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Resize mode for sprite
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Adds a resize mode for sprite component, which allows to have a different resize handling based on this value.

Co-authored-by: Marcel Müller <[email protected]>
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naithar and TheNeikos committed Sep 3, 2020
1 parent d00ce1c commit 4349804
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Showing 3 changed files with 44 additions and 25 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, ResizeMode, TextureAtlas, TextureAtlasSprite,
};
}

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41 changes: 36 additions & 5 deletions crates/bevy_sprite/src/sprite.rs
Original file line number Diff line number Diff line change
Expand Up @@ -9,10 +9,36 @@ use bevy_render::{
};

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

/// Determines how `Sprite` resize should be handled
#[derive(Copy, Clone, Debug)]
pub enum ResizeMode {
Manual,
Automatic,
}

impl Default for Sprite {
fn default() -> Self {
Self {
size: Default::default(),
resize_mode: ResizeMode::Automatic,
}
}
}

impl Sprite {
pub fn new(size: Vec2) -> Self {
Self {
size,
resize_mode: ResizeMode::Manual,
}
}
}

// SAFE: sprite is repr(C) and only consists of byteables
Expand All @@ -24,10 +50,15 @@ pub fn sprite_system(
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 {
ResizeMode::Manual => continue,
ResizeMode::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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