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			# Objective The migration process for `bevy_color` (#12013) will be fairly involved: there will be hundreds of affected files, and a large number of APIs. ## Solution To allow us to proceed granularly, we're going to keep both `bevy_color::Color` (new) and `bevy_render::Color` (old) around until the migration is complete. However, simply doing this directly is confusing! They're both called `Color`, making it very hard to tell when a portion of the code has been ported. As discussed in #12056, by renaming the old `Color` type, we can make it easier to gradually migrate over, one API at a time. ## Migration Guide THIS MIGRATION GUIDE INTENTIONALLY LEFT BLANK. This change should not be shipped to end users: delete this section in the final migration guide! --------- Co-authored-by: Alice Cecile <alice.i.cecil@gmail.com>
		
			
				
	
	
		
			66 lines
		
	
	
		
			1.9 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			66 lines
		
	
	
		
			1.9 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
| //! Demonstrates the use of [`UiMaterials`](UiMaterial) and how to change material values
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| 
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| use bevy::prelude::*;
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| use bevy::reflect::TypePath;
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| use bevy::render::render_resource::*;
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| 
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| fn main() {
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|     App::new()
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|         .add_plugins(DefaultPlugins)
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|         .add_plugins(UiMaterialPlugin::<CustomUiMaterial>::default())
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|         .add_systems(Startup, setup)
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|         .add_systems(Update, update)
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|         .run();
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| }
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| 
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| fn update(time: Res<Time>, mut ui_materials: ResMut<Assets<CustomUiMaterial>>) {
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|     for (_, material) in ui_materials.iter_mut() {
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|         // rainbow color effect
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|         let new_color = LegacyColor::hsl((time.elapsed_seconds() * 60.0) % 360.0, 1., 0.5);
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|         material.color = new_color.rgba_to_vec4();
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|     }
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| }
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| 
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| fn setup(mut commands: Commands, mut ui_materials: ResMut<Assets<CustomUiMaterial>>) {
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|     // Camera so we can see UI
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|     commands.spawn(Camera2dBundle::default());
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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(100.0),
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|                 height: Val::Percent(100.0),
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|                 align_items: AlignItems::Center,
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|                 justify_content: JustifyContent::Center,
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|                 ..default()
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|             },
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|             ..default()
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|         })
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|         .with_children(|parent| {
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|             parent.spawn(MaterialNodeBundle {
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|                 style: Style {
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|                     position_type: PositionType::Absolute,
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|                     width: Val::Px(250.0),
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|                     height: Val::Px(250.0),
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|                     ..default()
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|                 },
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|                 material: ui_materials.add(CustomUiMaterial {
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|                     color: LegacyColor::WHITE.rgba_to_vec4(),
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|                 }),
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|                 ..default()
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|             });
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|         });
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| }
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| 
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| #[derive(AsBindGroup, Asset, TypePath, Debug, Clone)]
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| struct CustomUiMaterial {
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|     #[uniform(0)]
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|     color: Vec4,
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| }
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| 
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| impl UiMaterial for CustomUiMaterial {
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|     fn fragment_shader() -> ShaderRef {
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|         "shaders/circle_shader.wgsl".into()
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|     }
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| }
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