# 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>
		
			
				
	
	
		
			149 lines
		
	
	
		
			4.3 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			149 lines
		
	
	
		
			4.3 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
//! This example illustrates the [`UiScale`] resource from `bevy_ui`.
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use bevy::{color::palettes::css::*, prelude::*, text::TextSettings, utils::Duration};
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const SCALE_TIME: u64 = 400;
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fn main() {
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    App::new()
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        .add_plugins(DefaultPlugins)
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        .insert_resource(TextSettings {
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            allow_dynamic_font_size: true,
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            ..default()
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        })
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        .insert_resource(TargetScale {
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            start_scale: 1.0,
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            target_scale: 1.0,
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            target_time: Timer::new(Duration::from_millis(SCALE_TIME), TimerMode::Once),
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        })
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        .add_systems(Startup, setup)
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        .add_systems(
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            Update,
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            (change_scaling, apply_scaling.after(change_scaling)),
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        )
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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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    commands.spawn(Camera2dBundle::default());
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    let text_style = TextStyle {
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        font: asset_server.load("fonts/FiraMono-Medium.ttf"),
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        font_size: 16.,
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        color: Color::BLACK,
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    };
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    commands
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        .spawn(NodeBundle {
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            style: Style {
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                width: Val::Percent(50.0),
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                height: Val::Percent(50.0),
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                position_type: PositionType::Absolute,
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                left: Val::Percent(25.),
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                top: Val::Percent(25.),
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                justify_content: JustifyContent::SpaceAround,
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                align_items: AlignItems::Center,
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                ..default()
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            },
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            background_color: ANTIQUE_WHITE.into(),
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            ..default()
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        })
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        .with_children(|parent| {
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            parent
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                .spawn(NodeBundle {
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                    style: Style {
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                        width: Val::Px(40.0),
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                        height: Val::Px(40.0),
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                        ..default()
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                    },
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                    background_color: RED.into(),
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                    ..default()
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                })
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                .with_children(|parent| {
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                    parent.spawn(TextBundle::from_section("Size!", text_style));
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                });
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            parent.spawn(NodeBundle {
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                style: Style {
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                    width: Val::Percent(15.0),
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                    height: Val::Percent(15.0),
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                    ..default()
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                },
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                background_color: BLUE.into(),
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                ..default()
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            });
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            parent.spawn(ImageBundle {
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                style: Style {
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                    width: Val::Px(30.0),
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                    height: Val::Px(30.0),
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                    ..default()
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                },
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                image: asset_server.load("branding/icon.png").into(),
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                ..default()
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            });
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        });
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}
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/// System that changes the scale of the ui when pressing up or down on the keyboard.
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fn change_scaling(input: Res<ButtonInput<KeyCode>>, mut ui_scale: ResMut<TargetScale>) {
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    if input.just_pressed(KeyCode::ArrowUp) {
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        let scale = (ui_scale.target_scale * 2.0).min(8.);
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        ui_scale.set_scale(scale);
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        info!("Scaling up! Scale: {}", ui_scale.target_scale);
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    }
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    if input.just_pressed(KeyCode::ArrowDown) {
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        let scale = (ui_scale.target_scale / 2.0).max(1. / 8.);
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        ui_scale.set_scale(scale);
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        info!("Scaling down! Scale: {}", ui_scale.target_scale);
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    }
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}
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#[derive(Resource)]
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struct TargetScale {
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    start_scale: f32,
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    target_scale: f32,
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    target_time: Timer,
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}
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impl TargetScale {
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    fn set_scale(&mut self, scale: f32) {
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        self.start_scale = self.current_scale();
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        self.target_scale = scale;
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        self.target_time.reset();
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    }
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    fn current_scale(&self) -> f32 {
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        let completion = self.target_time.fraction();
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        let t = ease_in_expo(completion);
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        self.start_scale.lerp(self.target_scale, t)
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    }
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    fn tick(&mut self, delta: Duration) -> &Self {
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        self.target_time.tick(delta);
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        self
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    }
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    fn already_completed(&self) -> bool {
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        self.target_time.finished() && !self.target_time.just_finished()
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    }
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}
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fn apply_scaling(
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    time: Res<Time>,
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    mut target_scale: ResMut<TargetScale>,
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    mut ui_scale: ResMut<UiScale>,
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) {
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    if target_scale.tick(time.delta()).already_completed() {
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        return;
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    }
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    ui_scale.0 = target_scale.current_scale();
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}
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fn ease_in_expo(x: f32) -> f32 {
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    if x == 0. {
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        0.
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    } else {
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        2.0f32.powf(5. * x - 5.)
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    }
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}
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