtractSprites,
ComputeSlices,
}
/// A component that marks entities that aren't themselves sprites but become
/// sprites during rendering.
///
/// Right now, this is used for `Text`.
#[derive(Component, Reflect, Clone, Copy, Debug, Default)]
#[reflect(Component, Default, Debug)]
pub struct SpriteSource;
/// A convenient alias for `Or<With<Sprite>, With<SpriteSource>>`, for use with
/// [`bevy_render::view::VisibleEntities`].
pub type WithSprite = Or<(With<Sprite>, With<SpriteSource>)>;
impl Plugin for SpritePlugin {
fn build(&self, app: &mut App) {
load_internal_asset!(
app,
SPRITE_SHADER_HANDLE,
"render/sprite.wgsl",
Shader::from_wgsl
);
load_internal_asset!(
app,
SPRITE_VIEW_BINDINGS_SHADER_HANDLE,
"render/sprite_view_bindings.wgsl",
Shader::from_wgsl
);
app.init_asset::<TextureAtlasLayout>()
.register_asset_reflect::<TextureAtlasLayout>()
.register_type::<Sprite>()
.register_type::<SpriteImageMode>()
.register_type::<TextureSlicer>()
.register_type::<Anchor>()
.register_type::<TextureAtlas>()
.register_type::<Mesh2d>()
.register_type::<SpriteSource>()
.add_plugins((
Mesh2dRenderPlugin,
ColorMaterialPlugin,
ExtractComponentPlugin::<SpriteSource>::default(),
))
.add_systems(
PostUpdate,
(
calculate_bounds_2d.in_set(VisibilitySystems::CalculateBounds),
(
compute_slices_on_asset_event,
compute_slices_on_sprite_change,
)
.in_set(SpriteSystem::ComputeSlices),
(
check_visibility::<With<Mesh2d>>,
check_visibility::<WithSprite>,
)
.in_set(VisibilitySystems::CheckVisibility),
),
);
#[cfg(feature = "bevy_sprite_picking_backend")]
app.add_plugins(picking_backend::SpritePickingPlugin);
if let Some(render_app) = app.get_sub_app_mut(RenderApp) {
render_app
.init_resource::<ImageBindGroups>()
.init_resource::<SpecializedRenderPipelines<SpritePipeline>>()
.init_resource::<SpriteMeta>()
.init_resource::<ExtractedSprites>()
.init_resource::<SpriteAssetEvents>()
.add_render_command::<Transparent2d, DrawSprite>()
.add_systems(
ExtractSchedule,
(
extract_sprites.in_set(SpriteSystem::ExtractSprites),
extract_sprite_events,
),
)
.add_systems(
Render,
(
queue_sprites
.in_set(RenderSet::Queue)
.ambiguous_with(queue_material2d_meshes::<ColorMaterial>),
prepare_sprite_image_bind_groups.in_set(RenderSet::PrepareBindGroups),
prepare_sprite_view_bind_groups.in_set(RenderSet::PrepareBindGroups),
),
);
};
}
fn finish(&self, app: &mut App) {
if let Some(render_app) = app.get_sub_app_mut(RenderApp) {
render_app.init_resource::<SpritePipeline>();
}
}
}
/// System calculating and inserting an [`Aabb`] component to entities with either:
/// - a `Mesh2d` component,
/// - a `Sprite` and `Handle<Image>` components,
/// and without a [`NoFrustumCulling`] component.
///
/// Used in system set [`VisibilitySystems::CalculateBounds`].
pub fn calculate_bounds_2d(
mut commands: Commands,
meshes: Res<Assets<Mesh>>,
images: Res<Assets<Image>>,
atlases: Res<Assets<TextureAtlasLayout>>,
meshes_without_aabb: Query<(Entity, &Mesh2d), (Without<Aabb>, Without<NoFrustumCulling>)>,
sprites_to_recalculate_aabb: Query<
(Entity, &Sprite),
(
Or<(Without<Aabb>, Changed<Sprite>)>,
Without<NoFrustumCulling>,
),
>,
) {
for (entity, mesh_handle) in &meshes_without_aabb {
if let Some(mesh) = meshes.get(&mesh_handle.0) {
if let Some(aabb) = mesh.compute_aabb() {
commands.entity(entity).try_insert(aabb);
}
}
}
for (entity, sprite) in &sprites_to_recalculate_aabb {
if let Some(size) = sprite
.custom_size
.or_else(|| sprite.rect.map(|rect| rect.size()))
.or_else(|| match &sprite.texture_atlas {
// We default to the texture size for regular sprites
None => images.get(&sprite.image).map(Image::size_f32),
// We default to the drawn rect for atlas sprites
Some(atlas) => atlas
.texture_rect(&atlases)
.map(|rect| rect.size().as_vec2()),
})
{
let aabb = Aabb {
center: (-sprite.anchor.as_vec() * size).extend(0.0).into(),
half_extents: (0.5 * size).extend(0.0).into(),
};
commands.entity(entity).try_insert(aabb);
}
}
}
impl ExtractComponent for SpriteSource {
type QueryData = ();
type QueryFilter = With<SpriteSource>;
type Out = SpriteSource;
fn extract_component(_: QueryItem<'_, Self::QueryData>) -> Option<Self::Out> {
Some(SpriteSource)
}
}
#[cfg(test)]
mod test {
use bevy_math::{Rect, Vec2, Vec3A};
use bevy_utils::default;
use super::*;
#[test]
fn calculate_bounds_2d_create_aabb_for_image_sprite_entity() {
// Setup app
let mut app = App::new();
// Add resources and get handle to image
let mut image_assets = Assets::<Image>::default();
let image_handle = image_assets.add(Image::default());
app.insert_resource(image_assets);
let mesh_assets = Assets::<Mesh>::default();
app.insert_resource(mesh_assets);
let texture_atlas_assets = Assets::<TextureAtlasLayout>::default();
app.insert_resource(texture_atlas_assets);
// Add system
app.add_systems(Update, calculate_bounds_2d);
// Add entities
let entity = app.world_mut().spawn(Sprite::from_image(image_handle)).id();
// Verify that the entity does not have an AABB
assert!(!app
.world()
.get_entity(entity)
.expect("Could not find entity")
.contains::<Aabb>());
// Run system
app.update();
// Verify the AABB exists
assert!(app
.world()
.get_entity(entity)
.expect("Could not find entity")
.contains::<Aabb>());
}
#[test]
fn calculate_bounds_2d_update_aabb_when_sprite_custom_size_changes_to_some() {
// Setup app
let mut app = App::new();
// Add resources and get handle to image
let mut image_assets = Assets::<Image>::default();
let image_handle = image_assets.add(Image::default());
app.insert_resource(image_assets);
let mesh_assets = Assets::<Mesh>::default();
app.insert_resource(mesh_assets);
let texture_atlas_assets = Assets::<TextureAtlasLayout>::default();
app.insert_resource(texture_atlas_assets);
// Add system
app.add_systems(Update, calculate_bounds_2d);
// Add entities
let entity = app
.world_mut()
.spawn(Sprite {
custom_size: Some(Vec2::ZERO),
image: image_handle,
..default()
})
.id();
// Create initial AABB
app.update();
// Get the initial AABB
let first_aabb = *app
.world()
.get_entity(entity)
.expect("Could not find entity")
.get::<Aabb>()
.expect("Could not find initial AABB");
// Change `custom_size` of sprite
let mut binding = app
.world_mut()
.get_entity_mut(entity)
.expect("Could not find entity");
let mut sprite = binding
.get_mut::<Sprite>()
.expect("Could not find sprite component of entity");
sprite.custom_size = Some(Vec2::ONE);
// Re-run the `calculate_bounds_2d` system to get the new AABB
app.update();
// Get the re-calculated AABB
let second_aabb = *app
.world()
.get_entity(entity)
.expect("Could not find entity")
.get::<Aabb>()
.expect("Could not find second AABB");
// Check that the AABBs are not equal
assert_ne!(first_aabb, second_aabb);
}
#[test]
fn calculate_bounds_2d_correct_aabb_for_sprite_with_custom_rect() {
// Setup app
let mut app = App::new();
// Add resources and get handle to image
let mut image_assets = Assets::<Image>::default();
let image_handle = image_assets.add(Image::default());
app.insert_resource(image_assets);
let mesh_assets = Assets::<Mesh>::default();
app.insert_resource(mesh_assets);
let texture_atlas_assets = Assets::<TextureAtlasLayout>::default();
app.insert_resource(texture_atlas_assets);
// Add system
app.add_systems(Update, calculate_bounds_2d);
// Add entities
let entity = app
.world_mut()
.spawn(Sprite {
rect: Some(Rect::new(0., 0., 0.5, 1.)),
anchor: Anchor::TopRight,
image: image_handle,
..default()
})
.id();
// Create AABB
app.update();
// Get the AABB
let aabb = *app
.world_mut()
.get_entity(entity)
.expect("Could not find entity")
.get::<Aabb>()
.expect("Could not find AABB");
// Verify that the AABB is at the expected position
assert_eq!(aabb.center, Vec3A::new(-0.25, -0.5, 0.));
// Verify that the AABB has the expected size
assert_eq!(aabb.half_extents, Vec3A::new(0.25, 0.5, 0.));
}
}