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UI texture slice texture flipping reimplementation (bevyengine#15034)
# Objective Fixes bevyengine#15032 ## Solution Reimplement support for the `flip_x` and `flip_y` fields. This doesn't flip the border geometry, I'm not really sure whether that is desirable or not. Also fixes a bug that was causing the side and center slices to tile incorrectly. ### Testing ``` cargo run --example ui_texture_slice_flip_and_tile ``` ## Showcase <img width="787" alt="nearest" src="https://github.com/user-attachments/assets/bc044bae-1748-42ba-92b5-0500c87264f6"> With tiling need to use nearest filtering to avoid bleeding between the slices. --------- Co-authored-by: Jan Hohenheim <jan@hohenheim.ch> Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
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//! This example illustrates how to how to flip and tile images with 9-slicing in the UI. | ||
use bevy::{prelude::*, winit::WinitSettings}; | ||
use bevy_render::texture::{ImageLoaderSettings, ImageSampler}; | ||
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fn main() { | ||
App::new() | ||
.add_plugins(DefaultPlugins) | ||
.insert_resource(UiScale(2.)) | ||
// Only run the app when there is user input. This will significantly reduce CPU/GPU use for UI-only apps. | ||
.insert_resource(WinitSettings::desktop_app()) | ||
.add_systems(Startup, setup) | ||
.run(); | ||
} | ||
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fn setup(mut commands: Commands, asset_server: Res<AssetServer>) { | ||
let image = asset_server.load_with_settings( | ||
"textures/fantasy_ui_borders/numbered_slices.png", | ||
|settings: &mut ImageLoaderSettings| { | ||
// Need to use nearest filtering to avoid bleeding between the slices with tiling | ||
settings.sampler = ImageSampler::nearest(); | ||
}, | ||
); | ||
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let slicer = TextureSlicer { | ||
// `numbered_slices.png` is 48 pixels square. `BorderRect::square(16.)` insets the slicing line from each edge by 16 pixels, resulting in nine slices that are each 16 pixels square. | ||
border: BorderRect::square(16.), | ||
// With `SliceScaleMode::Tile` the side and center slices are tiled to to fill the side and center sections of the target. | ||
// And with a `stretch_value` of `1.` the tiles will have the same size as the corresponding slices in the source image. | ||
center_scale_mode: SliceScaleMode::Tile { stretch_value: 1. }, | ||
sides_scale_mode: SliceScaleMode::Tile { stretch_value: 1. }, | ||
..default() | ||
}; | ||
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// ui camera | ||
commands.spawn(Camera2dBundle::default()); | ||
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commands | ||
.spawn(NodeBundle { | ||
style: Style { | ||
width: Val::Percent(100.), | ||
height: Val::Percent(100.), | ||
justify_content: JustifyContent::Center, | ||
align_content: AlignContent::Center, | ||
flex_wrap: FlexWrap::Wrap, | ||
column_gap: Val::Px(10.), | ||
row_gap: Val::Px(10.), | ||
..default() | ||
}, | ||
..default() | ||
}) | ||
.with_children(|parent| { | ||
for ([width, height], flip_x, flip_y) in [ | ||
([160., 160.], false, false), | ||
([320., 160.], false, true), | ||
([320., 160.], true, false), | ||
([160., 160.], true, true), | ||
] { | ||
parent.spawn(( | ||
NodeBundle { | ||
style: Style { | ||
width: Val::Px(width), | ||
height: Val::Px(height), | ||
..default() | ||
}, | ||
..Default::default() | ||
}, | ||
UiImage { | ||
texture: image.clone(), | ||
flip_x, | ||
flip_y, | ||
..Default::default() | ||
}, | ||
ImageScaleMode::Sliced(slicer.clone()), | ||
)); | ||
} | ||
}); | ||
} |