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[Merged by Bors] - Doc bevy sprite #7858

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2 changes: 1 addition & 1 deletion crates/bevy_sprite/src/bundle.rs
Original file line number Diff line number Diff line change
Expand Up @@ -38,7 +38,7 @@ impl Default for SpriteBundle {
/// to as a `TextureAtlas`)
#[derive(Bundle, Clone, Default)]
pub struct SpriteSheetBundle {
/// The specific sprite from the texture atlas to be drawn
/// The specific sprite from the texture atlas to be drawn, defaulting to the first sprite in the texture atlas.
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pub sprite: TextureAtlasSprite,
/// A handle to the texture atlas that holds the sprite images
pub texture_atlas: Handle<TextureAtlas>,
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39 changes: 14 additions & 25 deletions crates/bevy_sprite/src/dynamic_texture_atlas_builder.rs
Original file line number Diff line number Diff line change
Expand Up @@ -4,19 +4,31 @@ use bevy_math::{IVec2, Rect, Vec2};
use bevy_render::texture::{Image, TextureFormatPixelInfo};
use guillotiere::{size2, Allocation, AtlasAllocator};

/// Helper utility to update [`TextureAtlas`] on the fly.
///
/// Helpful in cases when texture is created highly dynamic,
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/// e.g: font glyph texture, only render for letters to be rendered.
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pub struct DynamicTextureAtlasBuilder {
pub atlas_allocator: AtlasAllocator,
pub padding: i32,
atlas_allocator: AtlasAllocator,
padding: i32,
}

impl DynamicTextureAtlasBuilder {
/// Create a new [`DynamicTextureAtlasBuilder`]
///
/// # Arguments
///
/// * `size` - total size for the atlas
/// * `padding` - padding between textures in the atlas
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pub fn new(size: Vec2, padding: i32) -> Self {
Self {
atlas_allocator: AtlasAllocator::new(to_size2(size)),
padding,
}
}

/// Add a new texture to [`TextureAtlas`].
/// It is user's responsibility to pass in the correct [`TextureAtlas`]
pub fn add_texture(
&mut self,
texture_atlas: &mut TextureAtlas,
Expand All @@ -38,29 +50,6 @@ impl DynamicTextureAtlasBuilder {
}
}

// fn resize(
// &mut self,
// texture_atlas: &mut TextureAtlas,
// textures: &mut Assets<Texture>,
// size: Vec2,
// ) {
// let new_size2 = to_size2(new_size);
// self.atlas_texture = Texture::new_fill(new_size, &[0,0,0,0]);
// let change_list = self.atlas_allocator.resize_and_rearrange(new_size2);

// for change in change_list.changes {
// if let Some(changed_texture_handle) = self.allocation_textures.remove(&change.old.id)
// { let changed_texture = textures.get(&changed_texture_handle).unwrap();
// self.place_texture(change.new, changed_texture_handle, changed_texture);
// }
// }

// for failure in change_list.failures {
// let failed_texture = self.allocation_textures.remove(&failure.id).unwrap();
// queued_textures.push(failed_texture);
// }
// }

fn place_texture(
&mut self,
atlas_texture: &mut Image,
Expand Down
26 changes: 18 additions & 8 deletions crates/bevy_sprite/src/texture_atlas.rs
Original file line number Diff line number Diff line change
Expand Up @@ -19,18 +19,24 @@ pub struct TextureAtlas {
pub size: Vec2,
/// The specific areas of the atlas where each texture can be found
pub textures: Vec<Rect>,
pub texture_handles: Option<HashMap<Handle<Image>, usize>>,
/// Mapping from texture handle to index
pub(crate) texture_handles: Option<HashMap<Handle<Image>, usize>>,
}

#[derive(Component, Debug, Clone, Reflect)]
pub struct TextureAtlasSprite {
/// The tint color used to draw the sprite, defaulting to [`Color::WHITE`]
pub color: Color,
/// Texture index in [`TextureAtlas`]
pub index: usize,
/// Whether flip the sprite in x axis
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pub flip_x: bool,
/// Whether flip the sprite in y axis
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pub flip_y: bool,
/// An optional custom size for the sprite that will be used when rendering, instead of the size
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/// of the sprite's image in the atlas
/// of the sprite's image in the atlas. The sprite will be scaled.
pub custom_size: Option<Vec2>,
/// [`Anchor`] point of the sprite in the world
pub anchor: Anchor,
}

Expand All @@ -48,6 +54,8 @@ impl Default for TextureAtlasSprite {
}

impl TextureAtlasSprite {
/// Create a new [`TextureAtlasSprite`] with a sprite index,
/// it should be valid in corresponding [`TextureAtlas`]
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pub fn new(index: usize) -> TextureAtlasSprite {
Self {
index,
Expand All @@ -57,7 +65,7 @@ impl TextureAtlasSprite {
}

impl TextureAtlas {
/// Create a new `TextureAtlas` that has a texture, but does not have
/// Create a new [`TextureAtlas`] that has a texture, but does not have
/// any individual sprites specified
pub fn new_empty(texture: Handle<Image>, dimensions: Vec2) -> Self {
Self {
Expand All @@ -68,10 +76,10 @@ impl TextureAtlas {
}
}

/// Generate a `TextureAtlas` by splitting a texture into a grid where each
/// Generate a [`TextureAtlas`] by splitting a texture into a grid where each
/// `tile_size` by `tile_size` grid-cell is one of the textures in the
/// atlas. Grid cells are separated by some `padding`, and the grid starts
/// at `offset` pixels from the top left corner. Resulting `TextureAtlas` is
/// at `offset` pixels from the top left corner. Resulting [`TextureAtlas`] is
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/// indexed left to right, top to bottom.
pub fn from_grid(
texture: Handle<Image>,
Expand Down Expand Up @@ -116,8 +124,8 @@ impl TextureAtlas {
}
}

/// Add a sprite to the list of textures in the `TextureAtlas`
/// returns an index to the texture which can be used with `TextureAtlasSprite`
/// Add a sprite to the list of textures in the [`TextureAtlas`]
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/// returns an index to the texture which can be used with [`TextureAtlasSprite`]
///
/// # Arguments
///
Expand All @@ -128,15 +136,17 @@ impl TextureAtlas {
self.textures.len() - 1
}

/// How many textures are in the `TextureAtlas`
/// How many textures are in the [`TextureAtlas`]
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pub fn len(&self) -> usize {
self.textures.len()
}

/// Returns `true` if there are no textures in the [`TextureAtlas`]
pub fn is_empty(&self) -> bool {
self.textures.is_empty()
}

/// Returns the index if texture in the [`TextureAtlas`]
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pub fn get_texture_index(&self, texture: &Handle<Image>) -> Option<usize> {
self.texture_handles
.as_ref()
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