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Resize mode for Sprite component
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Adds a 'resize_mode' field for 'Sprite'.
This allows different resize handling based on 'SpriteResizeMode' enum value.

Co-authored-by: Marcel Müller <[email protected]>
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naithar and TheNeikos committed Sep 6, 2020
1 parent 5f1fef3 commit 0877dcf
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Showing 4 changed files with 46 additions and 37 deletions.
2 changes: 1 addition & 1 deletion crates/bevy_sprite/src/lib.rs
Original file line number Diff line number Diff line change
Expand Up @@ -20,7 +20,7 @@ pub use texture_atlas_builder::*;
pub mod prelude {
pub use crate::{
entity::{SpriteComponents, SpriteSheetComponents},
ColorMaterial, Sprite, TextureAtlas, TextureAtlasSprite,
ColorMaterial, Sprite, SpriteResizeMode, TextureAtlas, TextureAtlasSprite,
};
}

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6 changes: 3 additions & 3 deletions crates/bevy_sprite/src/render/sprite.vert
Original file line number Diff line number Diff line change
Expand Up @@ -13,12 +13,12 @@ layout(set = 0, binding = 0) uniform Camera {
layout(set = 2, binding = 0) uniform Transform {
mat4 Model;
};
layout(set = 2, binding = 1) uniform Sprite {
vec2 Sprite_size;
layout(set = 2, binding = 1) uniform Sprite_size {
vec2 size;
};

void main() {
v_Uv = Vertex_Uv;
vec3 position = Vertex_Position * vec3(Sprite_size, 1.0);
vec3 position = Vertex_Position * vec3(size, 1.0);
gl_Position = ViewProj * Model * vec4(position, 1.0);
}
49 changes: 35 additions & 14 deletions crates/bevy_sprite/src/sprite.rs
Original file line number Diff line number Diff line change
@@ -1,33 +1,54 @@
use crate::ColorMaterial;
use bevy_asset::{Assets, Handle};
use bevy_core::Byteable;
use bevy_ecs::{Query, Res};
use bevy_math::Vec2;
use bevy_render::{
renderer::{RenderResource, RenderResources},
texture::Texture,
};
use bevy_render::{renderer::RenderResources, texture::Texture};

#[repr(C)]
#[derive(Default, RenderResources, RenderResource)]
#[render_resources(from_self)]
#[derive(Default, RenderResources)]
pub struct Sprite {
pub size: Vec2,
#[render_resources(ignore)]
pub resize_mode: SpriteResizeMode,
}

// SAFE: sprite is repr(C) and only consists of byteables
unsafe impl Byteable for Sprite {}
/// Determines how `Sprite` resize should be handled
#[derive(Debug)]
pub enum SpriteResizeMode {
Manual,
Automatic,
}

impl Default for SpriteResizeMode {
fn default() -> Self {
SpriteResizeMode::Automatic
}
}

impl Sprite {
/// Creates new `Sprite` with `SpriteResizeMode::Manual` value for `resize_mode`
pub fn new(size: Vec2) -> Self {
Self {
size,
resize_mode: SpriteResizeMode::Manual,
}
}
}

pub fn sprite_system(
materials: Res<Assets<ColorMaterial>>,
textures: Res<Assets<Texture>>,
mut query: Query<(&mut Sprite, &Handle<ColorMaterial>)>,
) {
for (mut sprite, handle) in &mut query.iter() {
let material = materials.get(&handle).unwrap();
if let Some(texture_handle) = material.texture {
if let Some(texture) = textures.get(&texture_handle) {
sprite.size = texture.size;
match sprite.resize_mode {
SpriteResizeMode::Manual => continue,
SpriteResizeMode::Automatic => {
let material = materials.get(&handle).unwrap();
if let Some(texture_handle) = material.texture {
if let Some(texture) = textures.get(&texture_handle) {
sprite.size = texture.size;
}
}
}
}
}
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26 changes: 7 additions & 19 deletions examples/game/breakout.rs
Original file line number Diff line number Diff line change
Expand Up @@ -49,9 +49,7 @@ fn setup(
.spawn(SpriteComponents {
material: materials.add(Color::rgb(0.2, 0.2, 0.8).into()),
translation: Translation(Vec3::new(0.0, -215.0, 0.0)),
sprite: Sprite {
size: Vec2::new(120.0, 30.0),
},
sprite: Sprite::new(Vec2::new(120.0, 30.0)),
..Default::default()
})
.with(Paddle { speed: 500.0 })
Expand All @@ -60,9 +58,7 @@ fn setup(
.spawn(SpriteComponents {
material: materials.add(Color::rgb(0.8, 0.2, 0.2).into()),
translation: Translation(Vec3::new(0.0, -50.0, 1.0)),
sprite: Sprite {
size: Vec2::new(30.0, 30.0),
},
sprite: Sprite::new(Vec2::new(30.0, 30.0)),
..Default::default()
})
.with(Ball {
Expand Down Expand Up @@ -100,39 +96,31 @@ fn setup(
.spawn(SpriteComponents {
material: wall_material,
translation: Translation(Vec3::new(-bounds.x() / 2.0, 0.0, 0.0)),
sprite: Sprite {
size: Vec2::new(wall_thickness, bounds.y() + wall_thickness),
},
sprite: Sprite::new(Vec2::new(wall_thickness, bounds.y() + wall_thickness)),
..Default::default()
})
.with(Collider::Solid)
// right
.spawn(SpriteComponents {
material: wall_material,
translation: Translation(Vec3::new(bounds.x() / 2.0, 0.0, 0.0)),
sprite: Sprite {
size: Vec2::new(wall_thickness, bounds.y() + wall_thickness),
},
sprite: Sprite::new(Vec2::new(wall_thickness, bounds.y() + wall_thickness)),
..Default::default()
})
.with(Collider::Solid)
// bottom
.spawn(SpriteComponents {
material: wall_material,
translation: Translation(Vec3::new(0.0, -bounds.y() / 2.0, 0.0)),
sprite: Sprite {
size: Vec2::new(bounds.x() + wall_thickness, wall_thickness),
},
sprite: Sprite::new(Vec2::new(bounds.x() + wall_thickness, wall_thickness)),
..Default::default()
})
.with(Collider::Solid)
// top
.spawn(SpriteComponents {
material: wall_material,
translation: Translation(Vec3::new(0.0, bounds.y() / 2.0, 0.0)),
sprite: Sprite {
size: Vec2::new(bounds.x() + wall_thickness, wall_thickness),
},
sprite: Sprite::new(Vec2::new(bounds.x() + wall_thickness, wall_thickness)),
..Default::default()
})
.with(Collider::Solid);
Expand All @@ -158,7 +146,7 @@ fn setup(
// brick
.spawn(SpriteComponents {
material: materials.add(Color::rgb(0.2, 0.2, 0.8).into()),
sprite: Sprite { size: brick_size },
sprite: Sprite::new(brick_size),
translation: Translation(brick_position),
..Default::default()
})
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