bevy/examples/2d
Félix Lescaudey de Maneville ab16f5ed6a
UI Texture 9 slice (#11600)
> Follow up to #10588 
> Closes #11749 (Supersedes #11756)

Enable Texture slicing for the following UI nodes:
- `ImageBundle`
- `ButtonBundle`

<img width="739" alt="Screenshot 2024-01-29 at 13 57 43"
src="https://github.com/bevyengine/bevy/assets/26703856/37675681-74eb-4689-ab42-024310cf3134">

I also added a collection of `fantazy-ui-borders` from
[Kenney's](www.kenney.nl) assets, with the appropriate license (CC).
If it's a problem I can use the same textures as the `sprite_slice`
example

# Work done

Added the `ImageScaleMode` component to the targetted bundles, most of
the logic is directly reused from `bevy_sprite`.
The only additional internal component is the UI specific
`ComputedSlices`, which does the same thing as its spritee equivalent
but adapted to UI code.

Again the slicing is not compatible with `TextureAtlas`, it's something
I need to tackle more deeply in the future

# Fixes

* [x] I noticed that `TextureSlicer::compute_slices` could infinitely
loop if the border was larger that the image half extents, now an error
is triggered and the texture will fallback to being stretched
* [x] I noticed that when using small textures with very small *tiling*
options we could generate hundred of thousands of slices. Now I set a
minimum size of 1 pixel per slice, which is already ridiculously small,
and a warning will be sent at runtime when slice count goes above 1000
* [x] Sprite slicing with `flip_x` or `flip_y` would give incorrect
results, correct flipping is now supported to both sprites and ui image
nodes thanks to @odecay observation

# GPU Alternative

I create a separate branch attempting to implementing 9 slicing and
tiling directly through the `ui.wgsl` fragment shader. It works but
requires sending more data to the GPU:
- slice border
- tiling factors

And more importantly, the actual quad *scale* which is hard to put in
the shader with the current code, so that would be for a later iteration
2024-02-07 20:07:53 +00:00
..
2d_gizmos.rs Drawing Primitives with Gizmos (#11072) 2024-02-02 21:13:03 +00:00
2d_shapes.rs Implement meshing for Capsule2d (#11639) 2024-02-03 18:03:43 +00:00
2d_viewport_to_world.rs Add example for Camera::viewport_to_world (#7179) 2023-09-11 18:52:11 +00:00
bloom_2d.rs Fix missed explicit conversions in examples (#11261) 2024-01-09 00:44:24 +00:00
bounding_2d.rs Add example for bounding volumes and intersection tests (#11666) 2024-02-03 17:11:01 +00:00
custom_gltf_vertex_attribute.rs Reorder impl to be the same as the trait (#11076) 2023-12-24 17:43:55 +00:00
mesh2d_manual.rs Mesh insert indices (#11745) 2024-02-06 23:31:48 +00:00
mesh2d_vertex_color_texture.rs Fix missed explicit conversions in examples (#11261) 2024-01-09 00:44:24 +00:00
mesh2d.rs Fix missed explicit conversions in examples (#11261) 2024-01-09 00:44:24 +00:00
move_sprite.rs
pixel_grid_snap.rs Fix missed explicit conversions in examples (#11261) 2024-01-09 00:44:24 +00:00
rotation.rs Update winit dependency to 0.29 (#10702) 2023-12-21 07:40:47 +00:00
sprite_flipping.rs Update color and naming for consistency (#10367) 2023-11-04 02:09:23 +00:00
sprite_sheet.rs Texture Atlas rework (#5103) 2024-01-16 13:59:08 +00:00
sprite_slice.rs UI Texture 9 slice (#11600) 2024-02-07 20:07:53 +00:00
sprite_tile.rs Sprite slicing and tiling (#10588) 2024-01-15 15:40:06 +00:00
sprite.rs Update color and naming for consistency (#10367) 2023-11-04 02:09:23 +00:00
text2d.rs Rename TextAlignment to JustifyText. (#10854) 2023-12-05 03:00:41 +00:00
texture_atlas.rs Allow TextureAtlasBuilder in AssetLoader (#11548) 2024-01-27 16:16:44 +00:00
transparency_2d.rs