 599e5e4e76
			
		
	
	
		599e5e4e76
		
			
		
	
	
	
	
		
			
			# Objective - As part of the migration process we need to a) see the end effect of the migration on user ergonomics b) check for serious perf regressions c) actually migrate the code - To accomplish this, I'm going to attempt to migrate all of the remaining user-facing usages of `LegacyColor` in one PR, being careful to keep a clean commit history. - Fixes #12056. ## Solution I've chosen to use the polymorphic `Color` type as our standard user-facing API. - [x] Migrate `bevy_gizmos`. - [x] Take `impl Into<Color>` in all `bevy_gizmos` APIs - [x] Migrate sprites - [x] Migrate UI - [x] Migrate `ColorMaterial` - [x] Migrate `MaterialMesh2D` - [x] Migrate fog - [x] Migrate lights - [x] Migrate StandardMaterial - [x] Migrate wireframes - [x] Migrate clear color - [x] Migrate text - [x] Migrate gltf loader - [x] Register color types for reflection - [x] Remove `LegacyColor` - [x] Make sure CI passes Incidental improvements to ease migration: - added `Color::srgba_u8`, `Color::srgba_from_array` and friends - added `set_alpha`, `is_fully_transparent` and `is_fully_opaque` to the `Alpha` trait - add and immediately deprecate (lol) `Color::rgb` and friends in favor of more explicit and consistent `Color::srgb` - standardized on white and black for most example text colors - added vector field traits to `LinearRgba`: ~~`Add`, `Sub`, `AddAssign`, `SubAssign`,~~ `Mul<f32>` and `Div<f32>`. Multiplications and divisions do not scale alpha. `Add` and `Sub` have been cut from this PR. - added `LinearRgba` and `Srgba` `RED/GREEN/BLUE` - added `LinearRgba_to_f32_array` and `LinearRgba::to_u32` ## Migration Guide Bevy's color types have changed! Wherever you used a `bevy::render::Color`, a `bevy::color::Color` is used instead. These are quite similar! Both are enums storing a color in a specific color space (or to be more precise, using a specific color model). However, each of the different color models now has its own type. TODO... - `Color::rgba`, `Color::rgb`, `Color::rbga_u8`, `Color::rgb_u8`, `Color::rgb_from_array` are now `Color::srgba`, `Color::srgb`, `Color::srgba_u8`, `Color::srgb_u8` and `Color::srgb_from_array`. - `Color::set_a` and `Color::a` is now `Color::set_alpha` and `Color::alpha`. These are part of the `Alpha` trait in `bevy_color`. - `Color::is_fully_transparent` is now part of the `Alpha` trait in `bevy_color` - `Color::r`, `Color::set_r`, `Color::with_r` and the equivalents for `g`, `b` `h`, `s` and `l` have been removed due to causing silent relatively expensive conversions. Convert your `Color` into the desired color space, perform your operations there, and then convert it back into a polymorphic `Color` enum. - `Color::hex` is now `Srgba::hex`. Call `.into` or construct a `Color::Srgba` variant manually to convert it. - `WireframeMaterial`, `ExtractedUiNode`, `ExtractedDirectionalLight`, `ExtractedPointLight`, `ExtractedSpotLight` and `ExtractedSprite` now store a `LinearRgba`, rather than a polymorphic `Color` - `Color::rgb_linear` and `Color::rgba_linear` are now `Color::linear_rgb` and `Color::linear_rgba` - The various CSS color constants are no longer stored directly on `Color`. Instead, they're defined in the `Srgba` color space, and accessed via `bevy::color::palettes::css`. Call `.into()` on them to convert them into a `Color` for quick debugging use, and consider using the much prettier `tailwind` palette for prototyping. - The `LIME_GREEN` color has been renamed to `LIMEGREEN` to comply with the standard naming. - Vector field arithmetic operations on `Color` (add, subtract, multiply and divide by a f32) have been removed. Instead, convert your colors into `LinearRgba` space, and perform your operations explicitly there. This is particularly relevant when working with emissive or HDR colors, whose color channel values are routinely outside of the ordinary 0 to 1 range. - `Color::as_linear_rgba_f32` has been removed. Call `LinearRgba::to_f32_array` instead, converting if needed. - `Color::as_linear_rgba_u32` has been removed. Call `LinearRgba::to_u32` instead, converting if needed. - Several other color conversion methods to transform LCH or HSL colors into float arrays or `Vec` types have been removed. Please reimplement these externally or open a PR to re-add them if you found them particularly useful. - Various methods on `Color` such as `rgb` or `hsl` to convert the color into a specific color space have been removed. Convert into `LinearRgba`, then to the color space of your choice. - Various implicitly-converting color value methods on `Color` such as `r`, `g`, `b` or `h` have been removed. Please convert it into the color space of your choice, then check these properties. - `Color` no longer implements `AsBindGroup`. Store a `LinearRgba` internally instead to avoid conversion costs. --------- Co-authored-by: Alice Cecile <alice.i.cecil@gmail.com> Co-authored-by: Afonso Lage <lage.afonso@gmail.com> Co-authored-by: Rob Parrett <robparrett@gmail.com> Co-authored-by: Zachary Harrold <zac@harrold.com.au>
		
			
				
	
	
		
			276 lines
		
	
	
		
			8.3 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			276 lines
		
	
	
		
			8.3 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
| //! General UI benchmark that stress tests layouting, text, interaction and rendering
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| 
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| use argh::FromArgs;
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| use bevy::{
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|     color::palettes::css::ORANGE_RED,
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|     diagnostic::{FrameTimeDiagnosticsPlugin, LogDiagnosticsPlugin},
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|     prelude::*,
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|     window::{PresentMode, WindowPlugin, WindowResolution},
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|     winit::{UpdateMode, WinitSettings},
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| };
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| 
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| const FONT_SIZE: f32 = 7.0;
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| 
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| #[derive(FromArgs, Resource)]
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| /// `many_buttons` general UI benchmark that stress tests layouting, text, interaction and rendering
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| struct Args {
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|     /// whether to add text to each button
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|     #[argh(switch)]
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|     no_text: bool,
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| 
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|     /// whether to add borders to each button
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|     #[argh(switch)]
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|     no_borders: bool,
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| 
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|     /// whether to perform a full relayout each frame
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|     #[argh(switch)]
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|     relayout: bool,
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| 
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|     /// whether to recompute all text each frame
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|     #[argh(switch)]
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|     recompute_text: bool,
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| 
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|     /// how many buttons per row and column of the grid.
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|     #[argh(option, default = "110")]
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|     buttons: usize,
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| 
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|     /// give every nth button an image
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|     #[argh(option, default = "4")]
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|     image_freq: usize,
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| 
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|     /// use the grid layout model
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|     #[argh(switch)]
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|     grid: bool,
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| }
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| 
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| /// This example shows what happens when there is a lot of buttons on screen.
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| fn main() {
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|     // `from_env` panics on the web
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|     #[cfg(not(target_arch = "wasm32"))]
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|     let args: Args = argh::from_env();
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|     #[cfg(target_arch = "wasm32")]
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|     let args = Args::from_args(&[], &[]).unwrap();
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| 
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|     let mut app = App::new();
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| 
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|     app.add_plugins((
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|         DefaultPlugins.set(WindowPlugin {
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|             primary_window: Some(Window {
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|                 present_mode: PresentMode::AutoNoVsync,
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|                 resolution: WindowResolution::new(1920.0, 1080.0).with_scale_factor_override(1.0),
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|                 ..default()
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|             }),
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|             ..default()
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|         }),
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|         FrameTimeDiagnosticsPlugin,
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|         LogDiagnosticsPlugin::default(),
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|     ))
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|     .insert_resource(WinitSettings {
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|         focused_mode: UpdateMode::Continuous,
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|         unfocused_mode: UpdateMode::Continuous,
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|     })
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|     .add_systems(Update, button_system);
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| 
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|     if args.grid {
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|         app.add_systems(Startup, setup_grid);
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|     } else {
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|         app.add_systems(Startup, setup_flex);
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|     }
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| 
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|     if args.relayout {
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|         app.add_systems(Update, |mut style_query: Query<&mut Style>| {
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|             style_query
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|                 .iter_mut()
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|                 .for_each(|mut style| style.set_changed());
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|         });
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|     }
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| 
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|     if args.recompute_text {
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|         app.add_systems(Update, |mut text_query: Query<&mut Text>| {
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|             text_query
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|                 .iter_mut()
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|                 .for_each(|mut text| text.set_changed());
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|         });
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|     }
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| 
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|     app.insert_resource(args).run();
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| }
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| 
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| #[derive(Component)]
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| struct IdleColor(BackgroundColor);
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| 
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| fn button_system(
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|     mut interaction_query: Query<
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|         (&Interaction, &mut BackgroundColor, &IdleColor),
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|         Changed<Interaction>,
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|     >,
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| ) {
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|     for (interaction, mut button_color, IdleColor(idle_color)) in interaction_query.iter_mut() {
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|         *button_color = match interaction {
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|             Interaction::Hovered => ORANGE_RED.into(),
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|             _ => *idle_color,
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|         };
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|     }
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| }
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| 
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| fn setup_flex(mut commands: Commands, asset_server: Res<AssetServer>, args: Res<Args>) {
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|     warn!(include_str!("warning_string.txt"));
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|     let image = if 0 < args.image_freq {
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|         Some(asset_server.load("branding/icon.png"))
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|     } else {
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|         None
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|     };
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| 
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|     let buttons_f = args.buttons as f32;
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|     let border = if args.no_borders {
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|         UiRect::ZERO
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|     } else {
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|         UiRect::all(Val::VMin(0.05 * 90. / buttons_f))
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|     };
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| 
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|     let as_rainbow = |i: usize| Color::hsl((i as f32 / buttons_f) * 360.0, 0.9, 0.8);
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|     commands.spawn(Camera2dBundle::default());
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|     commands
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|         .spawn(NodeBundle {
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|             style: Style {
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|                 flex_direction: FlexDirection::Column,
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|                 justify_content: JustifyContent::Center,
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|                 align_items: AlignItems::Center,
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|                 width: Val::Percent(100.),
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|                 height: Val::Percent(100.),
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|                 ..default()
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|             },
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|             ..default()
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|         })
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|         .with_children(|commands| {
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|             for column in 0..args.buttons {
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|                 commands
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|                     .spawn(NodeBundle::default())
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|                     .with_children(|commands| {
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|                         for row in 0..args.buttons {
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|                             let color = as_rainbow(row % column.max(1)).into();
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|                             let border_color = Color::WHITE.with_alpha(0.5).into();
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|                             spawn_button(
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|                                 commands,
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|                                 color,
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|                                 buttons_f,
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|                                 column,
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|                                 row,
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|                                 !args.no_text,
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|                                 border,
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|                                 border_color,
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|                                 image
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|                                     .as_ref()
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|                                     .filter(|_| (column + row) % args.image_freq == 0)
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|                                     .cloned(),
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|                             );
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|                         }
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|                     });
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|             }
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|         });
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| }
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| 
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| fn setup_grid(mut commands: Commands, asset_server: Res<AssetServer>, args: Res<Args>) {
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|     warn!(include_str!("warning_string.txt"));
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|     let image = if 0 < args.image_freq {
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|         Some(asset_server.load("branding/icon.png"))
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|     } else {
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|         None
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|     };
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| 
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|     let buttons_f = args.buttons as f32;
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|     let border = if args.no_borders {
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|         UiRect::ZERO
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|     } else {
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|         UiRect::all(Val::VMin(0.05 * 90. / buttons_f))
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|     };
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| 
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|     let as_rainbow = |i: usize| Color::hsl((i as f32 / buttons_f) * 360.0, 0.9, 0.8);
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|     commands.spawn(Camera2dBundle::default());
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|     commands
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|         .spawn(NodeBundle {
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|             style: Style {
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|                 display: Display::Grid,
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|                 width: Val::Percent(100.),
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|                 height: Val::Percent(100.0),
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|                 grid_template_columns: RepeatedGridTrack::flex(args.buttons as u16, 1.0),
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|                 grid_template_rows: RepeatedGridTrack::flex(args.buttons as u16, 1.0),
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|                 ..default()
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|             },
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|             ..default()
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|         })
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|         .with_children(|commands| {
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|             for column in 0..args.buttons {
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|                 for row in 0..args.buttons {
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|                     let color = as_rainbow(row % column.max(1)).into();
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|                     let border_color = Color::WHITE.with_alpha(0.5).into();
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|                     spawn_button(
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|                         commands,
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|                         color,
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|                         buttons_f,
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|                         column,
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|                         row,
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|                         !args.no_text,
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|                         border,
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|                         border_color,
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|                         image
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|                             .as_ref()
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|                             .filter(|_| (column + row) % args.image_freq == 0)
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|                             .cloned(),
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|                     );
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|                 }
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|             }
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|         });
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| }
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| 
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| #[allow(clippy::too_many_arguments)]
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| fn spawn_button(
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|     commands: &mut ChildBuilder,
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|     background_color: BackgroundColor,
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|     buttons: f32,
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|     column: usize,
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|     row: usize,
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|     spawn_text: bool,
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|     border: UiRect,
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|     border_color: BorderColor,
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|     image: Option<Handle<Image>>,
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| ) {
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|     let width = Val::Vw(90.0 / buttons);
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|     let height = Val::Vh(90.0 / buttons);
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|     let margin = UiRect::axes(width * 0.05, height * 0.05);
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|     let mut builder = commands.spawn((
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|         ButtonBundle {
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|             style: Style {
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|                 width,
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|                 height,
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|                 margin,
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|                 align_items: AlignItems::Center,
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|                 justify_content: JustifyContent::Center,
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|                 border,
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|                 ..default()
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|             },
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|             background_color,
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|             border_color,
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|             ..default()
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|         },
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|         IdleColor(background_color),
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|     ));
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| 
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|     if let Some(image) = image {
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|         builder.insert(UiImage::new(image));
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|     }
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| 
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|     if spawn_text {
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|         builder.with_children(|parent| {
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|             parent.spawn(TextBundle::from_section(
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|                 format!("{column}, {row}"),
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|                 TextStyle {
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|                     font_size: FONT_SIZE,
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|                     color: Color::srgb(0.2, 0.2, 0.2),
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|                     ..default()
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|                 },
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|             ));
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|         });
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|     }
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| }
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