 1f97717a3d
			
		
	
	
		1f97717a3d
		
			
		
	
	
	
	
		
			
			# Objective - Resolves #10853 ## Solution - ~~Changed the name of `Input` struct to `PressableInput`.~~ - Changed the name of `Input` struct to `ButtonInput`. ## Migration Guide - Breaking Change: Users need to rename `Input` to `ButtonInput` in their projects.
		
			
				
	
	
		
			87 lines
		
	
	
		
			2.8 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			87 lines
		
	
	
		
			2.8 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
| //! This example illustrates how to use `TextureAtlases` within ui
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| 
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| use bevy::{prelude::*, winit::WinitSettings};
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| 
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| fn main() {
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|     App::new()
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|         .add_plugins(DefaultPlugins.set(
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|             // This sets image filtering to nearest
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|             // This is done to prevent textures with low resolution (e.g. pixel art) from being blurred
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|             // by linear filtering.
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|             ImagePlugin::default_nearest(),
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|         ))
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|         // Only run the app when there is user input. This will significantly reduce CPU/GPU use.
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|         .insert_resource(WinitSettings::desktop_app())
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|         .add_systems(Startup, setup)
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|         .add_systems(Update, increment_atlas_index)
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|         .run();
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| }
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| 
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| fn setup(
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|     mut commands: Commands,
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|     asset_server: Res<AssetServer>,
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|     mut texture_atlases: ResMut<Assets<TextureAtlas>>,
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| ) {
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|     // Camera
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|     commands.spawn(Camera2dBundle::default());
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| 
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|     let text_style = TextStyle {
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|         font_size: 20.,
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|         ..default()
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|     };
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| 
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|     let texture_handle = asset_server.load("textures/rpg/chars/gabe/gabe-idle-run.png");
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|     let texture_atlas =
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|         TextureAtlas::from_grid(texture_handle, Vec2::new(24.0, 24.0), 7, 1, None, None);
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|     let texture_atlas_handle = texture_atlases.add(texture_atlas);
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| 
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|     // root node
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|     commands
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|         .spawn(NodeBundle {
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|             style: Style {
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|                 width: Val::Percent(100.0),
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|                 height: Val::Percent(100.0),
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|                 flex_direction: FlexDirection::Column,
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|                 justify_content: JustifyContent::Center,
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|                 align_items: AlignItems::Center,
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|                 row_gap: Val::Px(text_style.font_size * 2.),
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|                 ..default()
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|             },
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|             ..default()
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|         })
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|         .with_children(|parent| {
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|             parent.spawn(AtlasImageBundle {
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|                 style: Style {
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|                     width: Val::Px(256.),
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|                     height: Val::Px(256.),
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|                     ..default()
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|                 },
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|                 texture_atlas: texture_atlas_handle,
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|                 texture_atlas_image: UiTextureAtlasImage::default(),
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|                 ..default()
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|             });
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|             parent.spawn(TextBundle::from_sections([
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|                 TextSection::new("press ".to_string(), text_style.clone()),
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|                 TextSection::new(
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|                     "space".to_string(),
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|                     TextStyle {
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|                         color: Color::YELLOW,
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|                         ..text_style.clone()
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|                     },
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|                 ),
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|                 TextSection::new(" to advance frames".to_string(), text_style),
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|             ]));
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|         });
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| }
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| 
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| fn increment_atlas_index(
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|     mut atlas_images: Query<&mut UiTextureAtlasImage>,
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|     keyboard: Res<ButtonInput<KeyCode>>,
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| ) {
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|     if keyboard.just_pressed(KeyCode::Space) {
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|         for mut atlas_image in &mut atlas_images {
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|             atlas_image.index = (atlas_image.index + 1) % 6;
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|         }
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|     }
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| }
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