pub struct ImageNode {
pub color: Color,
pub image: Handle<Image>,
pub texture_atlas: Option<TextureAtlas>,
pub flip_x: bool,
pub flip_y: bool,
pub rect: Option<Rect>,
pub image_mode: NodeImageMode,
}
Expand description
A UI Node that renders an image.
Fields§
§color: Color
The tint color used to draw the image.
This is multiplied by the color of each pixel in the image. The field value defaults to solid white, which will pass the image through unmodified.
image: Handle<Image>
Handle to the texture.
This defaults to a TRANSPARENT_IMAGE_HANDLE
, which points to a fully transparent 1x1 texture.
texture_atlas: Option<TextureAtlas>
The (optional) texture atlas used to render the image.
flip_x: bool
Whether the image should be flipped along its x-axis.
flip_y: bool
Whether the image should be flipped along its y-axis.
rect: Option<Rect>
An optional rectangle representing the region of the image to render, instead of rendering
the full image. This is an easy one-off alternative to using a TextureAtlas
.
When used with a TextureAtlas
, the rect
is offset by the atlas’s minimal (top-left) corner position.
image_mode: NodeImageMode
Controls how the image is altered to fit within the layout and how the layout algorithm determines the space to allocate for the image.
Implementations§
Source§impl ImageNode
impl ImageNode
Sourcepub fn new(texture: Handle<Image>) -> ImageNode
pub fn new(texture: Handle<Image>) -> ImageNode
Create a new ImageNode
with the given texture.
Examples found in repository?
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fn spawn_image(
parent: &mut ChildBuilder,
asset_server: &Res<AssetServer>,
update_transform: impl UpdateTransform + Component,
) {
spawn_container(parent, update_transform, |parent| {
parent.spawn((
ImageNode::new(asset_server.load("branding/bevy_logo_dark_big.png")),
Node {
height: Val::Px(100.),
position_type: PositionType::Absolute,
top: Val::Px(-50.),
left: Val::Px(-200.),
..default()
},
));
});
}
More examples
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fn atlas_render_system(
mut commands: Commands,
mut state: ResMut<State>,
font_atlas_sets: Res<FontAtlasSets>,
) {
if let Some(set) = font_atlas_sets.get(&state.handle) {
if let Some((_size, font_atlas)) = set.iter().next() {
let x_offset = state.atlas_count as f32;
if state.atlas_count == font_atlas.len() as u32 {
return;
}
let font_atlas = &font_atlas[state.atlas_count as usize];
state.atlas_count += 1;
commands.spawn((
ImageNode::new(font_atlas.texture.clone()),
Node {
position_type: PositionType::Absolute,
top: Val::ZERO,
left: Val::Px(512.0 * x_offset),
..default()
},
));
}
}
}
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fn splash_setup(mut commands: Commands, asset_server: Res<AssetServer>) {
let icon = asset_server.load("branding/icon.png");
// Display the logo
commands
.spawn((
Node {
align_items: AlignItems::Center,
justify_content: JustifyContent::Center,
width: Val::Percent(100.0),
height: Val::Percent(100.0),
..default()
},
OnSplashScreen,
))
.with_children(|parent| {
parent.spawn((
ImageNode::new(icon),
Node {
// This will set the logo to be 200px wide, and auto adjust its height
width: Val::Px(200.0),
..default()
},
));
});
// Insert the timer as a resource
commands.insert_resource(SplashTimer(Timer::from_seconds(1.0, TimerMode::Once)));
}
// Tick the timer, and change state when finished
fn countdown(
mut game_state: ResMut<NextState<GameState>>,
time: Res<Time>,
mut timer: ResMut<SplashTimer>,
) {
if timer.tick(time.delta()).finished() {
game_state.set(GameState::Menu);
}
}
}
mod game {
use bevy::{
color::palettes::basic::{BLUE, LIME},
prelude::*,
};
use super::{despawn_screen, DisplayQuality, GameState, Volume, TEXT_COLOR};
// This plugin will contain the game. In this case, it's just be a screen that will
// display the current settings for 5 seconds before returning to the menu
pub fn game_plugin(app: &mut App) {
app.add_systems(OnEnter(GameState::Game), game_setup)
.add_systems(Update, game.run_if(in_state(GameState::Game)))
.add_systems(OnExit(GameState::Game), despawn_screen::<OnGameScreen>);
}
// Tag component used to tag entities added on the game screen
#[derive(Component)]
struct OnGameScreen;
#[derive(Resource, Deref, DerefMut)]
struct GameTimer(Timer);
fn game_setup(
mut commands: Commands,
display_quality: Res<DisplayQuality>,
volume: Res<Volume>,
) {
commands
.spawn((
Node {
width: Val::Percent(100.0),
height: Val::Percent(100.0),
// center children
align_items: AlignItems::Center,
justify_content: JustifyContent::Center,
..default()
},
OnGameScreen,
))
.with_children(|parent| {
// First create a `Node` for centering what we want to display
parent
.spawn((
Node {
// This will display its children in a column, from top to bottom
flex_direction: FlexDirection::Column,
// `align_items` will align children on the cross axis. Here the main axis is
// vertical (column), so the cross axis is horizontal. This will center the
// children
align_items: AlignItems::Center,
..default()
},
BackgroundColor(Color::BLACK),
))
.with_children(|p| {
p.spawn((
Text::new("Will be back to the menu shortly..."),
TextFont {
font_size: 67.0,
..default()
},
TextColor(TEXT_COLOR),
Node {
margin: UiRect::all(Val::Px(50.0)),
..default()
},
));
p.spawn((
Text::default(),
Node {
margin: UiRect::all(Val::Px(50.0)),
..default()
},
))
.with_children(|p| {
p.spawn((
TextSpan(format!("quality: {:?}", *display_quality)),
TextFont {
font_size: 50.0,
..default()
},
TextColor(BLUE.into()),
));
p.spawn((
TextSpan::new(" - "),
TextFont {
font_size: 50.0,
..default()
},
TextColor(TEXT_COLOR),
));
p.spawn((
TextSpan(format!("volume: {:?}", *volume)),
TextFont {
font_size: 50.0,
..default()
},
TextColor(LIME.into()),
));
});
});
});
// Spawn a 5 seconds timer to trigger going back to the menu
commands.insert_resource(GameTimer(Timer::from_seconds(5.0, TimerMode::Once)));
}
// Tick the timer, and change state when finished
fn game(
time: Res<Time>,
mut game_state: ResMut<NextState<GameState>>,
mut timer: ResMut<GameTimer>,
) {
if timer.tick(time.delta()).finished() {
game_state.set(GameState::Menu);
}
}
}
mod menu {
use bevy::{app::AppExit, color::palettes::css::CRIMSON, prelude::*};
use super::{despawn_screen, DisplayQuality, GameState, Volume, TEXT_COLOR};
// This plugin manages the menu, with 5 different screens:
// - a main menu with "New Game", "Settings", "Quit"
// - a settings menu with two submenus and a back button
// - two settings screen with a setting that can be set and a back button
pub fn menu_plugin(app: &mut App) {
app
// At start, the menu is not enabled. This will be changed in `menu_setup` when
// entering the `GameState::Menu` state.
// Current screen in the menu is handled by an independent state from `GameState`
.init_state::<MenuState>()
.add_systems(OnEnter(GameState::Menu), menu_setup)
// Systems to handle the main menu screen
.add_systems(OnEnter(MenuState::Main), main_menu_setup)
.add_systems(OnExit(MenuState::Main), despawn_screen::<OnMainMenuScreen>)
// Systems to handle the settings menu screen
.add_systems(OnEnter(MenuState::Settings), settings_menu_setup)
.add_systems(
OnExit(MenuState::Settings),
despawn_screen::<OnSettingsMenuScreen>,
)
// Systems to handle the display settings screen
.add_systems(
OnEnter(MenuState::SettingsDisplay),
display_settings_menu_setup,
)
.add_systems(
Update,
(setting_button::<DisplayQuality>.run_if(in_state(MenuState::SettingsDisplay)),),
)
.add_systems(
OnExit(MenuState::SettingsDisplay),
despawn_screen::<OnDisplaySettingsMenuScreen>,
)
// Systems to handle the sound settings screen
.add_systems(OnEnter(MenuState::SettingsSound), sound_settings_menu_setup)
.add_systems(
Update,
setting_button::<Volume>.run_if(in_state(MenuState::SettingsSound)),
)
.add_systems(
OnExit(MenuState::SettingsSound),
despawn_screen::<OnSoundSettingsMenuScreen>,
)
// Common systems to all screens that handles buttons behavior
.add_systems(
Update,
(menu_action, button_system).run_if(in_state(GameState::Menu)),
);
}
// State used for the current menu screen
#[derive(Clone, Copy, Default, Eq, PartialEq, Debug, Hash, States)]
enum MenuState {
Main,
Settings,
SettingsDisplay,
SettingsSound,
#[default]
Disabled,
}
// Tag component used to tag entities added on the main menu screen
#[derive(Component)]
struct OnMainMenuScreen;
// Tag component used to tag entities added on the settings menu screen
#[derive(Component)]
struct OnSettingsMenuScreen;
// Tag component used to tag entities added on the display settings menu screen
#[derive(Component)]
struct OnDisplaySettingsMenuScreen;
// Tag component used to tag entities added on the sound settings menu screen
#[derive(Component)]
struct OnSoundSettingsMenuScreen;
const NORMAL_BUTTON: Color = Color::srgb(0.15, 0.15, 0.15);
const HOVERED_BUTTON: Color = Color::srgb(0.25, 0.25, 0.25);
const HOVERED_PRESSED_BUTTON: Color = Color::srgb(0.25, 0.65, 0.25);
const PRESSED_BUTTON: Color = Color::srgb(0.35, 0.75, 0.35);
// Tag component used to mark which setting is currently selected
#[derive(Component)]
struct SelectedOption;
// All actions that can be triggered from a button click
#[derive(Component)]
enum MenuButtonAction {
Play,
Settings,
SettingsDisplay,
SettingsSound,
BackToMainMenu,
BackToSettings,
Quit,
}
// This system handles changing all buttons color based on mouse interaction
fn button_system(
mut interaction_query: Query<
(&Interaction, &mut BackgroundColor, Option<&SelectedOption>),
(Changed<Interaction>, With<Button>),
>,
) {
for (interaction, mut background_color, selected) in &mut interaction_query {
*background_color = match (*interaction, selected) {
(Interaction::Pressed, _) | (Interaction::None, Some(_)) => PRESSED_BUTTON.into(),
(Interaction::Hovered, Some(_)) => HOVERED_PRESSED_BUTTON.into(),
(Interaction::Hovered, None) => HOVERED_BUTTON.into(),
(Interaction::None, None) => NORMAL_BUTTON.into(),
}
}
}
// This system updates the settings when a new value for a setting is selected, and marks
// the button as the one currently selected
fn setting_button<T: Resource + Component + PartialEq + Copy>(
interaction_query: Query<(&Interaction, &T, Entity), (Changed<Interaction>, With<Button>)>,
selected_query: Single<(Entity, &mut BackgroundColor), With<SelectedOption>>,
mut commands: Commands,
mut setting: ResMut<T>,
) {
let (previous_button, mut previous_button_color) = selected_query.into_inner();
for (interaction, button_setting, entity) in &interaction_query {
if *interaction == Interaction::Pressed && *setting != *button_setting {
*previous_button_color = NORMAL_BUTTON.into();
commands.entity(previous_button).remove::<SelectedOption>();
commands.entity(entity).insert(SelectedOption);
*setting = *button_setting;
}
}
}
fn menu_setup(mut menu_state: ResMut<NextState<MenuState>>) {
menu_state.set(MenuState::Main);
}
fn main_menu_setup(mut commands: Commands, asset_server: Res<AssetServer>) {
// Common style for all buttons on the screen
let button_node = Node {
width: Val::Px(300.0),
height: Val::Px(65.0),
margin: UiRect::all(Val::Px(20.0)),
justify_content: JustifyContent::Center,
align_items: AlignItems::Center,
..default()
};
let button_icon_node = Node {
width: Val::Px(30.0),
// This takes the icons out of the flexbox flow, to be positioned exactly
position_type: PositionType::Absolute,
// The icon will be close to the left border of the button
left: Val::Px(10.0),
..default()
};
let button_text_font = TextFont {
font_size: 33.0,
..default()
};
commands
.spawn((
Node {
width: Val::Percent(100.0),
height: Val::Percent(100.0),
align_items: AlignItems::Center,
justify_content: JustifyContent::Center,
..default()
},
OnMainMenuScreen,
))
.with_children(|parent| {
parent
.spawn((
Node {
flex_direction: FlexDirection::Column,
align_items: AlignItems::Center,
..default()
},
BackgroundColor(CRIMSON.into()),
))
.with_children(|parent| {
// Display the game name
parent.spawn((
Text::new("Bevy Game Menu UI"),
TextFont {
font_size: 67.0,
..default()
},
TextColor(TEXT_COLOR),
Node {
margin: UiRect::all(Val::Px(50.0)),
..default()
},
));
// Display three buttons for each action available from the main menu:
// - new game
// - settings
// - quit
parent
.spawn((
Button,
button_node.clone(),
BackgroundColor(NORMAL_BUTTON),
MenuButtonAction::Play,
))
.with_children(|parent| {
let icon = asset_server.load("textures/Game Icons/right.png");
parent.spawn((ImageNode::new(icon), button_icon_node.clone()));
parent.spawn((
Text::new("New Game"),
button_text_font.clone(),
TextColor(TEXT_COLOR),
));
});
parent
.spawn((
Button,
button_node.clone(),
BackgroundColor(NORMAL_BUTTON),
MenuButtonAction::Settings,
))
.with_children(|parent| {
let icon = asset_server.load("textures/Game Icons/wrench.png");
parent.spawn((ImageNode::new(icon), button_icon_node.clone()));
parent.spawn((
Text::new("Settings"),
button_text_font.clone(),
TextColor(TEXT_COLOR),
));
});
parent
.spawn((
Button,
button_node,
BackgroundColor(NORMAL_BUTTON),
MenuButtonAction::Quit,
))
.with_children(|parent| {
let icon = asset_server.load("textures/Game Icons/exitRight.png");
parent.spawn((ImageNode::new(icon), button_icon_node));
parent.spawn((
Text::new("Quit"),
button_text_font,
TextColor(TEXT_COLOR),
));
});
});
});
}
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fn spawn_button(
commands: &mut ChildBuilder,
background_color: Color,
buttons: f32,
column: usize,
row: usize,
spawn_text: bool,
border: UiRect,
border_color: BorderColor,
image: Option<Handle<Image>>,
) {
let width = Val::Vw(90.0 / buttons);
let height = Val::Vh(90.0 / buttons);
let margin = UiRect::axes(width * 0.05, height * 0.05);
let mut builder = commands.spawn((
Button,
Node {
width,
height,
margin,
align_items: AlignItems::Center,
justify_content: JustifyContent::Center,
border,
..default()
},
BackgroundColor(background_color),
border_color,
IdleColor(background_color),
));
if let Some(image) = image {
builder.insert(ImageNode::new(image));
}
if spawn_text {
builder.with_children(|parent| {
parent.spawn((
Text(format!("{column}, {row}")),
TextFont {
font_size: FONT_SIZE,
..default()
},
TextColor(Color::srgb(0.2, 0.2, 0.2)),
));
});
}
}
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fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
commands.spawn(Camera2d);
let text_font = TextFont {
font_size: 13.,
..default()
};
commands
.spawn((
Node {
width: Val::Percent(50.0),
height: Val::Percent(50.0),
position_type: PositionType::Absolute,
left: Val::Percent(25.),
top: Val::Percent(25.),
justify_content: JustifyContent::SpaceAround,
align_items: AlignItems::Center,
..default()
},
BackgroundColor(ANTIQUE_WHITE.into()),
))
.with_children(|parent| {
parent
.spawn((
Node {
width: Val::Px(40.0),
height: Val::Px(40.0),
..default()
},
BackgroundColor(RED.into()),
))
.with_children(|parent| {
parent.spawn((Text::new("Size!"), text_font, TextColor::BLACK));
});
parent.spawn((
Node {
width: Val::Percent(15.0),
height: Val::Percent(15.0),
..default()
},
BackgroundColor(BLUE.into()),
));
parent.spawn((
ImageNode::new(asset_server.load("branding/icon.png")),
Node {
width: Val::Px(30.0),
height: Val::Px(30.0),
..default()
},
));
});
}
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fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
commands.spawn(Camera2d);
let text_style = TextFont::default();
let image = asset_server.load("branding/icon.png");
commands
.spawn((
Node {
width: Val::Percent(100.),
height: Val::Percent(100.),
align_items: AlignItems::Center,
justify_content: JustifyContent::Center,
..Default::default()
},
BackgroundColor(ANTIQUE_WHITE.into()),
))
.with_children(|parent| {
for overflow in [
Overflow::visible(),
Overflow::clip_x(),
Overflow::clip_y(),
Overflow::clip(),
] {
parent
.spawn(Node {
flex_direction: FlexDirection::Column,
align_items: AlignItems::Center,
margin: UiRect::horizontal(Val::Px(25.)),
..Default::default()
})
.with_children(|parent| {
let label = format!("{overflow:#?}");
parent
.spawn((
Node {
padding: UiRect::all(Val::Px(10.)),
margin: UiRect::bottom(Val::Px(25.)),
..Default::default()
},
BackgroundColor(Color::srgb(0.25, 0.25, 0.25)),
))
.with_children(|parent| {
parent.spawn((Text::new(label), text_style.clone()));
});
parent
.spawn((
Node {
width: Val::Px(100.),
height: Val::Px(100.),
padding: UiRect {
left: Val::Px(25.),
top: Val::Px(25.),
..Default::default()
},
border: UiRect::all(Val::Px(5.)),
overflow,
..default()
},
BorderColor(Color::BLACK),
BackgroundColor(GRAY.into()),
))
.with_children(|parent| {
parent.spawn((
ImageNode::new(image.clone()),
Node {
min_width: Val::Px(100.),
min_height: Val::Px(100.),
..default()
},
Interaction::default(),
Outline {
width: Val::Px(2.),
offset: Val::Px(2.),
color: Color::NONE,
},
));
});
});
}
});
}
Sourcepub fn solid_color(color: Color) -> ImageNode
pub fn solid_color(color: Color) -> ImageNode
Create a solid color ImageNode
.
This is primarily useful for debugging / mocking the extents of your image.
Sourcepub fn from_atlas_image(image: Handle<Image>, atlas: TextureAtlas) -> ImageNode
pub fn from_atlas_image(image: Handle<Image>, atlas: TextureAtlas) -> ImageNode
Create a ImageNode
from an image, with an associated texture atlas
Examples found in repository?
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fn setup(
mut commands: Commands,
asset_server: Res<AssetServer>,
mut texture_atlases: ResMut<Assets<TextureAtlasLayout>>,
) {
// Camera
commands.spawn(Camera2d);
let text_font = TextFont::default();
let texture_handle = asset_server.load("textures/rpg/chars/gabe/gabe-idle-run.png");
let texture_atlas = TextureAtlasLayout::from_grid(UVec2::splat(24), 7, 1, None, None);
let texture_atlas_handle = texture_atlases.add(texture_atlas);
// root node
commands
.spawn(Node {
width: Val::Percent(100.0),
height: Val::Percent(100.0),
flex_direction: FlexDirection::Column,
justify_content: JustifyContent::Center,
align_items: AlignItems::Center,
row_gap: Val::Px(text_font.font_size * 2.),
..default()
})
.with_children(|parent| {
parent.spawn((
ImageNode::from_atlas_image(
texture_handle,
TextureAtlas::from(texture_atlas_handle),
),
Node {
width: Val::Px(256.),
height: Val::Px(256.),
..default()
},
BackgroundColor(ANTIQUE_WHITE.into()),
Outline::new(Val::Px(8.0), Val::ZERO, CRIMSON.into()),
));
parent
.spawn((Text::new("press "), text_font.clone()))
.with_child((
TextSpan::new("space"),
TextColor(YELLOW.into()),
text_font.clone(),
))
.with_child((TextSpan::new(" to advance frames"), text_font));
});
}
More examples
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fn setup(
mut commands: Commands,
asset_server: Res<AssetServer>,
mut texture_atlases: ResMut<Assets<TextureAtlasLayout>>,
) {
let texture_handle = asset_server.load("textures/fantasy_ui_borders/border_sheet.png");
let atlas_layout =
TextureAtlasLayout::from_grid(UVec2::new(50, 50), 6, 6, Some(UVec2::splat(2)), None);
let atlas_layout_handle = texture_atlases.add(atlas_layout);
let slicer = TextureSlicer {
border: BorderRect::square(24.0),
center_scale_mode: SliceScaleMode::Stretch,
sides_scale_mode: SliceScaleMode::Stretch,
max_corner_scale: 1.0,
};
// ui camera
commands.spawn(Camera2d);
commands
.spawn(Node {
width: Val::Percent(100.0),
height: Val::Percent(100.0),
align_items: AlignItems::Center,
justify_content: JustifyContent::Center,
..default()
})
.with_children(|parent| {
for (idx, [w, h]) in [
(0, [150.0, 150.0]),
(7, [300.0, 150.0]),
(13, [150.0, 300.0]),
] {
parent
.spawn((
Button,
ImageNode::from_atlas_image(
texture_handle.clone(),
TextureAtlas {
index: idx,
layout: atlas_layout_handle.clone(),
},
)
.with_mode(NodeImageMode::Sliced(slicer.clone())),
Node {
width: Val::Px(w),
height: Val::Px(h),
// horizontally center child text
justify_content: JustifyContent::Center,
// vertically center child text
align_items: AlignItems::Center,
margin: UiRect::all(Val::Px(20.0)),
..default()
},
))
.with_children(|parent| {
parent.spawn((
Text::new("Button"),
TextFont {
font: asset_server.load("fonts/FiraSans-Bold.ttf"),
font_size: 33.0,
..default()
},
TextColor(Color::srgb(0.9, 0.9, 0.9)),
));
});
}
});
}
Sourcepub const fn with_color(self, color: Color) -> ImageNode
pub const fn with_color(self, color: Color) -> ImageNode
Set the color tint
Sourcepub const fn with_flip_x(self) -> ImageNode
pub const fn with_flip_x(self) -> ImageNode
Flip the image along its x-axis
Sourcepub const fn with_flip_y(self) -> ImageNode
pub const fn with_flip_y(self) -> ImageNode
Flip the image along its y-axis
pub const fn with_rect(self, rect: Rect) -> ImageNode
Sourcepub const fn with_mode(self, mode: NodeImageMode) -> ImageNode
pub const fn with_mode(self, mode: NodeImageMode) -> ImageNode
Examples found in repository?
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fn setup(
mut commands: Commands,
asset_server: Res<AssetServer>,
mut texture_atlases: ResMut<Assets<TextureAtlasLayout>>,
) {
let texture_handle = asset_server.load("textures/fantasy_ui_borders/border_sheet.png");
let atlas_layout =
TextureAtlasLayout::from_grid(UVec2::new(50, 50), 6, 6, Some(UVec2::splat(2)), None);
let atlas_layout_handle = texture_atlases.add(atlas_layout);
let slicer = TextureSlicer {
border: BorderRect::square(24.0),
center_scale_mode: SliceScaleMode::Stretch,
sides_scale_mode: SliceScaleMode::Stretch,
max_corner_scale: 1.0,
};
// ui camera
commands.spawn(Camera2d);
commands
.spawn(Node {
width: Val::Percent(100.0),
height: Val::Percent(100.0),
align_items: AlignItems::Center,
justify_content: JustifyContent::Center,
..default()
})
.with_children(|parent| {
for (idx, [w, h]) in [
(0, [150.0, 150.0]),
(7, [300.0, 150.0]),
(13, [150.0, 300.0]),
] {
parent
.spawn((
Button,
ImageNode::from_atlas_image(
texture_handle.clone(),
TextureAtlas {
index: idx,
layout: atlas_layout_handle.clone(),
},
)
.with_mode(NodeImageMode::Sliced(slicer.clone())),
Node {
width: Val::Px(w),
height: Val::Px(h),
// horizontally center child text
justify_content: JustifyContent::Center,
// vertically center child text
align_items: AlignItems::Center,
margin: UiRect::all(Val::Px(20.0)),
..default()
},
))
.with_children(|parent| {
parent.spawn((
Text::new("Button"),
TextFont {
font: asset_server.load("fonts/FiraSans-Bold.ttf"),
font_size: 33.0,
..default()
},
TextColor(Color::srgb(0.9, 0.9, 0.9)),
));
});
}
});
}
More examples
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fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
// Camera
commands.spawn((Camera2d, IsDefaultUiCamera, UiBoxShadowSamples(6)));
// root node
commands
.spawn(Node {
width: Val::Percent(100.0),
height: Val::Percent(100.0),
justify_content: JustifyContent::SpaceBetween,
..default()
})
.insert(PickingBehavior::IGNORE)
.with_children(|parent| {
// left vertical fill (border)
parent
.spawn((
Node {
width: Val::Px(200.),
border: UiRect::all(Val::Px(2.)),
..default()
},
BackgroundColor(Color::srgb(0.65, 0.65, 0.65)),
))
.with_children(|parent| {
// left vertical fill (content)
parent
.spawn((
Node {
width: Val::Percent(100.),
flex_direction: FlexDirection::Column,
padding: UiRect::all(Val::Px(5.)),
row_gap: Val::Px(5.),
..default()
},
BackgroundColor(Color::srgb(0.15, 0.15, 0.15)),
))
.with_children(|parent| {
// text
parent.spawn((
Text::new("Text Example"),
TextFont {
font: asset_server.load("fonts/FiraSans-Bold.ttf"),
font_size: 25.0,
..default()
},
// Because this is a distinct label widget and
// not button/list item text, this is necessary
// for accessibility to treat the text accordingly.
Label,
));
#[cfg(feature = "bevy_dev_tools")]
// Debug overlay text
parent.spawn((
Text::new("Press Space to enable debug outlines."),
TextFont {
font: asset_server.load("fonts/FiraSans-Bold.ttf"),
..default()
},
Label,
));
#[cfg(not(feature = "bevy_dev_tools"))]
parent.spawn((
Text::new("Try enabling feature \"bevy_dev_tools\"."),
TextFont {
font: asset_server.load("fonts/FiraSans-Bold.ttf"),
..default()
},
Label,
));
});
});
// right vertical fill
parent
.spawn(Node {
flex_direction: FlexDirection::Column,
justify_content: JustifyContent::Center,
align_items: AlignItems::Center,
width: Val::Px(200.),
..default()
})
.with_children(|parent| {
// Title
parent.spawn((
Text::new("Scrolling list"),
TextFont {
font: asset_server.load("fonts/FiraSans-Bold.ttf"),
font_size: 21.,
..default()
},
Label,
));
// Scrolling list
parent
.spawn((
Node {
flex_direction: FlexDirection::Column,
align_self: AlignSelf::Stretch,
height: Val::Percent(50.),
overflow: Overflow::scroll_y(),
..default()
},
BackgroundColor(Color::srgb(0.10, 0.10, 0.10)),
))
.with_children(|parent| {
// List items
for i in 0..25 {
parent
.spawn((
Text(format!("Item {i}")),
TextFont {
font: asset_server.load("fonts/FiraSans-Bold.ttf"),
..default()
},
Label,
AccessibilityNode(Accessible::new(Role::ListItem)),
))
.insert(PickingBehavior {
should_block_lower: false,
..default()
});
}
});
});
parent
.spawn(Node {
left: Val::Px(210.),
bottom: Val::Px(10.),
position_type: PositionType::Absolute,
..default()
})
.with_children(|parent| {
parent
.spawn((
Node {
width: Val::Px(200.0),
height: Val::Px(200.0),
border: UiRect::all(Val::Px(20.)),
flex_direction: FlexDirection::Column,
justify_content: JustifyContent::Center,
..default()
},
BorderColor(LIME.into()),
BackgroundColor(Color::srgb(0.8, 0.8, 1.)),
))
.with_children(|parent| {
parent.spawn((
ImageNode::new(asset_server.load("branding/bevy_logo_light.png")),
// Uses the transform to rotate the logo image by 45 degrees
Transform::from_rotation(Quat::from_rotation_z(0.25 * PI)),
BorderRadius::all(Val::Px(10.)),
Outline {
width: Val::Px(2.),
offset: Val::Px(4.),
color: DARK_GRAY.into(),
},
));
});
});
let shadow = BoxShadow {
color: Color::BLACK.with_alpha(0.5),
blur_radius: Val::Px(2.),
x_offset: Val::Px(10.),
y_offset: Val::Px(10.),
..default()
};
// render order test: reddest in the back, whitest in the front (flex center)
parent
.spawn(Node {
width: Val::Percent(100.0),
height: Val::Percent(100.0),
position_type: PositionType::Absolute,
align_items: AlignItems::Center,
justify_content: JustifyContent::Center,
..default()
})
.insert(PickingBehavior::IGNORE)
.with_children(|parent| {
parent
.spawn((
Node {
width: Val::Px(100.0),
height: Val::Px(100.0),
..default()
},
BackgroundColor(Color::srgb(1.0, 0.0, 0.)),
shadow,
))
.with_children(|parent| {
parent.spawn((
Node {
// Take the size of the parent node.
width: Val::Percent(100.0),
height: Val::Percent(100.0),
position_type: PositionType::Absolute,
left: Val::Px(20.),
bottom: Val::Px(20.),
..default()
},
BackgroundColor(Color::srgb(1.0, 0.3, 0.3)),
shadow,
));
parent.spawn((
Node {
width: Val::Percent(100.0),
height: Val::Percent(100.0),
position_type: PositionType::Absolute,
left: Val::Px(40.),
bottom: Val::Px(40.),
..default()
},
BackgroundColor(Color::srgb(1.0, 0.5, 0.5)),
shadow,
));
parent.spawn((
Node {
width: Val::Percent(100.0),
height: Val::Percent(100.0),
position_type: PositionType::Absolute,
left: Val::Px(60.),
bottom: Val::Px(60.),
..default()
},
BackgroundColor(Color::srgb(0.0, 0.7, 0.7)),
shadow,
));
// alpha test
parent.spawn((
Node {
width: Val::Percent(100.0),
height: Val::Percent(100.0),
position_type: PositionType::Absolute,
left: Val::Px(80.),
bottom: Val::Px(80.),
..default()
},
BackgroundColor(Color::srgba(1.0, 0.9, 0.9, 0.4)),
BoxShadow {
color: Color::BLACK.with_alpha(0.3),
..shadow
},
));
});
});
// bevy logo (flex center)
parent
.spawn(Node {
width: Val::Percent(100.0),
position_type: PositionType::Absolute,
justify_content: JustifyContent::Center,
align_items: AlignItems::FlexStart,
..default()
})
.with_children(|parent| {
// bevy logo (image)
parent
.spawn((
ImageNode::new(asset_server.load("branding/bevy_logo_dark_big.png"))
.with_mode(NodeImageMode::Stretch),
Node {
width: Val::Px(500.0),
height: Val::Px(125.0),
margin: UiRect::top(Val::VMin(5.)),
..default()
},
))
.with_children(|parent| {
// alt text
// This UI node takes up no space in the layout and the `Text` component is used by the accessibility module
// and is not rendered.
parent.spawn((
Node {
display: Display::None,
..default()
},
Text::new("Bevy logo"),
));
});
});
// four bevy icons demonstrating image flipping
parent
.spawn(Node {
width: Val::Percent(100.0),
height: Val::Percent(100.0),
position_type: PositionType::Absolute,
justify_content: JustifyContent::Center,
align_items: AlignItems::FlexEnd,
column_gap: Val::Px(10.),
padding: UiRect::all(Val::Px(10.)),
..default()
})
.with_children(|parent| {
for (flip_x, flip_y) in
[(false, false), (false, true), (true, true), (true, false)]
{
parent.spawn((
ImageNode {
image: asset_server.load("branding/icon.png"),
flip_x,
flip_y,
..default()
},
Node {
// The height will be chosen automatically to preserve the image's aspect ratio
width: Val::Px(75.),
..default()
},
));
}
});
});
}
Trait Implementations§
Source§impl Component for ImageNode
impl Component for ImageNode
Required Components: Node
, ImageNodeSize
, ContentSize
.
A component’s Required Components are inserted whenever it is inserted. Note that this will also insert the required components of the required components, recursively, in depth-first order.
Source§const STORAGE_TYPE: StorageType = bevy_ecs::component::StorageType::Table
const STORAGE_TYPE: StorageType = bevy_ecs::component::StorageType::Table
Source§fn register_required_components(
requiree: ComponentId,
components: &mut Components,
storages: &mut Storages,
required_components: &mut RequiredComponents,
inheritance_depth: u16,
)
fn register_required_components( requiree: ComponentId, components: &mut Components, storages: &mut Storages, required_components: &mut RequiredComponents, inheritance_depth: u16, )
Source§fn register_component_hooks(hooks: &mut ComponentHooks)
fn register_component_hooks(hooks: &mut ComponentHooks)
ComponentHooks
.Source§impl Default for ImageNode
impl Default for ImageNode
Source§fn default() -> ImageNode
fn default() -> ImageNode
A transparent 1x1 image with a solid white tint.
§Warning
This will be invisible by default.
To set this to a visible image, you need to set the texture
field to a valid image handle,
or use Handle<Image>
’s default 1x1 solid white texture (as is done in ImageNode::solid_color
).
Source§impl FromArg for &'static ImageNodewhere
ImageNode: Any + Send + Sync,
Color: FromReflect + TypePath + MaybeTyped + RegisterForReflection,
Handle<Image>: FromReflect + TypePath + MaybeTyped + RegisterForReflection,
Option<TextureAtlas>: FromReflect + TypePath + MaybeTyped + RegisterForReflection,
bool: FromReflect + TypePath + MaybeTyped + RegisterForReflection,
Option<Rect>: FromReflect + TypePath + MaybeTyped + RegisterForReflection,
NodeImageMode: FromReflect + TypePath + MaybeTyped + RegisterForReflection,
impl FromArg for &'static ImageNodewhere
ImageNode: Any + Send + Sync,
Color: FromReflect + TypePath + MaybeTyped + RegisterForReflection,
Handle<Image>: FromReflect + TypePath + MaybeTyped + RegisterForReflection,
Option<TextureAtlas>: FromReflect + TypePath + MaybeTyped + RegisterForReflection,
bool: FromReflect + TypePath + MaybeTyped + RegisterForReflection,
Option<Rect>: FromReflect + TypePath + MaybeTyped + RegisterForReflection,
NodeImageMode: FromReflect + TypePath + MaybeTyped + RegisterForReflection,
Source§impl FromArg for &'static mut ImageNodewhere
ImageNode: Any + Send + Sync,
Color: FromReflect + TypePath + MaybeTyped + RegisterForReflection,
Handle<Image>: FromReflect + TypePath + MaybeTyped + RegisterForReflection,
Option<TextureAtlas>: FromReflect + TypePath + MaybeTyped + RegisterForReflection,
bool: FromReflect + TypePath + MaybeTyped + RegisterForReflection,
Option<Rect>: FromReflect + TypePath + MaybeTyped + RegisterForReflection,
NodeImageMode: FromReflect + TypePath + MaybeTyped + RegisterForReflection,
impl FromArg for &'static mut ImageNodewhere
ImageNode: Any + Send + Sync,
Color: FromReflect + TypePath + MaybeTyped + RegisterForReflection,
Handle<Image>: FromReflect + TypePath + MaybeTyped + RegisterForReflection,
Option<TextureAtlas>: FromReflect + TypePath + MaybeTyped + RegisterForReflection,
bool: FromReflect + TypePath + MaybeTyped + RegisterForReflection,
Option<Rect>: FromReflect + TypePath + MaybeTyped + RegisterForReflection,
NodeImageMode: FromReflect + TypePath + MaybeTyped + RegisterForReflection,
Source§impl FromArg for ImageNodewhere
ImageNode: Any + Send + Sync,
Color: FromReflect + TypePath + MaybeTyped + RegisterForReflection,
Handle<Image>: FromReflect + TypePath + MaybeTyped + RegisterForReflection,
Option<TextureAtlas>: FromReflect + TypePath + MaybeTyped + RegisterForReflection,
bool: FromReflect + TypePath + MaybeTyped + RegisterForReflection,
Option<Rect>: FromReflect + TypePath + MaybeTyped + RegisterForReflection,
NodeImageMode: FromReflect + TypePath + MaybeTyped + RegisterForReflection,
impl FromArg for ImageNodewhere
ImageNode: Any + Send + Sync,
Color: FromReflect + TypePath + MaybeTyped + RegisterForReflection,
Handle<Image>: FromReflect + TypePath + MaybeTyped + RegisterForReflection,
Option<TextureAtlas>: FromReflect + TypePath + MaybeTyped + RegisterForReflection,
bool: FromReflect + TypePath + MaybeTyped + RegisterForReflection,
Option<Rect>: FromReflect + TypePath + MaybeTyped + RegisterForReflection,
NodeImageMode: FromReflect + TypePath + MaybeTyped + RegisterForReflection,
Source§impl FromReflect for ImageNodewhere
ImageNode: Any + Send + Sync,
Color: FromReflect + TypePath + MaybeTyped + RegisterForReflection,
Handle<Image>: FromReflect + TypePath + MaybeTyped + RegisterForReflection,
Option<TextureAtlas>: FromReflect + TypePath + MaybeTyped + RegisterForReflection,
bool: FromReflect + TypePath + MaybeTyped + RegisterForReflection,
Option<Rect>: FromReflect + TypePath + MaybeTyped + RegisterForReflection,
NodeImageMode: FromReflect + TypePath + MaybeTyped + RegisterForReflection,
impl FromReflect for ImageNodewhere
ImageNode: Any + Send + Sync,
Color: FromReflect + TypePath + MaybeTyped + RegisterForReflection,
Handle<Image>: FromReflect + TypePath + MaybeTyped + RegisterForReflection,
Option<TextureAtlas>: FromReflect + TypePath + MaybeTyped + RegisterForReflection,
bool: FromReflect + TypePath + MaybeTyped + RegisterForReflection,
Option<Rect>: FromReflect + TypePath + MaybeTyped + RegisterForReflection,
NodeImageMode: FromReflect + TypePath + MaybeTyped + RegisterForReflection,
Source§fn from_reflect(reflect: &(dyn PartialReflect + 'static)) -> Option<ImageNode>
fn from_reflect(reflect: &(dyn PartialReflect + 'static)) -> Option<ImageNode>
Self
from a reflected value.Source§fn take_from_reflect(
reflect: Box<dyn PartialReflect>,
) -> Result<Self, Box<dyn PartialReflect>>
fn take_from_reflect( reflect: Box<dyn PartialReflect>, ) -> Result<Self, Box<dyn PartialReflect>>
Self
using,
constructing the value using from_reflect
if that fails. Read moreSource§impl GetOwnership for &ImageNodewhere
ImageNode: Any + Send + Sync,
Color: FromReflect + TypePath + MaybeTyped + RegisterForReflection,
Handle<Image>: FromReflect + TypePath + MaybeTyped + RegisterForReflection,
Option<TextureAtlas>: FromReflect + TypePath + MaybeTyped + RegisterForReflection,
bool: FromReflect + TypePath + MaybeTyped + RegisterForReflection,
Option<Rect>: FromReflect + TypePath + MaybeTyped + RegisterForReflection,
NodeImageMode: FromReflect + TypePath + MaybeTyped + RegisterForReflection,
impl GetOwnership for &ImageNodewhere
ImageNode: Any + Send + Sync,
Color: FromReflect + TypePath + MaybeTyped + RegisterForReflection,
Handle<Image>: FromReflect + TypePath + MaybeTyped + RegisterForReflection,
Option<TextureAtlas>: FromReflect + TypePath + MaybeTyped + RegisterForReflection,
bool: FromReflect + TypePath + MaybeTyped + RegisterForReflection,
Option<Rect>: FromReflect + TypePath + MaybeTyped + RegisterForReflection,
NodeImageMode: FromReflect + TypePath + MaybeTyped + RegisterForReflection,
Source§impl GetOwnership for &mut ImageNodewhere
ImageNode: Any + Send + Sync,
Color: FromReflect + TypePath + MaybeTyped + RegisterForReflection,
Handle<Image>: FromReflect + TypePath + MaybeTyped + RegisterForReflection,
Option<TextureAtlas>: FromReflect + TypePath + MaybeTyped + RegisterForReflection,
bool: FromReflect + TypePath + MaybeTyped + RegisterForReflection,
Option<Rect>: FromReflect + TypePath + MaybeTyped + RegisterForReflection,
NodeImageMode: FromReflect + TypePath + MaybeTyped + RegisterForReflection,
impl GetOwnership for &mut ImageNodewhere
ImageNode: Any + Send + Sync,
Color: FromReflect + TypePath + MaybeTyped + RegisterForReflection,
Handle<Image>: FromReflect + TypePath + MaybeTyped + RegisterForReflection,
Option<TextureAtlas>: FromReflect + TypePath + MaybeTyped + RegisterForReflection,
bool: FromReflect + TypePath + MaybeTyped + RegisterForReflection,
Option<Rect>: FromReflect + TypePath + MaybeTyped + RegisterForReflection,
NodeImageMode: FromReflect + TypePath + MaybeTyped + RegisterForReflection,
Source§impl GetOwnership for ImageNodewhere
ImageNode: Any + Send + Sync,
Color: FromReflect + TypePath + MaybeTyped + RegisterForReflection,
Handle<Image>: FromReflect + TypePath + MaybeTyped + RegisterForReflection,
Option<TextureAtlas>: FromReflect + TypePath + MaybeTyped + RegisterForReflection,
bool: FromReflect + TypePath + MaybeTyped + RegisterForReflection,
Option<Rect>: FromReflect + TypePath + MaybeTyped + RegisterForReflection,
NodeImageMode: FromReflect + TypePath + MaybeTyped + RegisterForReflection,
impl GetOwnership for ImageNodewhere
ImageNode: Any + Send + Sync,
Color: FromReflect + TypePath + MaybeTyped + RegisterForReflection,
Handle<Image>: FromReflect + TypePath + MaybeTyped + RegisterForReflection,
Option<TextureAtlas>: FromReflect + TypePath + MaybeTyped + RegisterForReflection,
bool: FromReflect + TypePath + MaybeTyped + RegisterForReflection,
Option<Rect>: FromReflect + TypePath + MaybeTyped + RegisterForReflection,
NodeImageMode: FromReflect + TypePath + MaybeTyped + RegisterForReflection,
Source§impl GetTypeRegistration for ImageNodewhere
ImageNode: Any + Send + Sync,
Color: FromReflect + TypePath + MaybeTyped + RegisterForReflection,
Handle<Image>: FromReflect + TypePath + MaybeTyped + RegisterForReflection,
Option<TextureAtlas>: FromReflect + TypePath + MaybeTyped + RegisterForReflection,
bool: FromReflect + TypePath + MaybeTyped + RegisterForReflection,
Option<Rect>: FromReflect + TypePath + MaybeTyped + RegisterForReflection,
NodeImageMode: FromReflect + TypePath + MaybeTyped + RegisterForReflection,
impl GetTypeRegistration for ImageNodewhere
ImageNode: Any + Send + Sync,
Color: FromReflect + TypePath + MaybeTyped + RegisterForReflection,
Handle<Image>: FromReflect + TypePath + MaybeTyped + RegisterForReflection,
Option<TextureAtlas>: FromReflect + TypePath + MaybeTyped + RegisterForReflection,
bool: FromReflect + TypePath + MaybeTyped + RegisterForReflection,
Option<Rect>: FromReflect + TypePath + MaybeTyped + RegisterForReflection,
NodeImageMode: FromReflect + TypePath + MaybeTyped + RegisterForReflection,
Source§fn get_type_registration() -> TypeRegistration
fn get_type_registration() -> TypeRegistration
TypeRegistration
for this type.Source§fn register_type_dependencies(registry: &mut TypeRegistry)
fn register_type_dependencies(registry: &mut TypeRegistry)
Source§impl IntoReturn for &ImageNodewhere
ImageNode: Any + Send + Sync,
Color: FromReflect + TypePath + MaybeTyped + RegisterForReflection,
Handle<Image>: FromReflect + TypePath + MaybeTyped + RegisterForReflection,
Option<TextureAtlas>: FromReflect + TypePath + MaybeTyped + RegisterForReflection,
bool: FromReflect + TypePath + MaybeTyped + RegisterForReflection,
Option<Rect>: FromReflect + TypePath + MaybeTyped + RegisterForReflection,
NodeImageMode: FromReflect + TypePath + MaybeTyped + RegisterForReflection,
impl IntoReturn for &ImageNodewhere
ImageNode: Any + Send + Sync,
Color: FromReflect + TypePath + MaybeTyped + RegisterForReflection,
Handle<Image>: FromReflect + TypePath + MaybeTyped + RegisterForReflection,
Option<TextureAtlas>: FromReflect + TypePath + MaybeTyped + RegisterForReflection,
bool: FromReflect + TypePath + MaybeTyped + RegisterForReflection,
Option<Rect>: FromReflect + TypePath + MaybeTyped + RegisterForReflection,
NodeImageMode: FromReflect + TypePath + MaybeTyped + RegisterForReflection,
Source§impl IntoReturn for &mut ImageNodewhere
ImageNode: Any + Send + Sync,
Color: FromReflect + TypePath + MaybeTyped + RegisterForReflection,
Handle<Image>: FromReflect + TypePath + MaybeTyped + RegisterForReflection,
Option<TextureAtlas>: FromReflect + TypePath + MaybeTyped + RegisterForReflection,
bool: FromReflect + TypePath + MaybeTyped + RegisterForReflection,
Option<Rect>: FromReflect + TypePath + MaybeTyped + RegisterForReflection,
NodeImageMode: FromReflect + TypePath + MaybeTyped + RegisterForReflection,
impl IntoReturn for &mut ImageNodewhere
ImageNode: Any + Send + Sync,
Color: FromReflect + TypePath + MaybeTyped + RegisterForReflection,
Handle<Image>: FromReflect + TypePath + MaybeTyped + RegisterForReflection,
Option<TextureAtlas>: FromReflect + TypePath + MaybeTyped + RegisterForReflection,
bool: FromReflect + TypePath + MaybeTyped + RegisterForReflection,
Option<Rect>: FromReflect + TypePath + MaybeTyped + RegisterForReflection,
NodeImageMode: FromReflect + TypePath + MaybeTyped + RegisterForReflection,
Source§impl IntoReturn for ImageNodewhere
ImageNode: Any + Send + Sync,
Color: FromReflect + TypePath + MaybeTyped + RegisterForReflection,
Handle<Image>: FromReflect + TypePath + MaybeTyped + RegisterForReflection,
Option<TextureAtlas>: FromReflect + TypePath + MaybeTyped + RegisterForReflection,
bool: FromReflect + TypePath + MaybeTyped + RegisterForReflection,
Option<Rect>: FromReflect + TypePath + MaybeTyped + RegisterForReflection,
NodeImageMode: FromReflect + TypePath + MaybeTyped + RegisterForReflection,
impl IntoReturn for ImageNodewhere
ImageNode: Any + Send + Sync,
Color: FromReflect + TypePath + MaybeTyped + RegisterForReflection,
Handle<Image>: FromReflect + TypePath + MaybeTyped + RegisterForReflection,
Option<TextureAtlas>: FromReflect + TypePath + MaybeTyped + RegisterForReflection,
bool: FromReflect + TypePath + MaybeTyped + RegisterForReflection,
Option<Rect>: FromReflect + TypePath + MaybeTyped + RegisterForReflection,
NodeImageMode: FromReflect + TypePath + MaybeTyped + RegisterForReflection,
Source§impl PartialReflect for ImageNodewhere
ImageNode: Any + Send + Sync,
Color: FromReflect + TypePath + MaybeTyped + RegisterForReflection,
Handle<Image>: FromReflect + TypePath + MaybeTyped + RegisterForReflection,
Option<TextureAtlas>: FromReflect + TypePath + MaybeTyped + RegisterForReflection,
bool: FromReflect + TypePath + MaybeTyped + RegisterForReflection,
Option<Rect>: FromReflect + TypePath + MaybeTyped + RegisterForReflection,
NodeImageMode: FromReflect + TypePath + MaybeTyped + RegisterForReflection,
impl PartialReflect for ImageNodewhere
ImageNode: Any + Send + Sync,
Color: FromReflect + TypePath + MaybeTyped + RegisterForReflection,
Handle<Image>: FromReflect + TypePath + MaybeTyped + RegisterForReflection,
Option<TextureAtlas>: FromReflect + TypePath + MaybeTyped + RegisterForReflection,
bool: FromReflect + TypePath + MaybeTyped + RegisterForReflection,
Option<Rect>: FromReflect + TypePath + MaybeTyped + RegisterForReflection,
NodeImageMode: FromReflect + TypePath + MaybeTyped + RegisterForReflection,
Source§fn get_represented_type_info(&self) -> Option<&'static TypeInfo>
fn get_represented_type_info(&self) -> Option<&'static TypeInfo>
Source§fn clone_value(&self) -> Box<dyn PartialReflect>
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