diff --git a/crates/bevy_sprite/src/lib.rs b/crates/bevy_sprite/src/lib.rs index ddd84abbcd1aef..db35bbe84e9a18 100644 --- a/crates/bevy_sprite/src/lib.rs +++ b/crates/bevy_sprite/src/lib.rs @@ -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, }; } diff --git a/crates/bevy_sprite/src/sprite.rs b/crates/bevy_sprite/src/sprite.rs index 2997d419a172db..d10fbe384744fc 100644 --- a/crates/bevy_sprite/src/sprite.rs +++ b/crates/bevy_sprite/src/sprite.rs @@ -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 @@ -24,10 +50,15 @@ pub fn sprite_system( mut query: Query<(&mut Sprite, &Handle)>, ) { 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; + } + } } } } diff --git a/examples/game/breakout.rs b/examples/game/breakout.rs index 6690f99446c1f9..7a7f1827abe6f0 100644 --- a/examples/game/breakout.rs +++ b/examples/game/breakout.rs @@ -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 }) @@ -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 { @@ -100,9 +96,7 @@ 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) @@ -110,9 +104,7 @@ 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) @@ -120,9 +112,7 @@ fn setup( .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) @@ -130,9 +120,7 @@ fn setup( .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); @@ -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() })