 a7be8a2655
			
		
	
	
		a7be8a2655
		
			
		
	
	
	
	
		
			
			# Objective
The physical width and height (pixels) of an image is always integers,
but for `GpuImage` bevy currently stores them as `Vec2` (`f32`).
Switching to `UVec2` makes this more consistent with the [underlying
texture data](https://docs.rs/wgpu/latest/wgpu/struct.Extent3d.html).
I'm not sure if this is worth the change in the surface level API. If
not, feel free to close this PR.
## Solution
- Replace uses of `Vec2` with `UVec2` when referring to texture
dimensions.
- Use integer types for the texture atlas dimensions and sections.
[`Sprite::rect`](a81a2d1da3/crates/bevy_sprite/src/sprite.rs (L29))
remains unchanged, so manually specifying a sub-pixel region of an image
is still possible.
---
## Changelog
- `GpuImage` now stores its size as `UVec2` instead of `Vec2`.
- Texture atlases store their size and sections as `UVec2` and `URect`
respectively.
- `UiImageSize` stores its size as `UVec2`.
## Migration Guide
- Change floating point types (`Vec2`, `Rect`) to their respective
unsigned integer versions (`UVec2`, `URect`) when using `GpuImage`,
`TextureAtlasLayout`, `TextureAtlasBuilder`,
`DynamicAtlasTextureBuilder` or `FontAtlas`.
		
	
			
		
			
				
	
	
		
			86 lines
		
	
	
		
			2.8 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			86 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<TextureAtlasLayout>>,
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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 = TextureAtlasLayout::from_grid(UVec2::splat(24), 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.into(),
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|                 image: UiImage::new(texture_handle),
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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: LegacyColor::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 TextureAtlas>,
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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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