 6f7d0e5725
			
		
	
	
		6f7d0e5725
		
			
		
	
	
	
	
		
			
			# Objective
Currently text is recomputed unnecessarily on any changes to its color,
which is extremely expensive.
## Solution
Split up `TextStyle` into two separate components `TextFont` and
`TextColor`.
## Testing
I added this system to `many_buttons`:
```rust
fn set_text_colors_changed(mut colors: Query<&mut TextColor>) {
    for mut text_color in colors.iter_mut() {
        text_color.set_changed();
    }
}
```
reports ~4fps on main, ~50fps with this PR.
## Migration Guide
`TextStyle` has been renamed to `TextFont` and its `color` field has
been moved to a separate component named `TextColor` which newtypes
`Color`.
		
	
			
		
			
				
	
	
		
			76 lines
		
	
	
		
			2.3 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			76 lines
		
	
	
		
			2.3 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
| //! A simple scene to demonstrate picking events
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| 
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| use bevy::{color::palettes::tailwind::CYAN_400, prelude::*};
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| 
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| fn main() {
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|     let mut app = App::new();
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|     app.add_plugins(DefaultPlugins);
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| 
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|     app.add_systems(Startup, setup);
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| 
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|     app.run();
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| }
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| 
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| /// set up a simple 3D scene
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| fn setup(
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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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|     commands
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|         .spawn((
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|             Text::new("Click Me to get a box"),
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|             Style {
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|                 position_type: PositionType::Absolute,
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|                 top: Val::Percent(12.0),
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|                 left: Val::Percent(12.0),
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|                 ..default()
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|             },
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|         ))
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|         .observe(
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|             |_click: Trigger<Pointer<Click>>,
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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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|              mut num: Local<usize>| {
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|                 commands.spawn((
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|                     Mesh3d(meshes.add(Cuboid::new(1.0, 1.0, 1.0))),
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|                     MeshMaterial3d(materials.add(Color::srgb_u8(124, 144, 255))),
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|                     Transform::from_xyz(0.0, 0.5 + 1.1 * *num as f32, 0.0),
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|                 ));
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|                 *num += 1;
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|             },
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|         )
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|         .observe(
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|             |evt: Trigger<Pointer<Out>>, mut texts: Query<&mut TextColor>| {
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|                 let mut color = texts.get_mut(evt.entity()).unwrap();
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|                 color.0 = Color::WHITE;
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|             },
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|         )
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|         .observe(
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|             |evt: Trigger<Pointer<Over>>, mut texts: Query<&mut TextColor>| {
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|                 let mut color = texts.get_mut(evt.entity()).unwrap();
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|                 color.0 = CYAN_400.into();
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|             },
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|         );
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|     // circular base
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|     commands.spawn((
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|         Mesh3d(meshes.add(Circle::new(4.0))),
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|         MeshMaterial3d(materials.add(Color::WHITE)),
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|         Transform::from_rotation(Quat::from_rotation_x(-std::f32::consts::FRAC_PI_2)),
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|     ));
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|     // light
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|     commands.spawn((
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|         PointLight {
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|             shadows_enabled: true,
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|             ..default()
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|         },
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|         Transform::from_xyz(4.0, 8.0, 4.0),
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|     ));
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|     // camera
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|     commands.spawn((
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|         Camera3d::default(),
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|         Transform::from_xyz(-2.5, 4.5, 9.0).looking_at(Vec3::ZERO, Vec3::Y),
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|     ));
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| }
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