 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>
		
			
				
	
	
		
			197 lines
		
	
	
		
			6.4 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			197 lines
		
	
	
		
			6.4 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
| //! Shows text rendering with moving, rotating and scaling text.
 | |
| //!
 | |
| //! Note that this uses [`Text2dBundle`] to display text alongside your other entities in a 2D scene.
 | |
| //!
 | |
| //! For an example on how to render text as part of a user interface, independent from the world
 | |
| //! viewport, you may want to look at `games/contributors.rs` or `ui/text.rs`.
 | |
| 
 | |
| use bevy::{
 | |
|     color::palettes::css::*,
 | |
|     prelude::*,
 | |
|     sprite::Anchor,
 | |
|     text::{BreakLineOn, Text2dBounds},
 | |
| };
 | |
| 
 | |
| fn main() {
 | |
|     App::new()
 | |
|         .add_plugins(DefaultPlugins)
 | |
|         .add_systems(Startup, setup)
 | |
|         .add_systems(
 | |
|             Update,
 | |
|             (animate_translation, animate_rotation, animate_scale),
 | |
|         )
 | |
|         .run();
 | |
| }
 | |
| 
 | |
| #[derive(Component)]
 | |
| struct AnimateTranslation;
 | |
| 
 | |
| #[derive(Component)]
 | |
| struct AnimateRotation;
 | |
| 
 | |
| #[derive(Component)]
 | |
| struct AnimateScale;
 | |
| 
 | |
| fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
 | |
|     let font = asset_server.load("fonts/FiraSans-Bold.ttf");
 | |
|     let text_style = TextStyle {
 | |
|         font: font.clone(),
 | |
|         font_size: 60.0,
 | |
|         ..default()
 | |
|     };
 | |
|     let text_justification = JustifyText::Center;
 | |
|     // 2d camera
 | |
|     commands.spawn(Camera2dBundle::default());
 | |
|     // Demonstrate changing translation
 | |
|     commands.spawn((
 | |
|         Text2dBundle {
 | |
|             text: Text::from_section("translation", text_style.clone())
 | |
|                 .with_justify(text_justification),
 | |
|             ..default()
 | |
|         },
 | |
|         AnimateTranslation,
 | |
|     ));
 | |
|     // Demonstrate changing rotation
 | |
|     commands.spawn((
 | |
|         Text2dBundle {
 | |
|             text: Text::from_section("rotation", text_style.clone())
 | |
|                 .with_justify(text_justification),
 | |
|             ..default()
 | |
|         },
 | |
|         AnimateRotation,
 | |
|     ));
 | |
|     // Demonstrate changing scale
 | |
|     commands.spawn((
 | |
|         Text2dBundle {
 | |
|             text: Text::from_section("scale", text_style).with_justify(text_justification),
 | |
|             transform: Transform::from_translation(Vec3::new(400.0, 0.0, 0.0)),
 | |
|             ..default()
 | |
|         },
 | |
|         AnimateScale,
 | |
|     ));
 | |
|     // Demonstrate text wrapping
 | |
|     let slightly_smaller_text_style = TextStyle {
 | |
|         font,
 | |
|         font_size: 42.0,
 | |
|         ..default()
 | |
|     };
 | |
|     let box_size = Vec2::new(300.0, 200.0);
 | |
|     let box_position = Vec2::new(0.0, -250.0);
 | |
|     commands
 | |
|         .spawn(SpriteBundle {
 | |
|             sprite: Sprite {
 | |
|                 color: Color::srgb(0.25, 0.25, 0.75),
 | |
|                 custom_size: Some(Vec2::new(box_size.x, box_size.y)),
 | |
|                 ..default()
 | |
|             },
 | |
|             transform: Transform::from_translation(box_position.extend(0.0)),
 | |
|             ..default()
 | |
|         })
 | |
|         .with_children(|builder| {
 | |
|             builder.spawn(Text2dBundle {
 | |
|                 text: Text {
 | |
|                     sections: vec![TextSection::new(
 | |
|                         "this text wraps in the box\n(Unicode linebreaks)",
 | |
|                         slightly_smaller_text_style.clone(),
 | |
|                     )],
 | |
|                     justify: JustifyText::Left,
 | |
|                     linebreak_behavior: BreakLineOn::WordBoundary,
 | |
|                 },
 | |
|                 text_2d_bounds: Text2dBounds {
 | |
|                     // Wrap text in the rectangle
 | |
|                     size: box_size,
 | |
|                 },
 | |
|                 // ensure the text is drawn on top of the box
 | |
|                 transform: Transform::from_translation(Vec3::Z),
 | |
|                 ..default()
 | |
|             });
 | |
|         });
 | |
| 
 | |
|     let other_box_size = Vec2::new(300.0, 200.0);
 | |
|     let other_box_position = Vec2::new(320.0, -250.0);
 | |
|     commands
 | |
|         .spawn(SpriteBundle {
 | |
|             sprite: Sprite {
 | |
|                 color: Color::srgb(0.20, 0.3, 0.70),
 | |
|                 custom_size: Some(Vec2::new(other_box_size.x, other_box_size.y)),
 | |
|                 ..default()
 | |
|             },
 | |
|             transform: Transform::from_translation(other_box_position.extend(0.0)),
 | |
|             ..default()
 | |
|         })
 | |
|         .with_children(|builder| {
 | |
|             builder.spawn(Text2dBundle {
 | |
|                 text: Text {
 | |
|                     sections: vec![TextSection::new(
 | |
|                         "this text wraps in the box\n(AnyCharacter linebreaks)",
 | |
|                         slightly_smaller_text_style.clone(),
 | |
|                     )],
 | |
|                     justify: JustifyText::Left,
 | |
|                     linebreak_behavior: BreakLineOn::AnyCharacter,
 | |
|                 },
 | |
|                 text_2d_bounds: Text2dBounds {
 | |
|                     // Wrap text in the rectangle
 | |
|                     size: other_box_size,
 | |
|                 },
 | |
|                 // ensure the text is drawn on top of the box
 | |
|                 transform: Transform::from_translation(Vec3::Z),
 | |
|                 ..default()
 | |
|             });
 | |
|         });
 | |
| 
 | |
|     for (text_anchor, color) in [
 | |
|         (Anchor::TopLeft, Color::Srgba(RED)),
 | |
|         (Anchor::TopRight, Color::Srgba(GREEN)),
 | |
|         (Anchor::BottomRight, Color::Srgba(BLUE)),
 | |
|         (Anchor::BottomLeft, Color::Srgba(YELLOW)),
 | |
|     ] {
 | |
|         commands.spawn(Text2dBundle {
 | |
|             text: Text {
 | |
|                 sections: vec![TextSection::new(
 | |
|                     format!(" Anchor::{text_anchor:?} "),
 | |
|                     TextStyle {
 | |
|                         color,
 | |
|                         ..slightly_smaller_text_style.clone()
 | |
|                     },
 | |
|                 )],
 | |
|                 ..Default::default()
 | |
|             },
 | |
|             transform: Transform::from_translation(250. * Vec3::Y),
 | |
|             text_anchor,
 | |
|             ..default()
 | |
|         });
 | |
|     }
 | |
| }
 | |
| 
 | |
| fn animate_translation(
 | |
|     time: Res<Time>,
 | |
|     mut query: Query<&mut Transform, (With<Text>, With<AnimateTranslation>)>,
 | |
| ) {
 | |
|     for mut transform in &mut query {
 | |
|         transform.translation.x = 100.0 * time.elapsed_seconds().sin() - 400.0;
 | |
|         transform.translation.y = 100.0 * time.elapsed_seconds().cos();
 | |
|     }
 | |
| }
 | |
| 
 | |
| fn animate_rotation(
 | |
|     time: Res<Time>,
 | |
|     mut query: Query<&mut Transform, (With<Text>, With<AnimateRotation>)>,
 | |
| ) {
 | |
|     for mut transform in &mut query {
 | |
|         transform.rotation = Quat::from_rotation_z(time.elapsed_seconds().cos());
 | |
|     }
 | |
| }
 | |
| 
 | |
| fn animate_scale(
 | |
|     time: Res<Time>,
 | |
|     mut query: Query<&mut Transform, (With<Text>, With<AnimateScale>)>,
 | |
| ) {
 | |
|     // Consider changing font-size instead of scaling the transform. Scaling a Text2D will scale the
 | |
|     // rendered quad, resulting in a pixellated look.
 | |
|     for mut transform in &mut query {
 | |
|         let scale = (time.elapsed_seconds().sin() + 1.1) * 2.0;
 | |
|         transform.scale.x = scale;
 | |
|         transform.scale.y = scale;
 | |
|     }
 | |
| }
 |