 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>
		
			
				
	
	
		
			142 lines
		
	
	
		
			4.4 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			142 lines
		
	
	
		
			4.4 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
| //! Showcases sprite 9 slice scaling and tiling features, enabling usage of
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| //! sprites in multiple resolutions while keeping it in proportion
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| use bevy::prelude::*;
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| 
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| fn main() {
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|     App::new()
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|         .add_plugins(DefaultPlugins.set(WindowPlugin {
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|             primary_window: Some(Window {
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|                 resolution: (1350.0, 700.0).into(),
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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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|         .run();
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| }
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| 
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| fn spawn_sprites(
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|     commands: &mut Commands,
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|     texture_handle: Handle<Image>,
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|     mut position: Vec3,
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|     slice_border: f32,
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|     style: TextStyle,
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|     gap: f32,
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| ) {
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|     let cases = [
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|         // Reference sprite
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|         ("Original texture", style.clone(), Vec2::splat(100.0), None),
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|         // Scaled regular sprite
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|         (
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|             "Stretched texture",
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|             style.clone(),
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|             Vec2::new(100.0, 200.0),
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|             None,
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|         ),
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|         // Stretched Scaled sliced sprite
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|         (
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|             "Stretched and sliced",
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|             style.clone(),
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|             Vec2::new(100.0, 200.0),
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|             Some(ImageScaleMode::Sliced(TextureSlicer {
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|                 border: BorderRect::square(slice_border),
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|                 center_scale_mode: SliceScaleMode::Stretch,
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|                 ..default()
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|             })),
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|         ),
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|         // Scaled sliced sprite
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|         (
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|             "Sliced and Tiled",
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|             style.clone(),
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|             Vec2::new(100.0, 200.0),
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|             Some(ImageScaleMode::Sliced(TextureSlicer {
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|                 border: BorderRect::square(slice_border),
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|                 center_scale_mode: SliceScaleMode::Tile { stretch_value: 0.5 },
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|                 sides_scale_mode: SliceScaleMode::Tile { stretch_value: 0.2 },
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|                 ..default()
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|             })),
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|         ),
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|         // Scaled sliced sprite horizontally
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|         (
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|             "Sliced and Tiled",
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|             style.clone(),
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|             Vec2::new(300.0, 200.0),
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|             Some(ImageScaleMode::Sliced(TextureSlicer {
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|                 border: BorderRect::square(slice_border),
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|                 center_scale_mode: SliceScaleMode::Tile { stretch_value: 0.2 },
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|                 sides_scale_mode: SliceScaleMode::Tile { stretch_value: 0.3 },
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|                 ..default()
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|             })),
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|         ),
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|         // Scaled sliced sprite horizontally with max scale
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|         (
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|             "Sliced and Tiled with corner constraint",
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|             style,
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|             Vec2::new(300.0, 200.0),
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|             Some(ImageScaleMode::Sliced(TextureSlicer {
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|                 border: BorderRect::square(slice_border),
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|                 center_scale_mode: SliceScaleMode::Tile { stretch_value: 0.1 },
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|                 sides_scale_mode: SliceScaleMode::Tile { stretch_value: 0.2 },
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|                 max_corner_scale: 0.2,
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|             })),
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|         ),
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|     ];
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| 
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|     for (label, text_style, size, scale_mode) in cases {
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|         position.x += 0.5 * size.x;
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|         let mut cmd = commands.spawn(SpriteBundle {
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|             transform: Transform::from_translation(position),
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|             texture: texture_handle.clone(),
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|             sprite: Sprite {
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|                 custom_size: Some(size),
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|                 ..default()
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|             },
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|             ..default()
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|         });
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|         if let Some(scale_mode) = scale_mode {
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|             cmd.insert(scale_mode);
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|         }
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|         cmd.with_children(|builder| {
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|             builder.spawn(Text2dBundle {
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|                 text: Text::from_section(label, text_style).with_justify(JustifyText::Center),
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|                 transform: Transform::from_xyz(0., -0.5 * size.y - 10., 0.0),
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|                 text_anchor: bevy::sprite::Anchor::TopCenter,
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|                 ..default()
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|             });
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|         });
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|         position.x += 0.5 * size.x + gap;
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|     }
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| }
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| 
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| fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
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|     commands.spawn(Camera2dBundle::default());
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|     let font = asset_server.load("fonts/FiraSans-Bold.ttf");
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|     let style = TextStyle {
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|         font: font.clone(),
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|         font_size: 16.0,
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|         color: Color::WHITE,
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|     };
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| 
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|     // Load textures
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|     let handle_1 = asset_server.load("textures/slice_square.png");
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|     let handle_2 = asset_server.load("textures/slice_square_2.png");
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| 
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|     spawn_sprites(
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|         &mut commands,
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|         handle_1,
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|         Vec3::new(-600.0, 200.0, 0.0),
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|         200.0,
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|         style.clone(),
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|         50.,
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|     );
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| 
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|     spawn_sprites(
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|         &mut commands,
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|         handle_2,
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|         Vec3::new(-600.0, -200.0, 0.0),
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|         80.0,
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|         style,
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|         50.,
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|     );
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| }
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