# 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>
		
			
				
	
	
		
			145 lines
		
	
	
		
			4.9 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			145 lines
		
	
	
		
			4.9 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
//! This example illustrates how to create UI text and update it in a system.
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//!
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//! It displays the current FPS in the top left corner, as well as text that changes color
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//! in the bottom right. For text within a scene, please see the text2d example.
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use bevy::{
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    color::palettes::css::GOLD,
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    diagnostic::{DiagnosticsStore, FrameTimeDiagnosticsPlugin},
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    prelude::*,
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};
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fn main() {
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    App::new()
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        .add_plugins((DefaultPlugins, FrameTimeDiagnosticsPlugin))
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        .add_systems(Startup, setup)
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        .add_systems(Update, (text_update_system, text_color_system))
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        .run();
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}
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// A unit struct to help identify the FPS UI component, since there may be many Text components
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#[derive(Component)]
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struct FpsText;
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// A unit struct to help identify the color-changing Text component
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#[derive(Component)]
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struct ColorText;
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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(Camera2dBundle::default());
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    // Text with one section
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    commands.spawn((
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        // Create a TextBundle that has a Text with a single section.
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        TextBundle::from_section(
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            // Accepts a `String` or any type that converts into a `String`, such as `&str`
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            "hello\nbevy!",
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            TextStyle {
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                // This font is loaded and will be used instead of the default font.
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                font: asset_server.load("fonts/FiraSans-Bold.ttf"),
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                font_size: 100.0,
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                ..default()
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            },
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        ) // Set the justification of the Text
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        .with_text_justify(JustifyText::Center)
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        // Set the style of the TextBundle itself.
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        .with_style(Style {
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            position_type: PositionType::Absolute,
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            bottom: Val::Px(5.0),
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            right: Val::Px(5.0),
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            ..default()
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        }),
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        ColorText,
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    ));
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    // Text with multiple sections
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    commands.spawn((
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        // Create a TextBundle that has a Text with a list of sections.
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        TextBundle::from_sections([
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            TextSection::new(
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                "FPS: ",
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                TextStyle {
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                    // This font is loaded and will be used instead of the default font.
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                    font: asset_server.load("fonts/FiraSans-Bold.ttf"),
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                    font_size: 60.0,
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                    ..default()
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                },
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            ),
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            TextSection::from_style(if cfg!(feature = "default_font") {
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                TextStyle {
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                    font_size: 60.0,
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                    color: GOLD.into(),
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                    // If no font is specified, the default font (a minimal subset of FiraMono) will be used.
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                    ..default()
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                }
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            } else {
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                // "default_font" feature is unavailable, load a font to use instead.
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                TextStyle {
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                    font: asset_server.load("fonts/FiraMono-Medium.ttf"),
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                    font_size: 60.0,
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                    color: GOLD.into(),
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                }
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            }),
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        ]),
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        FpsText,
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    ));
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    #[cfg(feature = "default_font")]
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    commands.spawn(
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        // Here we are able to call the `From` method instead of creating a new `TextSection`.
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        // This will use the default font (a minimal subset of FiraMono) and apply the default styling.
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        TextBundle::from("From an &str into a TextBundle with the default font!").with_style(
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            Style {
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                position_type: PositionType::Absolute,
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                bottom: Val::Px(5.0),
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                left: Val::Px(15.0),
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                ..default()
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            },
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        ),
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    );
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    #[cfg(not(feature = "default_font"))]
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    commands.spawn(
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        TextBundle::from_section(
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            "Default font disabled",
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            TextStyle {
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                font: asset_server.load("fonts/FiraMono-Medium.ttf"),
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                ..default()
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            },
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        )
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        .with_style(Style {
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            position_type: PositionType::Absolute,
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            bottom: Val::Px(5.0),
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            left: Val::Px(15.0),
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            ..default()
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        }),
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    );
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}
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fn text_color_system(time: Res<Time>, mut query: Query<&mut Text, With<ColorText>>) {
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    for mut text in &mut query {
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        let seconds = time.elapsed_seconds();
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        // Update the color of the first and only section.
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        text.sections[0].style.color = Color::srgb(
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            (1.25 * seconds).sin() / 2.0 + 0.5,
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            (0.75 * seconds).sin() / 2.0 + 0.5,
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            (0.50 * seconds).sin() / 2.0 + 0.5,
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        );
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    }
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}
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fn text_update_system(
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    diagnostics: Res<DiagnosticsStore>,
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    mut query: Query<&mut Text, With<FpsText>>,
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) {
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    for mut text in &mut query {
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        if let Some(fps) = diagnostics.get(&FrameTimeDiagnosticsPlugin::FPS) {
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            if let Some(value) = fps.smoothed() {
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                // Update the value of the second section
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                text.sections[1].value = format!("{value:.2}");
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            }
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        }
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    }
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}
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