# Objective
Currently text is recomputed unnecessarily on any changes to its color,
which is extremely expensive.
## Solution
Split up `TextStyle` into two separate components `TextFont` and
`TextColor`.
## Testing
I added this system to `many_buttons`:
```rust
fn set_text_colors_changed(mut colors: Query<&mut TextColor>) {
    for mut text_color in colors.iter_mut() {
        text_color.set_changed();
    }
}
```
reports ~4fps on main, ~50fps with this PR.
## Migration Guide
`TextStyle` has been renamed to `TextFont` and its `color` field has
been moved to a separate component named `TextColor` which newtypes
`Color`.
		
	
			
		
			
				
	
	
		
			56 lines
		
	
	
		
			2.1 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			56 lines
		
	
	
		
			2.1 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
//! This example illustrates how have a mouse's clicks/wheel/movement etc fall through the spawned transparent window to a window below.
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//! If you build this, and hit 'P' it should toggle on/off the mouse's passthrough.
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//! Note: this example will not work on following platforms: iOS / Android / Web / X11. Window fall through is not supported there.
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use bevy::prelude::*;
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fn main() {
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    App::new()
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        .insert_resource(ClearColor(Color::NONE)) // Use a transparent window, to make effects obvious.
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        .add_plugins(DefaultPlugins.set(WindowPlugin {
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            primary_window: Some(Window {
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                // Set the window's parameters, note we're setting the window to always be on top.
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                transparent: true,
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                decorations: true,
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                window_level: bevy::window::WindowLevel::AlwaysOnTop,
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                ..default()
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            }),
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            ..default()
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        }))
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        .add_systems(Startup, setup)
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        .add_systems(Update, toggle_mouse_passthrough) // This allows us to hit 'P' to toggle on/off the mouse's passthrough
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        .run();
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}
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fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
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    // UI camera
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    commands.spawn(Camera2d);
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    // Text with one span
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    commands.spawn((
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        // Accepts a `String` or any type that converts into a `String`, such as `&str`
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        Text::new("Hit 'P' then scroll/click around!"),
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        TextFont {
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            font: asset_server.load("fonts/FiraSans-Bold.ttf"),
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            font_size: 83.0, // Nice and big so you can see it!
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            ..default()
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        },
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        // Set the style of the TextBundle itself.
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        Style {
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            position_type: PositionType::Absolute,
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            bottom: Val::Px(5.),
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            right: Val::Px(10.),
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            ..default()
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        },
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    ));
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}
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// A simple system to handle some keyboard input and toggle on/off the hittest.
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fn toggle_mouse_passthrough(
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    keyboard_input: Res<ButtonInput<KeyCode>>,
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    mut windows: Query<&mut Window>,
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) {
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    if keyboard_input.just_pressed(KeyCode::KeyP) {
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        let mut window = windows.single_mut();
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        window.cursor_options.hit_test = !window.cursor_options.hit_test;
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    }
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}
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