
# Objective The migration process for `bevy_color` (#12013) will be fairly involved: there will be hundreds of affected files, and a large number of APIs. ## Solution To allow us to proceed granularly, we're going to keep both `bevy_color::Color` (new) and `bevy_render::Color` (old) around until the migration is complete. However, simply doing this directly is confusing! They're both called `Color`, making it very hard to tell when a portion of the code has been ported. As discussed in #12056, by renaming the old `Color` type, we can make it easier to gradually migrate over, one API at a time. ## Migration Guide THIS MIGRATION GUIDE INTENTIONALLY LEFT BLANK. This change should not be shipped to end users: delete this section in the final migration guide! --------- Co-authored-by: Alice Cecile <alice.i.cecil@gmail.com>
86 lines
2.8 KiB
Rust
86 lines
2.8 KiB
Rust
//! This example illustrates how to use `TextureAtlases` within ui
|
|
|
|
use bevy::{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(Vec2::new(24.0, 24.0), 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(AtlasImageBundle {
|
|
style: Style {
|
|
width: Val::Px(256.),
|
|
height: Val::Px(256.),
|
|
..default()
|
|
},
|
|
texture_atlas: texture_atlas_handle.into(),
|
|
image: UiImage::new(texture_handle),
|
|
..default()
|
|
});
|
|
parent.spawn(TextBundle::from_sections([
|
|
TextSection::new("press ".to_string(), text_style.clone()),
|
|
TextSection::new(
|
|
"space".to_string(),
|
|
TextStyle {
|
|
color: LegacyColor::YELLOW,
|
|
..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;
|
|
}
|
|
}
|
|
}
|