# 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>
		
			
				
	
	
		
			169 lines
		
	
	
		
			4.6 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			169 lines
		
	
	
		
			4.6 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
//! A test to confirm that `bevy` allows setting the window to arbitrary small sizes
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//! This is run in CI to ensure that this doesn't regress again.
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use bevy::{prelude::*, window::WindowResolution};
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// The smallest size reached is 1x1, as X11 doesn't support windows with a 0 dimension
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// TODO: Add a check for platforms other than X11 for 0xk and kx0, despite those currently unsupported on CI.
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const MAX_WIDTH: u16 = 401;
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const MAX_HEIGHT: u16 = 401;
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const MIN_WIDTH: u16 = 1;
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const MIN_HEIGHT: u16 = 1;
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const RESIZE_STEP: u16 = 4;
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#[derive(Resource)]
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struct Dimensions {
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    width: u16,
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    height: u16,
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}
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fn main() {
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    App::new()
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        .add_plugins(
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            DefaultPlugins.set(WindowPlugin {
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                primary_window: Some(Window {
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                    resolution: WindowResolution::new(MAX_WIDTH as f32, MAX_HEIGHT as f32)
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                        .with_scale_factor_override(1.0),
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                    title: "Resizing".into(),
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                    ..default()
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                }),
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                ..default()
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            }),
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        )
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        .insert_resource(Dimensions {
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            width: MAX_WIDTH,
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            height: MAX_HEIGHT,
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        })
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        .insert_resource(ContractingY)
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        .add_systems(Startup, (setup_3d, setup_2d))
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        .add_systems(
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            Update,
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            (
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                change_window_size,
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                sync_dimensions,
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                bevy::window::close_on_esc,
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            ),
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        )
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        .run();
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}
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#[derive(Resource)]
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enum Phase {
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    ContractingY,
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    ContractingX,
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    ExpandingY,
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    ExpandingX,
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}
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use Phase::*;
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fn change_window_size(
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    mut windows: ResMut<Dimensions>,
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    mut phase: ResMut<Phase>,
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    mut first_complete: Local<bool>,
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) {
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    // Put off rendering for one frame, as currently for a frame where
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    // resizing happens, nothing is presented.
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    // TODO: Debug and fix this if feasible
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    if !*first_complete {
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        *first_complete = true;
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        return;
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    }
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    let height = windows.height;
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    let width = windows.width;
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    match *phase {
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        ContractingY => {
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            if height <= MIN_HEIGHT {
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                *phase = ContractingX;
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            } else {
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                windows.height -= RESIZE_STEP;
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            }
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        }
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        ContractingX => {
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            if width <= MIN_WIDTH {
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                *phase = ExpandingY;
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            } else {
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                windows.width -= RESIZE_STEP;
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            }
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        }
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        ExpandingY => {
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            if height >= MAX_HEIGHT {
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                *phase = ExpandingX;
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            } else {
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                windows.height += RESIZE_STEP;
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            }
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        }
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        ExpandingX => {
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            if width >= MAX_WIDTH {
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                *phase = ContractingY;
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            } else {
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                windows.width += RESIZE_STEP;
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            }
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        }
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    }
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}
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fn sync_dimensions(dim: Res<Dimensions>, mut windows: Query<&mut Window>) {
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    if dim.is_changed() {
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        let mut window = windows.single_mut();
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        window.resolution.set(dim.width as f32, dim.height as f32);
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    }
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}
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/// A simple 3d scene, taken from the `3d_scene` example
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fn setup_3d(
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    mut commands: Commands,
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    mut meshes: ResMut<Assets<Mesh>>,
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    mut materials: ResMut<Assets<StandardMaterial>>,
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) {
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    // plane
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    commands.spawn(PbrBundle {
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        mesh: meshes.add(Plane3d::default().mesh().size(5.0, 5.0)),
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        material: materials.add(Color::srgb(0.3, 0.5, 0.3)),
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        ..default()
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    });
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    // cube
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    commands.spawn(PbrBundle {
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        mesh: meshes.add(Cuboid::default()),
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        material: materials.add(Color::srgb(0.8, 0.7, 0.6)),
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        transform: Transform::from_xyz(0.0, 0.5, 0.0),
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        ..default()
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    });
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    // light
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    commands.spawn(PointLightBundle {
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        point_light: PointLight {
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            shadows_enabled: true,
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            ..default()
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        },
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        transform: Transform::from_xyz(4.0, 8.0, 4.0),
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        ..default()
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    });
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    // camera
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    commands.spawn(Camera3dBundle {
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        transform: Transform::from_xyz(-2.0, 2.5, 5.0).looking_at(Vec3::ZERO, Vec3::Y),
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        ..default()
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    });
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}
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/// A simple 2d scene, taken from the `rect` example
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fn setup_2d(mut commands: Commands) {
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    commands.spawn(Camera2dBundle {
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        camera: Camera {
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            // render the 2d camera after the 3d camera
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            order: 1,
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            // do not use a clear color
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            clear_color: ClearColorConfig::None,
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            ..default()
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        },
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        ..default()
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    });
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    commands.spawn(SpriteBundle {
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        sprite: Sprite {
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            color: Color::srgb(0.25, 0.25, 0.75),
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            custom_size: Some(Vec2::new(50.0, 50.0)),
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            ..default()
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        },
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        ..default()
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    });
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}
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