bevy/examples/stress_tests/many_buttons.rs

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//! General UI benchmark that stress tests layouting, text, interaction and rendering
`many_buttons` enhancements (#9712) # Objective `many_buttons` enhancements: * use `argh` to manage the commandline arguments like the other stress tests * add an option to set the number of buttons * add a grid layout option * centre the grid properly * use viewport coords for the layout's style constraints * replace use of absolute positioning includes the changes from #9636 Displaying an image isn't actually about stress testing image rendering. Without a second texture (the first is used by the text) the entire grid will be drawn in a single batch. The extra texture used by the image forces the renderer to break up the batches at every button displaying an image, where it has to switch between the font atlas texture and the image texture. ## Solution <img width="401" alt="many_buttons_new" src="https://github.com/bevyengine/bevy/assets/27962798/82140c6d-d72c-4e4f-b9b6-dd204176e51d"> --- ## Changelog `many_buttons` stress test example enhancements: * uses `argh` to the manage the commandline arguments. * New commandline args: - `--help` display info & list all commandline options - `--buttons` set the number of buttons. - `--image-freq` set the frequency of buttons displaying images - `--grid` use a grid layout * style constraints are specified in viewport coords insead of percentage values * margins and nested bundles are used to construct the layout, instead of absolute positioning * the button grid centered in the window, the empty gap along the bottom and right is removed * an image is drawn as the background to every Nth button where N is set using the `--image-freq` commandline option. --------- Co-authored-by: Rob Parrett <robparrett@gmail.com>
2023-09-08 15:02:05 +00:00
use argh::FromArgs;
use bevy::{
Migrate from `LegacyColor` to `bevy_color::Color` (#12163) # 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>
2024-02-29 19:35:12 +00:00
color::palettes::css::ORANGE_RED,
diagnostic::{FrameTimeDiagnosticsPlugin, LogDiagnosticsPlugin},
prelude::*,
text::TextColor,
window::{PresentMode, WindowResolution},
winit::{UpdateMode, WinitSettings},
};
const FONT_SIZE: f32 = 7.0;
`many_buttons` enhancements (#9712) # Objective `many_buttons` enhancements: * use `argh` to manage the commandline arguments like the other stress tests * add an option to set the number of buttons * add a grid layout option * centre the grid properly * use viewport coords for the layout's style constraints * replace use of absolute positioning includes the changes from #9636 Displaying an image isn't actually about stress testing image rendering. Without a second texture (the first is used by the text) the entire grid will be drawn in a single batch. The extra texture used by the image forces the renderer to break up the batches at every button displaying an image, where it has to switch between the font atlas texture and the image texture. ## Solution <img width="401" alt="many_buttons_new" src="https://github.com/bevyengine/bevy/assets/27962798/82140c6d-d72c-4e4f-b9b6-dd204176e51d"> --- ## Changelog `many_buttons` stress test example enhancements: * uses `argh` to the manage the commandline arguments. * New commandline args: - `--help` display info & list all commandline options - `--buttons` set the number of buttons. - `--image-freq` set the frequency of buttons displaying images - `--grid` use a grid layout * style constraints are specified in viewport coords insead of percentage values * margins and nested bundles are used to construct the layout, instead of absolute positioning * the button grid centered in the window, the empty gap along the bottom and right is removed * an image is drawn as the background to every Nth button where N is set using the `--image-freq` commandline option. --------- Co-authored-by: Rob Parrett <robparrett@gmail.com>
2023-09-08 15:02:05 +00:00
#[derive(FromArgs, Resource)]
/// `many_buttons` general UI benchmark that stress tests layouting, text, interaction and rendering
struct Args {
/// whether to add text to each button
#[argh(switch)]
no_text: bool,
/// whether to add borders to each button
#[argh(switch)]
no_borders: bool,
/// whether to perform a full relayout each frame
#[argh(switch)]
relayout: bool,
/// whether to recompute all text each frame
#[argh(switch)]
recompute_text: bool,
/// how many buttons per row and column of the grid.
#[argh(option, default = "110")]
buttons: usize,
/// give every nth button an image
#[argh(option, default = "4")]
image_freq: usize,
/// use the grid layout model
#[argh(switch)]
grid: bool,
/// at the start of each frame despawn any existing UI nodes and spawn a new UI tree
#[argh(switch)]
respawn: bool,
`many_buttons` enhancements (#9712) # Objective `many_buttons` enhancements: * use `argh` to manage the commandline arguments like the other stress tests * add an option to set the number of buttons * add a grid layout option * centre the grid properly * use viewport coords for the layout's style constraints * replace use of absolute positioning includes the changes from #9636 Displaying an image isn't actually about stress testing image rendering. Without a second texture (the first is used by the text) the entire grid will be drawn in a single batch. The extra texture used by the image forces the renderer to break up the batches at every button displaying an image, where it has to switch between the font atlas texture and the image texture. ## Solution <img width="401" alt="many_buttons_new" src="https://github.com/bevyengine/bevy/assets/27962798/82140c6d-d72c-4e4f-b9b6-dd204176e51d"> --- ## Changelog `many_buttons` stress test example enhancements: * uses `argh` to the manage the commandline arguments. * New commandline args: - `--help` display info & list all commandline options - `--buttons` set the number of buttons. - `--image-freq` set the frequency of buttons displaying images - `--grid` use a grid layout * style constraints are specified in viewport coords insead of percentage values * margins and nested bundles are used to construct the layout, instead of absolute positioning * the button grid centered in the window, the empty gap along the bottom and right is removed * an image is drawn as the background to every Nth button where N is set using the `--image-freq` commandline option. --------- Co-authored-by: Rob Parrett <robparrett@gmail.com>
2023-09-08 15:02:05 +00:00
}
/// This example shows what happens when there is a lot of buttons on screen.
fn main() {
// `from_env` panics on the web
#[cfg(not(target_arch = "wasm32"))]
`many_buttons` enhancements (#9712) # Objective `many_buttons` enhancements: * use `argh` to manage the commandline arguments like the other stress tests * add an option to set the number of buttons * add a grid layout option * centre the grid properly * use viewport coords for the layout's style constraints * replace use of absolute positioning includes the changes from #9636 Displaying an image isn't actually about stress testing image rendering. Without a second texture (the first is used by the text) the entire grid will be drawn in a single batch. The extra texture used by the image forces the renderer to break up the batches at every button displaying an image, where it has to switch between the font atlas texture and the image texture. ## Solution <img width="401" alt="many_buttons_new" src="https://github.com/bevyengine/bevy/assets/27962798/82140c6d-d72c-4e4f-b9b6-dd204176e51d"> --- ## Changelog `many_buttons` stress test example enhancements: * uses `argh` to the manage the commandline arguments. * New commandline args: - `--help` display info & list all commandline options - `--buttons` set the number of buttons. - `--image-freq` set the frequency of buttons displaying images - `--grid` use a grid layout * style constraints are specified in viewport coords insead of percentage values * margins and nested bundles are used to construct the layout, instead of absolute positioning * the button grid centered in the window, the empty gap along the bottom and right is removed * an image is drawn as the background to every Nth button where N is set using the `--image-freq` commandline option. --------- Co-authored-by: Rob Parrett <robparrett@gmail.com>
2023-09-08 15:02:05 +00:00
let args: Args = argh::from_env();
#[cfg(target_arch = "wasm32")]
let args = Args::from_args(&[], &[]).unwrap();
warn!(include_str!("warning_string.txt"));
let mut app = App::new();
app.add_plugins((
DefaultPlugins.set(WindowPlugin {
primary_window: Some(Window {
present_mode: PresentMode::AutoNoVsync,
resolution: WindowResolution::new(1920.0, 1080.0).with_scale_factor_override(1.0),
..default()
}),
..default()
}),
FrameTimeDiagnosticsPlugin,
LogDiagnosticsPlugin::default(),
))
.insert_resource(WinitSettings {
focused_mode: UpdateMode::Continuous,
unfocused_mode: UpdateMode::Continuous,
})
.add_systems(Update, (button_system, set_text_colors_changed));
app.add_systems(Startup, |mut commands: Commands| {
commands.spawn(Camera2d);
});
`many_buttons` enhancements (#9712) # Objective `many_buttons` enhancements: * use `argh` to manage the commandline arguments like the other stress tests * add an option to set the number of buttons * add a grid layout option * centre the grid properly * use viewport coords for the layout's style constraints * replace use of absolute positioning includes the changes from #9636 Displaying an image isn't actually about stress testing image rendering. Without a second texture (the first is used by the text) the entire grid will be drawn in a single batch. The extra texture used by the image forces the renderer to break up the batches at every button displaying an image, where it has to switch between the font atlas texture and the image texture. ## Solution <img width="401" alt="many_buttons_new" src="https://github.com/bevyengine/bevy/assets/27962798/82140c6d-d72c-4e4f-b9b6-dd204176e51d"> --- ## Changelog `many_buttons` stress test example enhancements: * uses `argh` to the manage the commandline arguments. * New commandline args: - `--help` display info & list all commandline options - `--buttons` set the number of buttons. - `--image-freq` set the frequency of buttons displaying images - `--grid` use a grid layout * style constraints are specified in viewport coords insead of percentage values * margins and nested bundles are used to construct the layout, instead of absolute positioning * the button grid centered in the window, the empty gap along the bottom and right is removed * an image is drawn as the background to every Nth button where N is set using the `--image-freq` commandline option. --------- Co-authored-by: Rob Parrett <robparrett@gmail.com>
2023-09-08 15:02:05 +00:00
if args.grid {
app.add_systems(Startup, setup_grid);
} else {
app.add_systems(Startup, setup_flex);
}
if args.relayout {
Merge Style properties into Node. Use ComputedNode for computed properties. (#15975) # Objective Continue improving the user experience of our UI Node API in the direction specified by [Bevy's Next Generation Scene / UI System](https://github.com/bevyengine/bevy/discussions/14437) ## Solution As specified in the document above, merge `Style` fields into `Node`, and move "computed Node fields" into `ComputedNode` (I chose this name over something like `ComputedNodeLayout` because it currently contains more than just layout info. If we want to break this up / rename these concepts, lets do that in a separate PR). `Style` has been removed. This accomplishes a number of goals: ## Ergonomics wins Specifying both `Node` and `Style` is now no longer required for non-default styles Before: ```rust commands.spawn(( Node::default(), Style { width: Val::Px(100.), ..default() }, )); ``` After: ```rust commands.spawn(Node { width: Val::Px(100.), ..default() }); ``` ## Conceptual clarity `Style` was never a comprehensive "style sheet". It only defined "core" style properties that all `Nodes` shared. Any "styled property" that couldn't fit that mold had to be in a separate component. A "real" style system would style properties _across_ components (`Node`, `Button`, etc). We have plans to build a true style system (see the doc linked above). By moving the `Style` fields to `Node`, we fully embrace `Node` as the driving concept and remove the "style system" confusion. ## Next Steps * Consider identifying and splitting out "style properties that aren't core to Node". This should not happen for Bevy 0.15. --- ## Migration Guide Move any fields set on `Style` into `Node` and replace all `Style` component usage with `Node`. Before: ```rust commands.spawn(( Node::default(), Style { width: Val::Px(100.), ..default() }, )); ``` After: ```rust commands.spawn(Node { width: Val::Px(100.), ..default() }); ``` For any usage of the "computed node properties" that used to live on `Node`, use `ComputedNode` instead: Before: ```rust fn system(nodes: Query<&Node>) { for node in &nodes { let computed_size = node.size(); } } ``` After: ```rust fn system(computed_nodes: Query<&ComputedNode>) { for computed_node in &computed_nodes { let computed_size = computed_node.size(); } } ```
2024-10-18 22:25:33 +00:00
app.add_systems(Update, |mut nodes: Query<&mut Node>| {
nodes.iter_mut().for_each(|mut node| node.set_changed());
});
}
`many_buttons` enhancements (#9712) # Objective `many_buttons` enhancements: * use `argh` to manage the commandline arguments like the other stress tests * add an option to set the number of buttons * add a grid layout option * centre the grid properly * use viewport coords for the layout's style constraints * replace use of absolute positioning includes the changes from #9636 Displaying an image isn't actually about stress testing image rendering. Without a second texture (the first is used by the text) the entire grid will be drawn in a single batch. The extra texture used by the image forces the renderer to break up the batches at every button displaying an image, where it has to switch between the font atlas texture and the image texture. ## Solution <img width="401" alt="many_buttons_new" src="https://github.com/bevyengine/bevy/assets/27962798/82140c6d-d72c-4e4f-b9b6-dd204176e51d"> --- ## Changelog `many_buttons` stress test example enhancements: * uses `argh` to the manage the commandline arguments. * New commandline args: - `--help` display info & list all commandline options - `--buttons` set the number of buttons. - `--image-freq` set the frequency of buttons displaying images - `--grid` use a grid layout * style constraints are specified in viewport coords insead of percentage values * margins and nested bundles are used to construct the layout, instead of absolute positioning * the button grid centered in the window, the empty gap along the bottom and right is removed * an image is drawn as the background to every Nth button where N is set using the `--image-freq` commandline option. --------- Co-authored-by: Rob Parrett <robparrett@gmail.com>
2023-09-08 15:02:05 +00:00
if args.recompute_text {
app.add_systems(Update, |mut text_query: Query<&mut Text>| {
Override QueryIter::fold to port Query::for_each perf gains to select Iterator combinators (#6773) # Objective After #6547, `Query::for_each` has been capable of automatic vectorization on certain queries, which is seeing a notable (>50% CPU time improvements) for iteration. However, `Query::for_each` isn't idiomatic Rust, and lacks the flexibility of iterator combinators. Ideally, `Query::iter` and friends should be able to achieve the same results. However, this does seem to blocked upstream (rust-lang/rust#104914) by Rust's loop optimizations. ## Solution This is an intermediate solution and refactor. This moves the `Query::for_each` implementation onto the `Iterator::fold` implementation for `QueryIter` instead. This should result in the same automatic vectorization optimization on all `Iterator` functions that internally use fold, including `Iterator::for_each`, `Iterator::count`, etc. With this, it should close the gap between the two completely. Internally, this PR changes `Query::for_each` to use `query.iter().for_each(..)` instead of the duplicated implementation. Separately, the duplicate implementations of internal iteration (i.e. `Query::par_for_each`) now use portions of the current `Query::for_each` implementation factored out into their own functions. This also massively cleans up our internal fragmentation of internal iteration options, deduplicating the iteration code used in `for_each` and `par_iter().for_each()`. --- ## Changelog Changed: `Query::for_each`, `Query::for_each_mut`, `Query::for_each`, and `Query::for_each_mut` have been moved to `QueryIter`'s `Iterator::for_each` implementation, and still retains their performance improvements over normal iteration. These APIs are deprecated in 0.13 and will be removed in 0.14. --------- Co-authored-by: JoJoJet <21144246+JoJoJet@users.noreply.github.com> Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2023-12-01 09:09:55 +00:00
text_query
.iter_mut()
.for_each(|mut text| text.set_changed());
});
}
if args.respawn {
if args.grid {
app.add_systems(Update, (despawn_ui, setup_grid).chain());
} else {
app.add_systems(Update, (despawn_ui, setup_flex).chain());
}
}
`many_buttons` enhancements (#9712) # Objective `many_buttons` enhancements: * use `argh` to manage the commandline arguments like the other stress tests * add an option to set the number of buttons * add a grid layout option * centre the grid properly * use viewport coords for the layout's style constraints * replace use of absolute positioning includes the changes from #9636 Displaying an image isn't actually about stress testing image rendering. Without a second texture (the first is used by the text) the entire grid will be drawn in a single batch. The extra texture used by the image forces the renderer to break up the batches at every button displaying an image, where it has to switch between the font atlas texture and the image texture. ## Solution <img width="401" alt="many_buttons_new" src="https://github.com/bevyengine/bevy/assets/27962798/82140c6d-d72c-4e4f-b9b6-dd204176e51d"> --- ## Changelog `many_buttons` stress test example enhancements: * uses `argh` to the manage the commandline arguments. * New commandline args: - `--help` display info & list all commandline options - `--buttons` set the number of buttons. - `--image-freq` set the frequency of buttons displaying images - `--grid` use a grid layout * style constraints are specified in viewport coords insead of percentage values * margins and nested bundles are used to construct the layout, instead of absolute positioning * the button grid centered in the window, the empty gap along the bottom and right is removed * an image is drawn as the background to every Nth button where N is set using the `--image-freq` commandline option. --------- Co-authored-by: Rob Parrett <robparrett@gmail.com>
2023-09-08 15:02:05 +00:00
app.insert_resource(args).run();
}
fn set_text_colors_changed(mut colors: Query<&mut TextColor>) {
for mut text_color in colors.iter_mut() {
text_color.set_changed();
}
}
#[derive(Component)]
Decouple `BackgroundColor` from `UiImage` (#11165) # Objective Fixes https://github.com/bevyengine/bevy/issues/11157. ## Solution Stop using `BackgroundColor` as a color tint for `UiImage`. Add a `UiImage::color` field for color tint instead. Allow a UI node to simultaneously include a solid-color background and an image, with the image rendered on top of the background (this is already how it works for e.g. text). ![2024-02-29_1709239666_563x520](https://github.com/bevyengine/bevy/assets/12173779/ec50c9ef-4c7f-4ab8-a457-d086ce5b3425) --- ## Changelog - The `BackgroundColor` component now renders a solid-color background behind `UiImage` instead of tinting its color. - Removed `BackgroundColor` from `ImageBundle`, `AtlasImageBundle`, and `ButtonBundle`. - Added `UiImage::color`. - Expanded `RenderUiSystem` variants. - Renamed `bevy_ui::extract_text_uinodes` to `extract_uinodes_text` for consistency. ## Migration Guide - `BackgroundColor` no longer tints the color of UI images. Use `UiImage::color` for that instead. - For solid color buttons, replace `ButtonBundle { background_color: my_color.into(), ... }` with `ButtonBundle { image: UiImage::default().with_color(my_color), ... }`, and update button interaction systems to use `UiImage::color` instead of `BackgroundColor` as well. - `bevy_ui::RenderUiSystem::ExtractNode` has been split into `ExtractBackgrounds`, `ExtractImages`, `ExtractBorders`, and `ExtractText`. - `bevy_ui::extract_uinodes` has been split into `bevy_ui::extract_uinode_background_colors` and `bevy_ui::extract_uinode_images`. - `bevy_ui::extract_text_uinodes` has been renamed to `extract_uinode_text`.
2024-03-03 21:35:50 +00:00
struct IdleColor(Color);
fn button_system(
mut interaction_query: Query<
(&Interaction, &mut BackgroundColor, &IdleColor),
Changed<Interaction>,
>,
) {
for (interaction, mut color, &IdleColor(idle_color)) in interaction_query.iter_mut() {
*color = match interaction {
Migrate from `LegacyColor` to `bevy_color::Color` (#12163) # 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>
2024-02-29 19:35:12 +00:00
Interaction::Hovered => ORANGE_RED.into(),
_ => idle_color.into(),
`many_buttons` enhancements (#9712) # Objective `many_buttons` enhancements: * use `argh` to manage the commandline arguments like the other stress tests * add an option to set the number of buttons * add a grid layout option * centre the grid properly * use viewport coords for the layout's style constraints * replace use of absolute positioning includes the changes from #9636 Displaying an image isn't actually about stress testing image rendering. Without a second texture (the first is used by the text) the entire grid will be drawn in a single batch. The extra texture used by the image forces the renderer to break up the batches at every button displaying an image, where it has to switch between the font atlas texture and the image texture. ## Solution <img width="401" alt="many_buttons_new" src="https://github.com/bevyengine/bevy/assets/27962798/82140c6d-d72c-4e4f-b9b6-dd204176e51d"> --- ## Changelog `many_buttons` stress test example enhancements: * uses `argh` to the manage the commandline arguments. * New commandline args: - `--help` display info & list all commandline options - `--buttons` set the number of buttons. - `--image-freq` set the frequency of buttons displaying images - `--grid` use a grid layout * style constraints are specified in viewport coords insead of percentage values * margins and nested bundles are used to construct the layout, instead of absolute positioning * the button grid centered in the window, the empty gap along the bottom and right is removed * an image is drawn as the background to every Nth button where N is set using the `--image-freq` commandline option. --------- Co-authored-by: Rob Parrett <robparrett@gmail.com>
2023-09-08 15:02:05 +00:00
};
}
}
`many_buttons` enhancements (#9712) # Objective `many_buttons` enhancements: * use `argh` to manage the commandline arguments like the other stress tests * add an option to set the number of buttons * add a grid layout option * centre the grid properly * use viewport coords for the layout's style constraints * replace use of absolute positioning includes the changes from #9636 Displaying an image isn't actually about stress testing image rendering. Without a second texture (the first is used by the text) the entire grid will be drawn in a single batch. The extra texture used by the image forces the renderer to break up the batches at every button displaying an image, where it has to switch between the font atlas texture and the image texture. ## Solution <img width="401" alt="many_buttons_new" src="https://github.com/bevyengine/bevy/assets/27962798/82140c6d-d72c-4e4f-b9b6-dd204176e51d"> --- ## Changelog `many_buttons` stress test example enhancements: * uses `argh` to the manage the commandline arguments. * New commandline args: - `--help` display info & list all commandline options - `--buttons` set the number of buttons. - `--image-freq` set the frequency of buttons displaying images - `--grid` use a grid layout * style constraints are specified in viewport coords insead of percentage values * margins and nested bundles are used to construct the layout, instead of absolute positioning * the button grid centered in the window, the empty gap along the bottom and right is removed * an image is drawn as the background to every Nth button where N is set using the `--image-freq` commandline option. --------- Co-authored-by: Rob Parrett <robparrett@gmail.com>
2023-09-08 15:02:05 +00:00
fn setup_flex(mut commands: Commands, asset_server: Res<AssetServer>, args: Res<Args>) {
let image = if 0 < args.image_freq {
Some(asset_server.load("branding/icon.png"))
} else {
None
};
let buttons_f = args.buttons as f32;
let border = if args.no_borders {
UiRect::ZERO
} else {
UiRect::all(Val::VMin(0.05 * 90. / buttons_f))
};
Migrate from `LegacyColor` to `bevy_color::Color` (#12163) # 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>
2024-02-29 19:35:12 +00:00
let as_rainbow = |i: usize| Color::hsl((i as f32 / buttons_f) * 360.0, 0.9, 0.8);
`many_buttons` enhancements (#9712) # Objective `many_buttons` enhancements: * use `argh` to manage the commandline arguments like the other stress tests * add an option to set the number of buttons * add a grid layout option * centre the grid properly * use viewport coords for the layout's style constraints * replace use of absolute positioning includes the changes from #9636 Displaying an image isn't actually about stress testing image rendering. Without a second texture (the first is used by the text) the entire grid will be drawn in a single batch. The extra texture used by the image forces the renderer to break up the batches at every button displaying an image, where it has to switch between the font atlas texture and the image texture. ## Solution <img width="401" alt="many_buttons_new" src="https://github.com/bevyengine/bevy/assets/27962798/82140c6d-d72c-4e4f-b9b6-dd204176e51d"> --- ## Changelog `many_buttons` stress test example enhancements: * uses `argh` to the manage the commandline arguments. * New commandline args: - `--help` display info & list all commandline options - `--buttons` set the number of buttons. - `--image-freq` set the frequency of buttons displaying images - `--grid` use a grid layout * style constraints are specified in viewport coords insead of percentage values * margins and nested bundles are used to construct the layout, instead of absolute positioning * the button grid centered in the window, the empty gap along the bottom and right is removed * an image is drawn as the background to every Nth button where N is set using the `--image-freq` commandline option. --------- Co-authored-by: Rob Parrett <robparrett@gmail.com>
2023-09-08 15:02:05 +00:00
commands
Merge Style properties into Node. Use ComputedNode for computed properties. (#15975) # Objective Continue improving the user experience of our UI Node API in the direction specified by [Bevy's Next Generation Scene / UI System](https://github.com/bevyengine/bevy/discussions/14437) ## Solution As specified in the document above, merge `Style` fields into `Node`, and move "computed Node fields" into `ComputedNode` (I chose this name over something like `ComputedNodeLayout` because it currently contains more than just layout info. If we want to break this up / rename these concepts, lets do that in a separate PR). `Style` has been removed. This accomplishes a number of goals: ## Ergonomics wins Specifying both `Node` and `Style` is now no longer required for non-default styles Before: ```rust commands.spawn(( Node::default(), Style { width: Val::Px(100.), ..default() }, )); ``` After: ```rust commands.spawn(Node { width: Val::Px(100.), ..default() }); ``` ## Conceptual clarity `Style` was never a comprehensive "style sheet". It only defined "core" style properties that all `Nodes` shared. Any "styled property" that couldn't fit that mold had to be in a separate component. A "real" style system would style properties _across_ components (`Node`, `Button`, etc). We have plans to build a true style system (see the doc linked above). By moving the `Style` fields to `Node`, we fully embrace `Node` as the driving concept and remove the "style system" confusion. ## Next Steps * Consider identifying and splitting out "style properties that aren't core to Node". This should not happen for Bevy 0.15. --- ## Migration Guide Move any fields set on `Style` into `Node` and replace all `Style` component usage with `Node`. Before: ```rust commands.spawn(( Node::default(), Style { width: Val::Px(100.), ..default() }, )); ``` After: ```rust commands.spawn(Node { width: Val::Px(100.), ..default() }); ``` For any usage of the "computed node properties" that used to live on `Node`, use `ComputedNode` instead: Before: ```rust fn system(nodes: Query<&Node>) { for node in &nodes { let computed_size = node.size(); } } ``` After: ```rust fn system(computed_nodes: Query<&ComputedNode>) { for computed_node in &computed_nodes { let computed_size = computed_node.size(); } } ```
2024-10-18 22:25:33 +00:00
.spawn(Node {
flex_direction: FlexDirection::Column,
justify_content: JustifyContent::Center,
align_items: AlignItems::Center,
width: Val::Percent(100.),
height: Val::Percent(100.),
..default()
})
`many_buttons` enhancements (#9712) # Objective `many_buttons` enhancements: * use `argh` to manage the commandline arguments like the other stress tests * add an option to set the number of buttons * add a grid layout option * centre the grid properly * use viewport coords for the layout's style constraints * replace use of absolute positioning includes the changes from #9636 Displaying an image isn't actually about stress testing image rendering. Without a second texture (the first is used by the text) the entire grid will be drawn in a single batch. The extra texture used by the image forces the renderer to break up the batches at every button displaying an image, where it has to switch between the font atlas texture and the image texture. ## Solution <img width="401" alt="many_buttons_new" src="https://github.com/bevyengine/bevy/assets/27962798/82140c6d-d72c-4e4f-b9b6-dd204176e51d"> --- ## Changelog `many_buttons` stress test example enhancements: * uses `argh` to the manage the commandline arguments. * New commandline args: - `--help` display info & list all commandline options - `--buttons` set the number of buttons. - `--image-freq` set the frequency of buttons displaying images - `--grid` use a grid layout * style constraints are specified in viewport coords insead of percentage values * margins and nested bundles are used to construct the layout, instead of absolute positioning * the button grid centered in the window, the empty gap along the bottom and right is removed * an image is drawn as the background to every Nth button where N is set using the `--image-freq` commandline option. --------- Co-authored-by: Rob Parrett <robparrett@gmail.com>
2023-09-08 15:02:05 +00:00
.with_children(|commands| {
for column in 0..args.buttons {
Migrate UI bundles to required components (#15898) # Objective - Migrate UI bundles to required components, fixes #15889 ## Solution - deprecate `NodeBundle` in favor of `Node` - deprecate `ImageBundle` in favor of `UiImage` - deprecate `ButtonBundle` in favor of `Button` ## Testing CI. ## Migration Guide - Replace all uses of `NodeBundle` with `Node`. e.g. ```diff commands - .spawn(NodeBundle { - style: Style { + .spawn(( + Node::default(), + Style { width: Val::Percent(100.), align_items: AlignItems::Center, justify_content: JustifyContent::Center, ..default() }, - ..default() - }) + )) ``` - Replace all uses of `ButtonBundle` with `Button`. e.g. ```diff .spawn(( - ButtonBundle { - style: Style { - width: Val::Px(w), - height: Val::Px(h), - // horizontally center child text - justify_content: JustifyContent::Center, - // vertically center child text - align_items: AlignItems::Center, - margin: UiRect::all(Val::Px(20.0)), - ..default() - }, - image: image.clone().into(), + Button, + Style { + width: Val::Px(w), + height: Val::Px(h), + // horizontally center child text + justify_content: JustifyContent::Center, + // vertically center child text + align_items: AlignItems::Center, + margin: UiRect::all(Val::Px(20.0)), ..default() }, + UiImage::from(image.clone()), ImageScaleMode::Sliced(slicer.clone()), )) ``` - Replace all uses of `ImageBundle` with `UiImage`. e.g. ```diff - commands.spawn(ImageBundle { - image: UiImage { + commands.spawn(( + UiImage { texture: metering_mask, ..default() }, - style: Style { + Style { width: Val::Percent(100.0), height: Val::Percent(100.0), ..default() }, - ..default() - }); + )); ``` --------- Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2024-10-17 21:11:02 +00:00
commands.spawn(Node::default()).with_children(|commands| {
for row in 0..args.buttons {
let color = as_rainbow(row % column.max(1));
let border_color = Color::WHITE.with_alpha(0.5).into();
spawn_button(
commands,
color,
buttons_f,
column,
row,
!args.no_text,
border,
border_color,
image
.as_ref()
.filter(|_| (column + row) % args.image_freq == 0)
.cloned(),
);
}
});
`many_buttons` enhancements (#9712) # Objective `many_buttons` enhancements: * use `argh` to manage the commandline arguments like the other stress tests * add an option to set the number of buttons * add a grid layout option * centre the grid properly * use viewport coords for the layout's style constraints * replace use of absolute positioning includes the changes from #9636 Displaying an image isn't actually about stress testing image rendering. Without a second texture (the first is used by the text) the entire grid will be drawn in a single batch. The extra texture used by the image forces the renderer to break up the batches at every button displaying an image, where it has to switch between the font atlas texture and the image texture. ## Solution <img width="401" alt="many_buttons_new" src="https://github.com/bevyengine/bevy/assets/27962798/82140c6d-d72c-4e4f-b9b6-dd204176e51d"> --- ## Changelog `many_buttons` stress test example enhancements: * uses `argh` to the manage the commandline arguments. * New commandline args: - `--help` display info & list all commandline options - `--buttons` set the number of buttons. - `--image-freq` set the frequency of buttons displaying images - `--grid` use a grid layout * style constraints are specified in viewport coords insead of percentage values * margins and nested bundles are used to construct the layout, instead of absolute positioning * the button grid centered in the window, the empty gap along the bottom and right is removed * an image is drawn as the background to every Nth button where N is set using the `--image-freq` commandline option. --------- Co-authored-by: Rob Parrett <robparrett@gmail.com>
2023-09-08 15:02:05 +00:00
}
});
}
fn setup_grid(mut commands: Commands, asset_server: Res<AssetServer>, args: Res<Args>) {
let image = if 0 < args.image_freq {
Some(asset_server.load("branding/icon.png"))
} else {
None
};
let buttons_f = args.buttons as f32;
let border = if args.no_borders {
UiRect::ZERO
} else {
UiRect::all(Val::VMin(0.05 * 90. / buttons_f))
};
Migrate from `LegacyColor` to `bevy_color::Color` (#12163) # 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>
2024-02-29 19:35:12 +00:00
let as_rainbow = |i: usize| Color::hsl((i as f32 / buttons_f) * 360.0, 0.9, 0.8);
commands
Merge Style properties into Node. Use ComputedNode for computed properties. (#15975) # Objective Continue improving the user experience of our UI Node API in the direction specified by [Bevy's Next Generation Scene / UI System](https://github.com/bevyengine/bevy/discussions/14437) ## Solution As specified in the document above, merge `Style` fields into `Node`, and move "computed Node fields" into `ComputedNode` (I chose this name over something like `ComputedNodeLayout` because it currently contains more than just layout info. If we want to break this up / rename these concepts, lets do that in a separate PR). `Style` has been removed. This accomplishes a number of goals: ## Ergonomics wins Specifying both `Node` and `Style` is now no longer required for non-default styles Before: ```rust commands.spawn(( Node::default(), Style { width: Val::Px(100.), ..default() }, )); ``` After: ```rust commands.spawn(Node { width: Val::Px(100.), ..default() }); ``` ## Conceptual clarity `Style` was never a comprehensive "style sheet". It only defined "core" style properties that all `Nodes` shared. Any "styled property" that couldn't fit that mold had to be in a separate component. A "real" style system would style properties _across_ components (`Node`, `Button`, etc). We have plans to build a true style system (see the doc linked above). By moving the `Style` fields to `Node`, we fully embrace `Node` as the driving concept and remove the "style system" confusion. ## Next Steps * Consider identifying and splitting out "style properties that aren't core to Node". This should not happen for Bevy 0.15. --- ## Migration Guide Move any fields set on `Style` into `Node` and replace all `Style` component usage with `Node`. Before: ```rust commands.spawn(( Node::default(), Style { width: Val::Px(100.), ..default() }, )); ``` After: ```rust commands.spawn(Node { width: Val::Px(100.), ..default() }); ``` For any usage of the "computed node properties" that used to live on `Node`, use `ComputedNode` instead: Before: ```rust fn system(nodes: Query<&Node>) { for node in &nodes { let computed_size = node.size(); } } ``` After: ```rust fn system(computed_nodes: Query<&ComputedNode>) { for computed_node in &computed_nodes { let computed_size = computed_node.size(); } } ```
2024-10-18 22:25:33 +00:00
.spawn(Node {
display: Display::Grid,
width: Val::Percent(100.),
height: Val::Percent(100.0),
grid_template_columns: RepeatedGridTrack::flex(args.buttons as u16, 1.0),
grid_template_rows: RepeatedGridTrack::flex(args.buttons as u16, 1.0),
..default()
})
.with_children(|commands| {
`many_buttons` enhancements (#9712) # Objective `many_buttons` enhancements: * use `argh` to manage the commandline arguments like the other stress tests * add an option to set the number of buttons * add a grid layout option * centre the grid properly * use viewport coords for the layout's style constraints * replace use of absolute positioning includes the changes from #9636 Displaying an image isn't actually about stress testing image rendering. Without a second texture (the first is used by the text) the entire grid will be drawn in a single batch. The extra texture used by the image forces the renderer to break up the batches at every button displaying an image, where it has to switch between the font atlas texture and the image texture. ## Solution <img width="401" alt="many_buttons_new" src="https://github.com/bevyengine/bevy/assets/27962798/82140c6d-d72c-4e4f-b9b6-dd204176e51d"> --- ## Changelog `many_buttons` stress test example enhancements: * uses `argh` to the manage the commandline arguments. * New commandline args: - `--help` display info & list all commandline options - `--buttons` set the number of buttons. - `--image-freq` set the frequency of buttons displaying images - `--grid` use a grid layout * style constraints are specified in viewport coords insead of percentage values * margins and nested bundles are used to construct the layout, instead of absolute positioning * the button grid centered in the window, the empty gap along the bottom and right is removed * an image is drawn as the background to every Nth button where N is set using the `--image-freq` commandline option. --------- Co-authored-by: Rob Parrett <robparrett@gmail.com>
2023-09-08 15:02:05 +00:00
for column in 0..args.buttons {
for row in 0..args.buttons {
Decouple `BackgroundColor` from `UiImage` (#11165) # Objective Fixes https://github.com/bevyengine/bevy/issues/11157. ## Solution Stop using `BackgroundColor` as a color tint for `UiImage`. Add a `UiImage::color` field for color tint instead. Allow a UI node to simultaneously include a solid-color background and an image, with the image rendered on top of the background (this is already how it works for e.g. text). ![2024-02-29_1709239666_563x520](https://github.com/bevyengine/bevy/assets/12173779/ec50c9ef-4c7f-4ab8-a457-d086ce5b3425) --- ## Changelog - The `BackgroundColor` component now renders a solid-color background behind `UiImage` instead of tinting its color. - Removed `BackgroundColor` from `ImageBundle`, `AtlasImageBundle`, and `ButtonBundle`. - Added `UiImage::color`. - Expanded `RenderUiSystem` variants. - Renamed `bevy_ui::extract_text_uinodes` to `extract_uinodes_text` for consistency. ## Migration Guide - `BackgroundColor` no longer tints the color of UI images. Use `UiImage::color` for that instead. - For solid color buttons, replace `ButtonBundle { background_color: my_color.into(), ... }` with `ButtonBundle { image: UiImage::default().with_color(my_color), ... }`, and update button interaction systems to use `UiImage::color` instead of `BackgroundColor` as well. - `bevy_ui::RenderUiSystem::ExtractNode` has been split into `ExtractBackgrounds`, `ExtractImages`, `ExtractBorders`, and `ExtractText`. - `bevy_ui::extract_uinodes` has been split into `bevy_ui::extract_uinode_background_colors` and `bevy_ui::extract_uinode_images`. - `bevy_ui::extract_text_uinodes` has been renamed to `extract_uinode_text`.
2024-03-03 21:35:50 +00:00
let color = as_rainbow(row % column.max(1));
Migrate from `LegacyColor` to `bevy_color::Color` (#12163) # 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>
2024-02-29 19:35:12 +00:00
let border_color = Color::WHITE.with_alpha(0.5).into();
spawn_button(
commands,
color,
`many_buttons` enhancements (#9712) # Objective `many_buttons` enhancements: * use `argh` to manage the commandline arguments like the other stress tests * add an option to set the number of buttons * add a grid layout option * centre the grid properly * use viewport coords for the layout's style constraints * replace use of absolute positioning includes the changes from #9636 Displaying an image isn't actually about stress testing image rendering. Without a second texture (the first is used by the text) the entire grid will be drawn in a single batch. The extra texture used by the image forces the renderer to break up the batches at every button displaying an image, where it has to switch between the font atlas texture and the image texture. ## Solution <img width="401" alt="many_buttons_new" src="https://github.com/bevyengine/bevy/assets/27962798/82140c6d-d72c-4e4f-b9b6-dd204176e51d"> --- ## Changelog `many_buttons` stress test example enhancements: * uses `argh` to the manage the commandline arguments. * New commandline args: - `--help` display info & list all commandline options - `--buttons` set the number of buttons. - `--image-freq` set the frequency of buttons displaying images - `--grid` use a grid layout * style constraints are specified in viewport coords insead of percentage values * margins and nested bundles are used to construct the layout, instead of absolute positioning * the button grid centered in the window, the empty gap along the bottom and right is removed * an image is drawn as the background to every Nth button where N is set using the `--image-freq` commandline option. --------- Co-authored-by: Rob Parrett <robparrett@gmail.com>
2023-09-08 15:02:05 +00:00
buttons_f,
column,
row,
!args.no_text,
border,
border_color,
`many_buttons` enhancements (#9712) # Objective `many_buttons` enhancements: * use `argh` to manage the commandline arguments like the other stress tests * add an option to set the number of buttons * add a grid layout option * centre the grid properly * use viewport coords for the layout's style constraints * replace use of absolute positioning includes the changes from #9636 Displaying an image isn't actually about stress testing image rendering. Without a second texture (the first is used by the text) the entire grid will be drawn in a single batch. The extra texture used by the image forces the renderer to break up the batches at every button displaying an image, where it has to switch between the font atlas texture and the image texture. ## Solution <img width="401" alt="many_buttons_new" src="https://github.com/bevyengine/bevy/assets/27962798/82140c6d-d72c-4e4f-b9b6-dd204176e51d"> --- ## Changelog `many_buttons` stress test example enhancements: * uses `argh` to the manage the commandline arguments. * New commandline args: - `--help` display info & list all commandline options - `--buttons` set the number of buttons. - `--image-freq` set the frequency of buttons displaying images - `--grid` use a grid layout * style constraints are specified in viewport coords insead of percentage values * margins and nested bundles are used to construct the layout, instead of absolute positioning * the button grid centered in the window, the empty gap along the bottom and right is removed * an image is drawn as the background to every Nth button where N is set using the `--image-freq` commandline option. --------- Co-authored-by: Rob Parrett <robparrett@gmail.com>
2023-09-08 15:02:05 +00:00
image
.as_ref()
.filter(|_| (column + row) % args.image_freq == 0)
.cloned(),
);
}
}
});
}
#[allow(clippy::too_many_arguments)]
fn spawn_button(
commands: &mut ChildBuilder,
Decouple `BackgroundColor` from `UiImage` (#11165) # Objective Fixes https://github.com/bevyengine/bevy/issues/11157. ## Solution Stop using `BackgroundColor` as a color tint for `UiImage`. Add a `UiImage::color` field for color tint instead. Allow a UI node to simultaneously include a solid-color background and an image, with the image rendered on top of the background (this is already how it works for e.g. text). ![2024-02-29_1709239666_563x520](https://github.com/bevyengine/bevy/assets/12173779/ec50c9ef-4c7f-4ab8-a457-d086ce5b3425) --- ## Changelog - The `BackgroundColor` component now renders a solid-color background behind `UiImage` instead of tinting its color. - Removed `BackgroundColor` from `ImageBundle`, `AtlasImageBundle`, and `ButtonBundle`. - Added `UiImage::color`. - Expanded `RenderUiSystem` variants. - Renamed `bevy_ui::extract_text_uinodes` to `extract_uinodes_text` for consistency. ## Migration Guide - `BackgroundColor` no longer tints the color of UI images. Use `UiImage::color` for that instead. - For solid color buttons, replace `ButtonBundle { background_color: my_color.into(), ... }` with `ButtonBundle { image: UiImage::default().with_color(my_color), ... }`, and update button interaction systems to use `UiImage::color` instead of `BackgroundColor` as well. - `bevy_ui::RenderUiSystem::ExtractNode` has been split into `ExtractBackgrounds`, `ExtractImages`, `ExtractBorders`, and `ExtractText`. - `bevy_ui::extract_uinodes` has been split into `bevy_ui::extract_uinode_background_colors` and `bevy_ui::extract_uinode_images`. - `bevy_ui::extract_text_uinodes` has been renamed to `extract_uinode_text`.
2024-03-03 21:35:50 +00:00
background_color: Color,
`many_buttons` enhancements (#9712) # Objective `many_buttons` enhancements: * use `argh` to manage the commandline arguments like the other stress tests * add an option to set the number of buttons * add a grid layout option * centre the grid properly * use viewport coords for the layout's style constraints * replace use of absolute positioning includes the changes from #9636 Displaying an image isn't actually about stress testing image rendering. Without a second texture (the first is used by the text) the entire grid will be drawn in a single batch. The extra texture used by the image forces the renderer to break up the batches at every button displaying an image, where it has to switch between the font atlas texture and the image texture. ## Solution <img width="401" alt="many_buttons_new" src="https://github.com/bevyengine/bevy/assets/27962798/82140c6d-d72c-4e4f-b9b6-dd204176e51d"> --- ## Changelog `many_buttons` stress test example enhancements: * uses `argh` to the manage the commandline arguments. * New commandline args: - `--help` display info & list all commandline options - `--buttons` set the number of buttons. - `--image-freq` set the frequency of buttons displaying images - `--grid` use a grid layout * style constraints are specified in viewport coords insead of percentage values * margins and nested bundles are used to construct the layout, instead of absolute positioning * the button grid centered in the window, the empty gap along the bottom and right is removed * an image is drawn as the background to every Nth button where N is set using the `--image-freq` commandline option. --------- Co-authored-by: Rob Parrett <robparrett@gmail.com>
2023-09-08 15:02:05 +00:00
buttons: f32,
column: usize,
row: usize,
spawn_text: bool,
border: UiRect,
border_color: BorderColor,
`many_buttons` enhancements (#9712) # Objective `many_buttons` enhancements: * use `argh` to manage the commandline arguments like the other stress tests * add an option to set the number of buttons * add a grid layout option * centre the grid properly * use viewport coords for the layout's style constraints * replace use of absolute positioning includes the changes from #9636 Displaying an image isn't actually about stress testing image rendering. Without a second texture (the first is used by the text) the entire grid will be drawn in a single batch. The extra texture used by the image forces the renderer to break up the batches at every button displaying an image, where it has to switch between the font atlas texture and the image texture. ## Solution <img width="401" alt="many_buttons_new" src="https://github.com/bevyengine/bevy/assets/27962798/82140c6d-d72c-4e4f-b9b6-dd204176e51d"> --- ## Changelog `many_buttons` stress test example enhancements: * uses `argh` to the manage the commandline arguments. * New commandline args: - `--help` display info & list all commandline options - `--buttons` set the number of buttons. - `--image-freq` set the frequency of buttons displaying images - `--grid` use a grid layout * style constraints are specified in viewport coords insead of percentage values * margins and nested bundles are used to construct the layout, instead of absolute positioning * the button grid centered in the window, the empty gap along the bottom and right is removed * an image is drawn as the background to every Nth button where N is set using the `--image-freq` commandline option. --------- Co-authored-by: Rob Parrett <robparrett@gmail.com>
2023-09-08 15:02:05 +00:00
image: Option<Handle<Image>>,
) {
`many_buttons` enhancements (#9712) # Objective `many_buttons` enhancements: * use `argh` to manage the commandline arguments like the other stress tests * add an option to set the number of buttons * add a grid layout option * centre the grid properly * use viewport coords for the layout's style constraints * replace use of absolute positioning includes the changes from #9636 Displaying an image isn't actually about stress testing image rendering. Without a second texture (the first is used by the text) the entire grid will be drawn in a single batch. The extra texture used by the image forces the renderer to break up the batches at every button displaying an image, where it has to switch between the font atlas texture and the image texture. ## Solution <img width="401" alt="many_buttons_new" src="https://github.com/bevyengine/bevy/assets/27962798/82140c6d-d72c-4e4f-b9b6-dd204176e51d"> --- ## Changelog `many_buttons` stress test example enhancements: * uses `argh` to the manage the commandline arguments. * New commandline args: - `--help` display info & list all commandline options - `--buttons` set the number of buttons. - `--image-freq` set the frequency of buttons displaying images - `--grid` use a grid layout * style constraints are specified in viewport coords insead of percentage values * margins and nested bundles are used to construct the layout, instead of absolute positioning * the button grid centered in the window, the empty gap along the bottom and right is removed * an image is drawn as the background to every Nth button where N is set using the `--image-freq` commandline option. --------- Co-authored-by: Rob Parrett <robparrett@gmail.com>
2023-09-08 15:02:05 +00:00
let width = Val::Vw(90.0 / buttons);
let height = Val::Vh(90.0 / buttons);
let margin = UiRect::axes(width * 0.05, height * 0.05);
let mut builder = commands.spawn((
Migrate UI bundles to required components (#15898) # Objective - Migrate UI bundles to required components, fixes #15889 ## Solution - deprecate `NodeBundle` in favor of `Node` - deprecate `ImageBundle` in favor of `UiImage` - deprecate `ButtonBundle` in favor of `Button` ## Testing CI. ## Migration Guide - Replace all uses of `NodeBundle` with `Node`. e.g. ```diff commands - .spawn(NodeBundle { - style: Style { + .spawn(( + Node::default(), + Style { width: Val::Percent(100.), align_items: AlignItems::Center, justify_content: JustifyContent::Center, ..default() }, - ..default() - }) + )) ``` - Replace all uses of `ButtonBundle` with `Button`. e.g. ```diff .spawn(( - ButtonBundle { - style: Style { - width: Val::Px(w), - height: Val::Px(h), - // horizontally center child text - justify_content: JustifyContent::Center, - // vertically center child text - align_items: AlignItems::Center, - margin: UiRect::all(Val::Px(20.0)), - ..default() - }, - image: image.clone().into(), + Button, + Style { + width: Val::Px(w), + height: Val::Px(h), + // horizontally center child text + justify_content: JustifyContent::Center, + // vertically center child text + align_items: AlignItems::Center, + margin: UiRect::all(Val::Px(20.0)), ..default() }, + UiImage::from(image.clone()), ImageScaleMode::Sliced(slicer.clone()), )) ``` - Replace all uses of `ImageBundle` with `UiImage`. e.g. ```diff - commands.spawn(ImageBundle { - image: UiImage { + commands.spawn(( + UiImage { texture: metering_mask, ..default() }, - style: Style { + Style { width: Val::Percent(100.0), height: Val::Percent(100.0), ..default() }, - ..default() - }); + )); ``` --------- Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2024-10-17 21:11:02 +00:00
Button,
Merge Style properties into Node. Use ComputedNode for computed properties. (#15975) # Objective Continue improving the user experience of our UI Node API in the direction specified by [Bevy's Next Generation Scene / UI System](https://github.com/bevyengine/bevy/discussions/14437) ## Solution As specified in the document above, merge `Style` fields into `Node`, and move "computed Node fields" into `ComputedNode` (I chose this name over something like `ComputedNodeLayout` because it currently contains more than just layout info. If we want to break this up / rename these concepts, lets do that in a separate PR). `Style` has been removed. This accomplishes a number of goals: ## Ergonomics wins Specifying both `Node` and `Style` is now no longer required for non-default styles Before: ```rust commands.spawn(( Node::default(), Style { width: Val::Px(100.), ..default() }, )); ``` After: ```rust commands.spawn(Node { width: Val::Px(100.), ..default() }); ``` ## Conceptual clarity `Style` was never a comprehensive "style sheet". It only defined "core" style properties that all `Nodes` shared. Any "styled property" that couldn't fit that mold had to be in a separate component. A "real" style system would style properties _across_ components (`Node`, `Button`, etc). We have plans to build a true style system (see the doc linked above). By moving the `Style` fields to `Node`, we fully embrace `Node` as the driving concept and remove the "style system" confusion. ## Next Steps * Consider identifying and splitting out "style properties that aren't core to Node". This should not happen for Bevy 0.15. --- ## Migration Guide Move any fields set on `Style` into `Node` and replace all `Style` component usage with `Node`. Before: ```rust commands.spawn(( Node::default(), Style { width: Val::Px(100.), ..default() }, )); ``` After: ```rust commands.spawn(Node { width: Val::Px(100.), ..default() }); ``` For any usage of the "computed node properties" that used to live on `Node`, use `ComputedNode` instead: Before: ```rust fn system(nodes: Query<&Node>) { for node in &nodes { let computed_size = node.size(); } } ``` After: ```rust fn system(computed_nodes: Query<&ComputedNode>) { for computed_node in &computed_nodes { let computed_size = computed_node.size(); } } ```
2024-10-18 22:25:33 +00:00
Node {
Migrate UI bundles to required components (#15898) # Objective - Migrate UI bundles to required components, fixes #15889 ## Solution - deprecate `NodeBundle` in favor of `Node` - deprecate `ImageBundle` in favor of `UiImage` - deprecate `ButtonBundle` in favor of `Button` ## Testing CI. ## Migration Guide - Replace all uses of `NodeBundle` with `Node`. e.g. ```diff commands - .spawn(NodeBundle { - style: Style { + .spawn(( + Node::default(), + Style { width: Val::Percent(100.), align_items: AlignItems::Center, justify_content: JustifyContent::Center, ..default() }, - ..default() - }) + )) ``` - Replace all uses of `ButtonBundle` with `Button`. e.g. ```diff .spawn(( - ButtonBundle { - style: Style { - width: Val::Px(w), - height: Val::Px(h), - // horizontally center child text - justify_content: JustifyContent::Center, - // vertically center child text - align_items: AlignItems::Center, - margin: UiRect::all(Val::Px(20.0)), - ..default() - }, - image: image.clone().into(), + Button, + Style { + width: Val::Px(w), + height: Val::Px(h), + // horizontally center child text + justify_content: JustifyContent::Center, + // vertically center child text + align_items: AlignItems::Center, + margin: UiRect::all(Val::Px(20.0)), ..default() }, + UiImage::from(image.clone()), ImageScaleMode::Sliced(slicer.clone()), )) ``` - Replace all uses of `ImageBundle` with `UiImage`. e.g. ```diff - commands.spawn(ImageBundle { - image: UiImage { + commands.spawn(( + UiImage { texture: metering_mask, ..default() }, - style: Style { + Style { width: Val::Percent(100.0), height: Val::Percent(100.0), ..default() }, - ..default() - }); + )); ``` --------- Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2024-10-17 21:11:02 +00:00
width,
height,
margin,
align_items: AlignItems::Center,
justify_content: JustifyContent::Center,
border,
..default()
},
Migrate UI bundles to required components (#15898) # Objective - Migrate UI bundles to required components, fixes #15889 ## Solution - deprecate `NodeBundle` in favor of `Node` - deprecate `ImageBundle` in favor of `UiImage` - deprecate `ButtonBundle` in favor of `Button` ## Testing CI. ## Migration Guide - Replace all uses of `NodeBundle` with `Node`. e.g. ```diff commands - .spawn(NodeBundle { - style: Style { + .spawn(( + Node::default(), + Style { width: Val::Percent(100.), align_items: AlignItems::Center, justify_content: JustifyContent::Center, ..default() }, - ..default() - }) + )) ``` - Replace all uses of `ButtonBundle` with `Button`. e.g. ```diff .spawn(( - ButtonBundle { - style: Style { - width: Val::Px(w), - height: Val::Px(h), - // horizontally center child text - justify_content: JustifyContent::Center, - // vertically center child text - align_items: AlignItems::Center, - margin: UiRect::all(Val::Px(20.0)), - ..default() - }, - image: image.clone().into(), + Button, + Style { + width: Val::Px(w), + height: Val::Px(h), + // horizontally center child text + justify_content: JustifyContent::Center, + // vertically center child text + align_items: AlignItems::Center, + margin: UiRect::all(Val::Px(20.0)), ..default() }, + UiImage::from(image.clone()), ImageScaleMode::Sliced(slicer.clone()), )) ``` - Replace all uses of `ImageBundle` with `UiImage`. e.g. ```diff - commands.spawn(ImageBundle { - image: UiImage { + commands.spawn(( + UiImage { texture: metering_mask, ..default() }, - style: Style { + Style { width: Val::Percent(100.0), height: Val::Percent(100.0), ..default() }, - ..default() - }); + )); ``` --------- Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2024-10-17 21:11:02 +00:00
BackgroundColor(background_color),
border_color,
IdleColor(background_color),
));
`many_buttons` enhancements (#9712) # Objective `many_buttons` enhancements: * use `argh` to manage the commandline arguments like the other stress tests * add an option to set the number of buttons * add a grid layout option * centre the grid properly * use viewport coords for the layout's style constraints * replace use of absolute positioning includes the changes from #9636 Displaying an image isn't actually about stress testing image rendering. Without a second texture (the first is used by the text) the entire grid will be drawn in a single batch. The extra texture used by the image forces the renderer to break up the batches at every button displaying an image, where it has to switch between the font atlas texture and the image texture. ## Solution <img width="401" alt="many_buttons_new" src="https://github.com/bevyengine/bevy/assets/27962798/82140c6d-d72c-4e4f-b9b6-dd204176e51d"> --- ## Changelog `many_buttons` stress test example enhancements: * uses `argh` to the manage the commandline arguments. * New commandline args: - `--help` display info & list all commandline options - `--buttons` set the number of buttons. - `--image-freq` set the frequency of buttons displaying images - `--grid` use a grid layout * style constraints are specified in viewport coords insead of percentage values * margins and nested bundles are used to construct the layout, instead of absolute positioning * the button grid centered in the window, the empty gap along the bottom and right is removed * an image is drawn as the background to every Nth button where N is set using the `--image-freq` commandline option. --------- Co-authored-by: Rob Parrett <robparrett@gmail.com>
2023-09-08 15:02:05 +00:00
if let Some(image) = image {
builder.insert(ImageNode::new(image));
`many_buttons` enhancements (#9712) # Objective `many_buttons` enhancements: * use `argh` to manage the commandline arguments like the other stress tests * add an option to set the number of buttons * add a grid layout option * centre the grid properly * use viewport coords for the layout's style constraints * replace use of absolute positioning includes the changes from #9636 Displaying an image isn't actually about stress testing image rendering. Without a second texture (the first is used by the text) the entire grid will be drawn in a single batch. The extra texture used by the image forces the renderer to break up the batches at every button displaying an image, where it has to switch between the font atlas texture and the image texture. ## Solution <img width="401" alt="many_buttons_new" src="https://github.com/bevyengine/bevy/assets/27962798/82140c6d-d72c-4e4f-b9b6-dd204176e51d"> --- ## Changelog `many_buttons` stress test example enhancements: * uses `argh` to the manage the commandline arguments. * New commandline args: - `--help` display info & list all commandline options - `--buttons` set the number of buttons. - `--image-freq` set the frequency of buttons displaying images - `--grid` use a grid layout * style constraints are specified in viewport coords insead of percentage values * margins and nested bundles are used to construct the layout, instead of absolute positioning * the button grid centered in the window, the empty gap along the bottom and right is removed * an image is drawn as the background to every Nth button where N is set using the `--image-freq` commandline option. --------- Co-authored-by: Rob Parrett <robparrett@gmail.com>
2023-09-08 15:02:05 +00:00
}
if spawn_text {
`many_buttons` enhancements (#9712) # Objective `many_buttons` enhancements: * use `argh` to manage the commandline arguments like the other stress tests * add an option to set the number of buttons * add a grid layout option * centre the grid properly * use viewport coords for the layout's style constraints * replace use of absolute positioning includes the changes from #9636 Displaying an image isn't actually about stress testing image rendering. Without a second texture (the first is used by the text) the entire grid will be drawn in a single batch. The extra texture used by the image forces the renderer to break up the batches at every button displaying an image, where it has to switch between the font atlas texture and the image texture. ## Solution <img width="401" alt="many_buttons_new" src="https://github.com/bevyengine/bevy/assets/27962798/82140c6d-d72c-4e4f-b9b6-dd204176e51d"> --- ## Changelog `many_buttons` stress test example enhancements: * uses `argh` to the manage the commandline arguments. * New commandline args: - `--help` display info & list all commandline options - `--buttons` set the number of buttons. - `--image-freq` set the frequency of buttons displaying images - `--grid` use a grid layout * style constraints are specified in viewport coords insead of percentage values * margins and nested bundles are used to construct the layout, instead of absolute positioning * the button grid centered in the window, the empty gap along the bottom and right is removed * an image is drawn as the background to every Nth button where N is set using the `--image-freq` commandline option. --------- Co-authored-by: Rob Parrett <robparrett@gmail.com>
2023-09-08 15:02:05 +00:00
builder.with_children(|parent| {
Text rework (#15591) **Ready for review. Examples migration progress: 100%.** # Objective - Implement https://github.com/bevyengine/bevy/discussions/15014 ## Solution This implements [cart's proposal](https://github.com/bevyengine/bevy/discussions/15014#discussioncomment-10574459) faithfully except for one change. I separated `TextSpan` from `TextSpan2d` because `TextSpan` needs to require the `GhostNode` component, which is a `bevy_ui` component only usable by UI. Extra changes: - Added `EntityCommands::commands_mut` that returns a mutable reference. This is a blocker for extension methods that return something other than `self`. Note that `sickle_ui`'s `UiBuilder::commands` returns a mutable reference for this reason. ## Testing - [x] Text examples all work. --- ## Showcase TODO: showcase-worthy ## Migration Guide TODO: very breaking ### Accessing text spans by index Text sections are now text sections on different entities in a hierarchy, Use the new `TextReader` and `TextWriter` system parameters to access spans by index. Before: ```rust fn refresh_text(mut query: Query<&mut Text, With<TimeText>>, time: Res<Time>) { let text = query.single_mut(); text.sections[1].value = format_time(time.elapsed()); } ``` After: ```rust fn refresh_text( query: Query<Entity, With<TimeText>>, mut writer: UiTextWriter, time: Res<Time> ) { let entity = query.single(); *writer.text(entity, 1) = format_time(time.elapsed()); } ``` ### Iterating text spans Text spans are now entities in a hierarchy, so the new `UiTextReader` and `UiTextWriter` system parameters provide ways to iterate that hierarchy. The `UiTextReader::iter` method will give you a normal iterator over spans, and `UiTextWriter::for_each` lets you visit each of the spans. --------- Co-authored-by: ickshonpe <david.curthoys@googlemail.com> Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2024-10-09 18:35:36 +00:00
parent.spawn((
Text(format!("{column}, {row}")),
TextFont {
font_size: FONT_SIZE,
..default()
},
TextColor(Color::srgb(0.2, 0.2, 0.2)),
));
Spawn now takes a Bundle (#6054) # Objective Now that we can consolidate Bundles and Components under a single insert (thanks to #2975 and #6039), almost 100% of world spawns now look like `world.spawn().insert((Some, Tuple, Here))`. Spawning an entity without any components is an extremely uncommon pattern, so it makes sense to give spawn the "first class" ergonomic api. This consolidated api should be made consistent across all spawn apis (such as World and Commands). ## Solution All `spawn` apis (`World::spawn`, `Commands:;spawn`, `ChildBuilder::spawn`, and `WorldChildBuilder::spawn`) now accept a bundle as input: ```rust // before: commands .spawn() .insert((A, B, C)); world .spawn() .insert((A, B, C); // after commands.spawn((A, B, C)); world.spawn((A, B, C)); ``` All existing instances of `spawn_bundle` have been deprecated in favor of the new `spawn` api. A new `spawn_empty` has been added, replacing the old `spawn` api. By allowing `world.spawn(some_bundle)` to replace `world.spawn().insert(some_bundle)`, this opened the door to removing the initial entity allocation in the "empty" archetype / table done in `spawn()` (and subsequent move to the actual archetype in `.insert(some_bundle)`). This improves spawn performance by over 10%: ![image](https://user-images.githubusercontent.com/2694663/191627587-4ab2f949-4ccd-4231-80eb-80dd4d9ad6b9.png) To take this measurement, I added a new `world_spawn` benchmark. Unfortunately, optimizing `Commands::spawn` is slightly less trivial, as Commands expose the Entity id of spawned entities prior to actually spawning. Doing the optimization would (naively) require assurances that the `spawn(some_bundle)` command is applied before all other commands involving the entity (which would not necessarily be true, if memory serves). Optimizing `Commands::spawn` this way does feel possible, but it will require careful thought (and maybe some additional checks), which deserves its own PR. For now, it has the same performance characteristics of the current `Commands::spawn_bundle` on main. **Note that 99% of this PR is simple renames and refactors. The only code that needs careful scrutiny is the new `World::spawn()` impl, which is relatively straightforward, but it has some new unsafe code (which re-uses battle tested BundlerSpawner code path).** --- ## Changelog - All `spawn` apis (`World::spawn`, `Commands:;spawn`, `ChildBuilder::spawn`, and `WorldChildBuilder::spawn`) now accept a bundle as input - All instances of `spawn_bundle` have been deprecated in favor of the new `spawn` api - World and Commands now have `spawn_empty()`, which is equivalent to the old `spawn()` behavior. ## Migration Guide ```rust // Old (0.8): commands .spawn() .insert_bundle((A, B, C)); // New (0.9) commands.spawn((A, B, C)); // Old (0.8): commands.spawn_bundle((A, B, C)); // New (0.9) commands.spawn((A, B, C)); // Old (0.8): let entity = commands.spawn().id(); // New (0.9) let entity = commands.spawn_empty().id(); // Old (0.8) let entity = world.spawn().id(); // New (0.9) let entity = world.spawn_empty(); ```
2022-09-23 19:55:54 +00:00
});
}
}
fn despawn_ui(mut commands: Commands, root_node: Single<Entity, (With<Node>, Without<Parent>)>) {
commands.entity(*root_node).despawn_recursive();
}