 e8ae0d6c49
			
		
	
	
		e8ae0d6c49
		
			
		
	
	
	
	
		
			
			# Objective Fixes https://github.com/bevyengine/bevy/issues/11157. ## Solution Stop using `BackgroundColor` as a color tint for `UiImage`. Add a `UiImage::color` field for color tint instead. Allow a UI node to simultaneously include a solid-color background and an image, with the image rendered on top of the background (this is already how it works for e.g. text).  --- ## Changelog - The `BackgroundColor` component now renders a solid-color background behind `UiImage` instead of tinting its color. - Removed `BackgroundColor` from `ImageBundle`, `AtlasImageBundle`, and `ButtonBundle`. - Added `UiImage::color`. - Expanded `RenderUiSystem` variants. - Renamed `bevy_ui::extract_text_uinodes` to `extract_uinodes_text` for consistency. ## Migration Guide - `BackgroundColor` no longer tints the color of UI images. Use `UiImage::color` for that instead. - For solid color buttons, replace `ButtonBundle { background_color: my_color.into(), ... }` with `ButtonBundle { image: UiImage::default().with_color(my_color), ... }`, and update button interaction systems to use `UiImage::color` instead of `BackgroundColor` as well. - `bevy_ui::RenderUiSystem::ExtractNode` has been split into `ExtractBackgrounds`, `ExtractImages`, `ExtractBorders`, and `ExtractText`. - `bevy_ui::extract_uinodes` has been split into `bevy_ui::extract_uinode_background_colors` and `bevy_ui::extract_uinode_images`. - `bevy_ui::extract_text_uinodes` has been renamed to `extract_uinode_text`.
		
			
				
	
	
		
			90 lines
		
	
	
		
			3.0 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			90 lines
		
	
	
		
			3.0 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(Camera2dBundle::default());
 | |
| 
 | |
|     let text_style = TextStyle {
 | |
|         font_size: 20.,
 | |
|         ..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(NodeBundle {
 | |
|             style: Style {
 | |
|                 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_style.font_size * 2.),
 | |
|                 ..default()
 | |
|             },
 | |
|             ..default()
 | |
|         })
 | |
|         .with_children(|parent| {
 | |
|             parent.spawn((
 | |
|                 ImageBundle {
 | |
|                     style: Style {
 | |
|                         width: Val::Px(256.),
 | |
|                         height: Val::Px(256.),
 | |
|                         ..default()
 | |
|                     },
 | |
|                     image: UiImage::new(texture_handle),
 | |
|                     ..default()
 | |
|                 },
 | |
|                 TextureAtlas::from(texture_atlas_handle),
 | |
|                 BackgroundColor(ANTIQUE_WHITE.into()),
 | |
|                 Outline::new(Val::Px(8.0), Val::ZERO, CRIMSON.into()),
 | |
|             ));
 | |
|             parent.spawn(TextBundle::from_sections([
 | |
|                 TextSection::new("press ".to_string(), text_style.clone()),
 | |
|                 TextSection::new(
 | |
|                     "space".to_string(),
 | |
|                     TextStyle {
 | |
|                         color: YELLOW.into(),
 | |
|                         ..text_style.clone()
 | |
|                     },
 | |
|                 ),
 | |
|                 TextSection::new(" to advance frames".to_string(), text_style),
 | |
|             ]));
 | |
|         });
 | |
| }
 | |
| 
 | |
| fn increment_atlas_index(
 | |
|     mut atlas_images: Query<&mut TextureAtlas>,
 | |
|     keyboard: Res<ButtonInput<KeyCode>>,
 | |
| ) {
 | |
|     if keyboard.just_pressed(KeyCode::Space) {
 | |
|         for mut atlas_image in &mut atlas_images {
 | |
|             atlas_image.index = (atlas_image.index + 1) % 6;
 | |
|         }
 | |
|     }
 | |
| }
 |