bevy/crates/bevy_ui/src/node_bundles.rs
Alice Cecile 599e5e4e76
Migrate from LegacyColor to bevy_color::Color (#12163)
# 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>
2024-02-29 19:35:12 +00:00

409 lines
16 KiB
Rust

//! This module contains basic node bundles used to build UIs
#[cfg(feature = "bevy_text")]
use crate::widget::TextFlags;
use crate::{
widget::{Button, UiImageSize},
BackgroundColor, BorderColor, ContentSize, FocusPolicy, Interaction, Node, Style, UiImage,
UiMaterial, ZIndex,
};
use bevy_asset::Handle;
use bevy_color::Color;
use bevy_ecs::bundle::Bundle;
use bevy_render::view::{InheritedVisibility, ViewVisibility, Visibility};
use bevy_sprite::TextureAtlas;
#[cfg(feature = "bevy_text")]
use bevy_text::{BreakLineOn, JustifyText, Text, TextLayoutInfo, TextSection, TextStyle};
use bevy_transform::prelude::{GlobalTransform, Transform};
/// The basic UI node.
///
/// Contains the [`Node`] component and other components required to make a container.
///
/// See [`node_bundles`](crate::node_bundles) for more specialized bundles like [`TextBundle`].
#[derive(Bundle, Clone, Debug)]
pub struct NodeBundle {
/// Describes the logical size of the node
pub node: Node,
/// Styles which control the layout (size and position) of the node and it's children
/// In some cases these styles also affect how the node drawn/painted.
pub style: Style,
/// The background color, which serves as a "fill" for this node
pub background_color: BackgroundColor,
/// The color of the Node's border
pub border_color: BorderColor,
/// Whether this node should block interaction with lower nodes
pub focus_policy: FocusPolicy,
/// The transform of the node
///
/// This component is automatically managed by the UI layout system.
/// To alter the position of the `NodeBundle`, use the properties of the [`Style`] component.
pub transform: Transform,
/// The global transform of the node
///
/// This component is automatically updated by the [`TransformPropagate`](`bevy_transform::TransformSystem::TransformPropagate`) systems.
/// To alter the position of the `NodeBundle`, use the properties of the [`Style`] component.
pub global_transform: GlobalTransform,
/// Describes the visibility properties of the node
pub visibility: Visibility,
/// Inherited visibility of an entity.
pub inherited_visibility: InheritedVisibility,
/// Algorithmically-computed indication of whether an entity is visible and should be extracted for rendering
pub view_visibility: ViewVisibility,
/// Indicates the depth at which the node should appear in the UI
pub z_index: ZIndex,
}
impl Default for NodeBundle {
fn default() -> Self {
NodeBundle {
// Transparent background
background_color: Color::NONE.into(),
border_color: Color::NONE.into(),
node: Default::default(),
style: Default::default(),
focus_policy: Default::default(),
transform: Default::default(),
global_transform: Default::default(),
visibility: Default::default(),
inherited_visibility: Default::default(),
view_visibility: Default::default(),
z_index: Default::default(),
}
}
}
/// A UI node that is an image
///
/// # Extra behaviours
///
/// You may add the following components to enable additional behaviours
/// - [`ImageScaleMode`](bevy_sprite::ImageScaleMode) to enable either slicing or tiling of the texture
#[derive(Bundle, Debug, Default)]
pub struct ImageBundle {
/// Describes the logical size of the node
pub node: Node,
/// Styles which control the layout (size and position) of the node and it's children
/// In some cases these styles also affect how the node drawn/painted.
pub style: Style,
/// The calculated size based on the given image
pub calculated_size: ContentSize,
/// The background color, which serves as a "fill" for this node
///
/// Combines with `UiImage` to tint the provided image.
pub background_color: BackgroundColor,
/// The image of the node
pub image: UiImage,
/// The size of the image in pixels
///
/// This component is set automatically
pub image_size: UiImageSize,
/// Whether this node should block interaction with lower nodes
pub focus_policy: FocusPolicy,
/// The transform of the node
///
/// This component is automatically managed by the UI layout system.
/// To alter the position of the `ImageBundle`, use the properties of the [`Style`] component.
pub transform: Transform,
/// The global transform of the node
///
/// This component is automatically updated by the [`TransformPropagate`](`bevy_transform::TransformSystem::TransformPropagate`) systems.
pub global_transform: GlobalTransform,
/// Describes the visibility properties of the node
pub visibility: Visibility,
/// Inherited visibility of an entity.
pub inherited_visibility: InheritedVisibility,
/// Algorithmically-computed indication of whether an entity is visible and should be extracted for rendering
pub view_visibility: ViewVisibility,
/// Indicates the depth at which the node should appear in the UI
pub z_index: ZIndex,
}
/// A UI node that is a texture atlas sprite
///
/// This bundle is identical to [`ImageBundle`] with an additional [`TextureAtlas`] component.
#[derive(Bundle, Debug, Default)]
pub struct AtlasImageBundle {
/// Describes the logical size of the node
pub node: Node,
/// Styles which control the layout (size and position) of the node and it's children
/// In some cases these styles also affect how the node drawn/painted.
pub style: Style,
/// The calculated size based on the given image
pub calculated_size: ContentSize,
/// The background color, which serves as a "fill" for this node
///
/// Combines with `UiImage` to tint the provided image.
pub background_color: BackgroundColor,
/// The image of the node
pub image: UiImage,
/// A handle to the texture atlas to use for this Ui Node
pub texture_atlas: TextureAtlas,
/// Whether this node should block interaction with lower nodes
pub focus_policy: FocusPolicy,
/// The size of the image in pixels
///
/// This component is set automatically
pub image_size: UiImageSize,
/// The transform of the node
///
/// This component is automatically managed by the UI layout system.
/// To alter the position of the `AtlasImageBundle`, use the properties of the [`Style`] component.
pub transform: Transform,
/// The global transform of the node
///
/// This component is automatically updated by the [`TransformPropagate`](`bevy_transform::TransformSystem::TransformPropagate`) systems.
pub global_transform: GlobalTransform,
/// Describes the visibility properties of the node
pub visibility: Visibility,
/// Inherited visibility of an entity.
pub inherited_visibility: InheritedVisibility,
/// Algorithmically-computed indication of whether an entity is visible and should be extracted for rendering
pub view_visibility: ViewVisibility,
/// Indicates the depth at which the node should appear in the UI
pub z_index: ZIndex,
}
#[cfg(feature = "bevy_text")]
/// A UI node that is text
///
/// The positioning of this node is controlled by the UI layout system. If you need manual control,
/// use [`Text2dBundle`](bevy_text::Text2dBundle).
#[derive(Bundle, Debug)]
pub struct TextBundle {
/// Describes the logical size of the node
pub node: Node,
/// Styles which control the layout (size and position) of the node and it's children
/// In some cases these styles also affect how the node drawn/painted.
pub style: Style,
/// Contains the text of the node
pub text: Text,
/// Text layout information
pub text_layout_info: TextLayoutInfo,
/// Text system flags
pub text_flags: TextFlags,
/// The calculated size based on the given image
pub calculated_size: ContentSize,
/// Whether this node should block interaction with lower nodes
pub focus_policy: FocusPolicy,
/// The transform of the node
///
/// This component is automatically managed by the UI layout system.
/// To alter the position of the `TextBundle`, use the properties of the [`Style`] component.
pub transform: Transform,
/// The global transform of the node
///
/// This component is automatically updated by the [`TransformPropagate`](`bevy_transform::TransformSystem::TransformPropagate`) systems.
pub global_transform: GlobalTransform,
/// Describes the visibility properties of the node
pub visibility: Visibility,
/// Inherited visibility of an entity.
pub inherited_visibility: InheritedVisibility,
/// Algorithmically-computed indication of whether an entity is visible and should be extracted for rendering
pub view_visibility: ViewVisibility,
/// Indicates the depth at which the node should appear in the UI
pub z_index: ZIndex,
/// The background color that will fill the containing node
pub background_color: BackgroundColor,
}
#[cfg(feature = "bevy_text")]
impl Default for TextBundle {
fn default() -> Self {
Self {
text: Default::default(),
text_layout_info: Default::default(),
text_flags: Default::default(),
calculated_size: Default::default(),
node: Default::default(),
style: Default::default(),
focus_policy: Default::default(),
transform: Default::default(),
global_transform: Default::default(),
visibility: Default::default(),
inherited_visibility: Default::default(),
view_visibility: Default::default(),
z_index: Default::default(),
// Transparent background
background_color: BackgroundColor(Color::NONE),
}
}
}
#[cfg(feature = "bevy_text")]
impl TextBundle {
/// Create a [`TextBundle`] from a single section.
///
/// See [`Text::from_section`] for usage.
pub fn from_section(value: impl Into<String>, style: TextStyle) -> Self {
Self {
text: Text::from_section(value, style),
..Default::default()
}
}
/// Create a [`TextBundle`] from a list of sections.
///
/// See [`Text::from_sections`] for usage.
pub fn from_sections(sections: impl IntoIterator<Item = TextSection>) -> Self {
Self {
text: Text::from_sections(sections),
..Default::default()
}
}
/// Returns this [`TextBundle`] with a new [`JustifyText`] on [`Text`].
pub const fn with_text_justify(mut self, justify: JustifyText) -> Self {
self.text.justify = justify;
self
}
/// Returns this [`TextBundle`] with a new [`Style`].
pub fn with_style(mut self, style: Style) -> Self {
self.style = style;
self
}
/// Returns this [`TextBundle`] with a new [`BackgroundColor`].
pub const fn with_background_color(mut self, color: Color) -> Self {
self.background_color = BackgroundColor(color);
self
}
/// Returns this [`TextBundle`] with soft wrapping disabled.
/// Hard wrapping, where text contains an explicit linebreak such as the escape sequence `\n`, will still occur.
pub const fn with_no_wrap(mut self) -> Self {
self.text.linebreak_behavior = BreakLineOn::NoWrap;
self
}
}
#[cfg(feature = "bevy_text")]
impl<I> From<I> for TextBundle
where
I: Into<TextSection>,
{
fn from(value: I) -> Self {
Self::from_sections(vec![value.into()])
}
}
/// A UI node that is a button
///
/// # Extra behaviours
///
/// You may add the following components to enable additional behaviours
/// - [`ImageScaleMode`](bevy_sprite::ImageScaleMode) to enable either slicing or tiling of the texture
#[derive(Bundle, Clone, Debug)]
pub struct ButtonBundle {
/// Describes the logical size of the node
pub node: Node,
/// Marker component that signals this node is a button
pub button: Button,
/// Styles which control the layout (size and position) of the node and it's children
/// In some cases these styles also affect how the node drawn/painted.
pub style: Style,
/// Describes whether and how the button has been interacted with by the input
pub interaction: Interaction,
/// Whether this node should block interaction with lower nodes
pub focus_policy: FocusPolicy,
/// The background color, which serves as a "fill" for this node
///
/// When combined with `UiImage`, tints the provided image.
pub background_color: BackgroundColor,
/// The color of the Node's border
pub border_color: BorderColor,
/// The image of the node
pub image: UiImage,
/// The transform of the node
///
/// This component is automatically managed by the UI layout system.
/// To alter the position of the `ButtonBundle`, use the properties of the [`Style`] component.
pub transform: Transform,
/// The global transform of the node
///
/// This component is automatically updated by the [`TransformPropagate`](`bevy_transform::TransformSystem::TransformPropagate`) systems.
pub global_transform: GlobalTransform,
/// Describes the visibility properties of the node
pub visibility: Visibility,
/// Inherited visibility of an entity.
pub inherited_visibility: InheritedVisibility,
/// Algorithmically-computed indication of whether an entity is visible and should be extracted for rendering
pub view_visibility: ViewVisibility,
/// Indicates the depth at which the node should appear in the UI
pub z_index: ZIndex,
}
impl Default for ButtonBundle {
fn default() -> Self {
Self {
focus_policy: FocusPolicy::Block,
node: Default::default(),
button: Default::default(),
style: Default::default(),
border_color: BorderColor(Color::NONE),
interaction: Default::default(),
background_color: Default::default(),
image: Default::default(),
transform: Default::default(),
global_transform: Default::default(),
visibility: Default::default(),
inherited_visibility: Default::default(),
view_visibility: Default::default(),
z_index: Default::default(),
}
}
}
/// A UI node that is rendered using a [`UiMaterial`]
///
/// Adding a `BackgroundColor` component to an entity with this bundle will ignore the custom
/// material and use the background color instead.
#[derive(Bundle, Clone, Debug)]
pub struct MaterialNodeBundle<M: UiMaterial> {
/// Describes the logical size of the node
pub node: Node,
/// Styles which control the layout (size and position) of the node and it's children
/// In some cases these styles also affect how the node drawn/painted.
pub style: Style,
/// The [`UiMaterial`] used to render the node.
pub material: Handle<M>,
/// Whether this node should block interaction with lower nodes
pub focus_policy: FocusPolicy,
/// The transform of the node
///
/// This field is automatically managed by the UI layout system.
/// To alter the position of the `NodeBundle`, use the properties of the [`Style`] component.
pub transform: Transform,
/// The global transform of the node
///
/// This field is automatically managed by the UI layout system.
/// To alter the position of the `NodeBundle`, use the properties of the [`Style`] component.
pub global_transform: GlobalTransform,
/// Describes the visibility properties of the node
pub visibility: Visibility,
/// Inherited visibility of an entity.
pub inherited_visibility: InheritedVisibility,
/// Algorithmically-computed indication of whether an entity is visible and should be extracted for rendering
pub view_visibility: ViewVisibility,
/// Indicates the depth at which the node should appear in the UI
pub z_index: ZIndex,
}
impl<M: UiMaterial> Default for MaterialNodeBundle<M> {
fn default() -> Self {
Self {
node: Default::default(),
style: Default::default(),
material: Default::default(),
focus_policy: Default::default(),
transform: Default::default(),
global_transform: Default::default(),
visibility: Default::default(),
inherited_visibility: Default::default(),
view_visibility: Default::default(),
z_index: Default::default(),
}
}
}