6 releases (breaking)
new 0.15.0 | Dec 6, 2024 |
---|---|
0.14.1 | Jul 16, 2024 |
0.13.1 | Jun 5, 2024 |
0.2.0 | Jun 1, 2024 |
0.1.0 | May 23, 2024 |
#856 in Game dev
55 downloads per month
20KB
338 lines
Turbo Atlas Icons
A crate for bevy to help you more easily render ui icons from an atlas.
Simply add a UiIconComponent to your Ui Node (AtlasImageBundle), set its source to a pre-registered source, and it will work!
- Install the plugin
app.insert_plugins( TurboAtlasIconsPlugin )
- Register an icon source type (maps the source type -> how to access the texture atlas data )
pub struct GuiPixelIconSource(String) ; // This is your own source type that you invent !! Can invent many.
impl UiIconSource for GuiPixelIconSource {
//describe how to get the Icon Handle Name
fn get_icon_name(&self, _world: &World) -> Option<String> {
Some(self.0.clone())
}
//describe how to get the HashMap< IconHandleName -> ImageHandle for this source
fn get_icons_handles_map<'a>(&'a self, world: &'a World) -> &'a TextureHandlesMap{
let images = world.resource::<TextureAssets>();
&images.gui_pixel_icons
}
//describe how to get the texture atlas layout and overall image handle for this source
fn get_texture_atlas<'a>(&'a self, world: &'a World) -> &'a Option<TextureAtlasCombined> {
let texture_atlas_assets = world.resource::<TextureAtlasAssets>();
&texture_atlas_assets.gui_pixel_icons_atlas
}
}
- Attach the icon source type information as a component to your AtlasImageBundle node
commands.entity(icon_node).insert(
UiIconComponent{
icon_source : Some(Box::new( GuiPixelIconSource("heart_full.tga".into() ) )
}
);
- Your icon will render !
(This is all assuming the TextureAtlasCombined provided to the IconSource lookup has already been loaded into memory --- see sample/texture_atlas_assets for examples of how this could be done -- For example using bevy_asset_loader )
Dependencies
~58–94MB
~1.5M SLoC