bevy/examples/ui/ui_texture_slice.rs

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//! This example illustrates how to create buttons with their textures sliced
UI Texture 9 slice (#11600) > Follow up to #10588 > Closes #11749 (Supersedes #11756) Enable Texture slicing for the following UI nodes: - `ImageBundle` - `ButtonBundle` <img width="739" alt="Screenshot 2024-01-29 at 13 57 43" src="https://github.com/bevyengine/bevy/assets/26703856/37675681-74eb-4689-ab42-024310cf3134"> I also added a collection of `fantazy-ui-borders` from [Kenney's](www.kenney.nl) assets, with the appropriate license (CC). If it's a problem I can use the same textures as the `sprite_slice` example # Work done Added the `ImageScaleMode` component to the targetted bundles, most of the logic is directly reused from `bevy_sprite`. The only additional internal component is the UI specific `ComputedSlices`, which does the same thing as its spritee equivalent but adapted to UI code. Again the slicing is not compatible with `TextureAtlas`, it's something I need to tackle more deeply in the future # Fixes * [x] I noticed that `TextureSlicer::compute_slices` could infinitely loop if the border was larger that the image half extents, now an error is triggered and the texture will fallback to being stretched * [x] I noticed that when using small textures with very small *tiling* options we could generate hundred of thousands of slices. Now I set a minimum size of 1 pixel per slice, which is already ridiculously small, and a warning will be sent at runtime when slice count goes above 1000 * [x] Sprite slicing with `flip_x` or `flip_y` would give incorrect results, correct flipping is now supported to both sprites and ui image nodes thanks to @odecay observation # GPU Alternative I create a separate branch attempting to implementing 9 slicing and tiling directly through the `ui.wgsl` fragment shader. It works but requires sending more data to the GPU: - slice border - tiling factors And more importantly, the actual quad *scale* which is hard to put in the shader with the current code, so that would be for a later iteration
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//! and kept in proportion instead of being stretched by the button dimensions
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>
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use bevy::{
color::palettes::css::{GOLD, ORANGE},
prelude::*,
winit::WinitSettings,
};
UI Texture 9 slice (#11600) > Follow up to #10588 > Closes #11749 (Supersedes #11756) Enable Texture slicing for the following UI nodes: - `ImageBundle` - `ButtonBundle` <img width="739" alt="Screenshot 2024-01-29 at 13 57 43" src="https://github.com/bevyengine/bevy/assets/26703856/37675681-74eb-4689-ab42-024310cf3134"> I also added a collection of `fantazy-ui-borders` from [Kenney's](www.kenney.nl) assets, with the appropriate license (CC). If it's a problem I can use the same textures as the `sprite_slice` example # Work done Added the `ImageScaleMode` component to the targetted bundles, most of the logic is directly reused from `bevy_sprite`. The only additional internal component is the UI specific `ComputedSlices`, which does the same thing as its spritee equivalent but adapted to UI code. Again the slicing is not compatible with `TextureAtlas`, it's something I need to tackle more deeply in the future # Fixes * [x] I noticed that `TextureSlicer::compute_slices` could infinitely loop if the border was larger that the image half extents, now an error is triggered and the texture will fallback to being stretched * [x] I noticed that when using small textures with very small *tiling* options we could generate hundred of thousands of slices. Now I set a minimum size of 1 pixel per slice, which is already ridiculously small, and a warning will be sent at runtime when slice count goes above 1000 * [x] Sprite slicing with `flip_x` or `flip_y` would give incorrect results, correct flipping is now supported to both sprites and ui image nodes thanks to @odecay observation # GPU Alternative I create a separate branch attempting to implementing 9 slicing and tiling directly through the `ui.wgsl` fragment shader. It works but requires sending more data to the GPU: - slice border - tiling factors And more importantly, the actual quad *scale* which is hard to put in the shader with the current code, so that would be for a later iteration
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fn main() {
App::new()
.add_plugins(DefaultPlugins)
// Only run the app when there is user input. This will significantly reduce CPU/GPU use.
.insert_resource(WinitSettings::desktop_app())
.add_systems(Startup, setup)
.add_systems(Update, button_system)
.run();
}
fn button_system(
mut interaction_query: Query<
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`.
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(&Interaction, &Children, &mut UiImage),
(Changed<Interaction>, With<Button>),
>,
UI Texture 9 slice (#11600) > Follow up to #10588 > Closes #11749 (Supersedes #11756) Enable Texture slicing for the following UI nodes: - `ImageBundle` - `ButtonBundle` <img width="739" alt="Screenshot 2024-01-29 at 13 57 43" src="https://github.com/bevyengine/bevy/assets/26703856/37675681-74eb-4689-ab42-024310cf3134"> I also added a collection of `fantazy-ui-borders` from [Kenney's](www.kenney.nl) assets, with the appropriate license (CC). If it's a problem I can use the same textures as the `sprite_slice` example # Work done Added the `ImageScaleMode` component to the targetted bundles, most of the logic is directly reused from `bevy_sprite`. The only additional internal component is the UI specific `ComputedSlices`, which does the same thing as its spritee equivalent but adapted to UI code. Again the slicing is not compatible with `TextureAtlas`, it's something I need to tackle more deeply in the future # Fixes * [x] I noticed that `TextureSlicer::compute_slices` could infinitely loop if the border was larger that the image half extents, now an error is triggered and the texture will fallback to being stretched * [x] I noticed that when using small textures with very small *tiling* options we could generate hundred of thousands of slices. Now I set a minimum size of 1 pixel per slice, which is already ridiculously small, and a warning will be sent at runtime when slice count goes above 1000 * [x] Sprite slicing with `flip_x` or `flip_y` would give incorrect results, correct flipping is now supported to both sprites and ui image nodes thanks to @odecay observation # GPU Alternative I create a separate branch attempting to implementing 9 slicing and tiling directly through the `ui.wgsl` fragment shader. It works but requires sending more data to the GPU: - slice border - tiling factors And more importantly, the actual quad *scale* which is hard to put in the shader with the current code, so that would be for a later iteration
2024-02-07 20:07:53 +00:00
mut text_query: Query<&mut Text>,
) {
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
for (interaction, children, mut image) in &mut interaction_query {
UI Texture 9 slice (#11600) > Follow up to #10588 > Closes #11749 (Supersedes #11756) Enable Texture slicing for the following UI nodes: - `ImageBundle` - `ButtonBundle` <img width="739" alt="Screenshot 2024-01-29 at 13 57 43" src="https://github.com/bevyengine/bevy/assets/26703856/37675681-74eb-4689-ab42-024310cf3134"> I also added a collection of `fantazy-ui-borders` from [Kenney's](www.kenney.nl) assets, with the appropriate license (CC). If it's a problem I can use the same textures as the `sprite_slice` example # Work done Added the `ImageScaleMode` component to the targetted bundles, most of the logic is directly reused from `bevy_sprite`. The only additional internal component is the UI specific `ComputedSlices`, which does the same thing as its spritee equivalent but adapted to UI code. Again the slicing is not compatible with `TextureAtlas`, it's something I need to tackle more deeply in the future # Fixes * [x] I noticed that `TextureSlicer::compute_slices` could infinitely loop if the border was larger that the image half extents, now an error is triggered and the texture will fallback to being stretched * [x] I noticed that when using small textures with very small *tiling* options we could generate hundred of thousands of slices. Now I set a minimum size of 1 pixel per slice, which is already ridiculously small, and a warning will be sent at runtime when slice count goes above 1000 * [x] Sprite slicing with `flip_x` or `flip_y` would give incorrect results, correct flipping is now supported to both sprites and ui image nodes thanks to @odecay observation # GPU Alternative I create a separate branch attempting to implementing 9 slicing and tiling directly through the `ui.wgsl` fragment shader. It works but requires sending more data to the GPU: - slice border - tiling factors And more importantly, the actual quad *scale* which is hard to put in the shader with the current code, so that would be for a later iteration
2024-02-07 20:07:53 +00:00
let mut text = text_query.get_mut(children[0]).unwrap();
match *interaction {
Interaction::Pressed => {
text.sections[0].value = "Press".to_string();
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`.
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image.color = GOLD.into();
UI Texture 9 slice (#11600) > Follow up to #10588 > Closes #11749 (Supersedes #11756) Enable Texture slicing for the following UI nodes: - `ImageBundle` - `ButtonBundle` <img width="739" alt="Screenshot 2024-01-29 at 13 57 43" src="https://github.com/bevyengine/bevy/assets/26703856/37675681-74eb-4689-ab42-024310cf3134"> I also added a collection of `fantazy-ui-borders` from [Kenney's](www.kenney.nl) assets, with the appropriate license (CC). If it's a problem I can use the same textures as the `sprite_slice` example # Work done Added the `ImageScaleMode` component to the targetted bundles, most of the logic is directly reused from `bevy_sprite`. The only additional internal component is the UI specific `ComputedSlices`, which does the same thing as its spritee equivalent but adapted to UI code. Again the slicing is not compatible with `TextureAtlas`, it's something I need to tackle more deeply in the future # Fixes * [x] I noticed that `TextureSlicer::compute_slices` could infinitely loop if the border was larger that the image half extents, now an error is triggered and the texture will fallback to being stretched * [x] I noticed that when using small textures with very small *tiling* options we could generate hundred of thousands of slices. Now I set a minimum size of 1 pixel per slice, which is already ridiculously small, and a warning will be sent at runtime when slice count goes above 1000 * [x] Sprite slicing with `flip_x` or `flip_y` would give incorrect results, correct flipping is now supported to both sprites and ui image nodes thanks to @odecay observation # GPU Alternative I create a separate branch attempting to implementing 9 slicing and tiling directly through the `ui.wgsl` fragment shader. It works but requires sending more data to the GPU: - slice border - tiling factors And more importantly, the actual quad *scale* which is hard to put in the shader with the current code, so that would be for a later iteration
2024-02-07 20:07:53 +00:00
}
Interaction::Hovered => {
text.sections[0].value = "Hover".to_string();
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
image.color = ORANGE.into();
UI Texture 9 slice (#11600) > Follow up to #10588 > Closes #11749 (Supersedes #11756) Enable Texture slicing for the following UI nodes: - `ImageBundle` - `ButtonBundle` <img width="739" alt="Screenshot 2024-01-29 at 13 57 43" src="https://github.com/bevyengine/bevy/assets/26703856/37675681-74eb-4689-ab42-024310cf3134"> I also added a collection of `fantazy-ui-borders` from [Kenney's](www.kenney.nl) assets, with the appropriate license (CC). If it's a problem I can use the same textures as the `sprite_slice` example # Work done Added the `ImageScaleMode` component to the targetted bundles, most of the logic is directly reused from `bevy_sprite`. The only additional internal component is the UI specific `ComputedSlices`, which does the same thing as its spritee equivalent but adapted to UI code. Again the slicing is not compatible with `TextureAtlas`, it's something I need to tackle more deeply in the future # Fixes * [x] I noticed that `TextureSlicer::compute_slices` could infinitely loop if the border was larger that the image half extents, now an error is triggered and the texture will fallback to being stretched * [x] I noticed that when using small textures with very small *tiling* options we could generate hundred of thousands of slices. Now I set a minimum size of 1 pixel per slice, which is already ridiculously small, and a warning will be sent at runtime when slice count goes above 1000 * [x] Sprite slicing with `flip_x` or `flip_y` would give incorrect results, correct flipping is now supported to both sprites and ui image nodes thanks to @odecay observation # GPU Alternative I create a separate branch attempting to implementing 9 slicing and tiling directly through the `ui.wgsl` fragment shader. It works but requires sending more data to the GPU: - slice border - tiling factors And more importantly, the actual quad *scale* which is hard to put in the shader with the current code, so that would be for a later iteration
2024-02-07 20:07:53 +00:00
}
Interaction::None => {
text.sections[0].value = "Button".to_string();
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
image.color = Color::WHITE;
UI Texture 9 slice (#11600) > Follow up to #10588 > Closes #11749 (Supersedes #11756) Enable Texture slicing for the following UI nodes: - `ImageBundle` - `ButtonBundle` <img width="739" alt="Screenshot 2024-01-29 at 13 57 43" src="https://github.com/bevyengine/bevy/assets/26703856/37675681-74eb-4689-ab42-024310cf3134"> I also added a collection of `fantazy-ui-borders` from [Kenney's](www.kenney.nl) assets, with the appropriate license (CC). If it's a problem I can use the same textures as the `sprite_slice` example # Work done Added the `ImageScaleMode` component to the targetted bundles, most of the logic is directly reused from `bevy_sprite`. The only additional internal component is the UI specific `ComputedSlices`, which does the same thing as its spritee equivalent but adapted to UI code. Again the slicing is not compatible with `TextureAtlas`, it's something I need to tackle more deeply in the future # Fixes * [x] I noticed that `TextureSlicer::compute_slices` could infinitely loop if the border was larger that the image half extents, now an error is triggered and the texture will fallback to being stretched * [x] I noticed that when using small textures with very small *tiling* options we could generate hundred of thousands of slices. Now I set a minimum size of 1 pixel per slice, which is already ridiculously small, and a warning will be sent at runtime when slice count goes above 1000 * [x] Sprite slicing with `flip_x` or `flip_y` would give incorrect results, correct flipping is now supported to both sprites and ui image nodes thanks to @odecay observation # GPU Alternative I create a separate branch attempting to implementing 9 slicing and tiling directly through the `ui.wgsl` fragment shader. It works but requires sending more data to the GPU: - slice border - tiling factors And more importantly, the actual quad *scale* which is hard to put in the shader with the current code, so that would be for a later iteration
2024-02-07 20:07:53 +00:00
}
}
}
}
fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
let image = asset_server.load("textures/fantasy_ui_borders/panel-border-010.png");
let slicer = TextureSlicer {
border: BorderRect::square(22.0),
center_scale_mode: SliceScaleMode::Stretch,
sides_scale_mode: SliceScaleMode::Stretch,
max_corner_scale: 1.0,
};
// ui camera
commands.spawn(Camera2dBundle::default());
commands
.spawn(NodeBundle {
style: Style {
width: Val::Percent(100.0),
height: Val::Percent(100.0),
align_items: AlignItems::Center,
justify_content: JustifyContent::Center,
..default()
},
..default()
})
.with_children(|parent| {
for [w, h] in [[150.0, 150.0], [300.0, 150.0], [150.0, 300.0]] {
parent
.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(),
UI Texture 9 slice (#11600) > Follow up to #10588 > Closes #11749 (Supersedes #11756) Enable Texture slicing for the following UI nodes: - `ImageBundle` - `ButtonBundle` <img width="739" alt="Screenshot 2024-01-29 at 13 57 43" src="https://github.com/bevyengine/bevy/assets/26703856/37675681-74eb-4689-ab42-024310cf3134"> I also added a collection of `fantazy-ui-borders` from [Kenney's](www.kenney.nl) assets, with the appropriate license (CC). If it's a problem I can use the same textures as the `sprite_slice` example # Work done Added the `ImageScaleMode` component to the targetted bundles, most of the logic is directly reused from `bevy_sprite`. The only additional internal component is the UI specific `ComputedSlices`, which does the same thing as its spritee equivalent but adapted to UI code. Again the slicing is not compatible with `TextureAtlas`, it's something I need to tackle more deeply in the future # Fixes * [x] I noticed that `TextureSlicer::compute_slices` could infinitely loop if the border was larger that the image half extents, now an error is triggered and the texture will fallback to being stretched * [x] I noticed that when using small textures with very small *tiling* options we could generate hundred of thousands of slices. Now I set a minimum size of 1 pixel per slice, which is already ridiculously small, and a warning will be sent at runtime when slice count goes above 1000 * [x] Sprite slicing with `flip_x` or `flip_y` would give incorrect results, correct flipping is now supported to both sprites and ui image nodes thanks to @odecay observation # GPU Alternative I create a separate branch attempting to implementing 9 slicing and tiling directly through the `ui.wgsl` fragment shader. It works but requires sending more data to the GPU: - slice border - tiling factors And more importantly, the actual quad *scale* which is hard to put in the shader with the current code, so that would be for a later iteration
2024-02-07 20:07:53 +00:00
..default()
},
ImageScaleMode::Sliced(slicer.clone()),
))
UI Texture 9 slice (#11600) > Follow up to #10588 > Closes #11749 (Supersedes #11756) Enable Texture slicing for the following UI nodes: - `ImageBundle` - `ButtonBundle` <img width="739" alt="Screenshot 2024-01-29 at 13 57 43" src="https://github.com/bevyengine/bevy/assets/26703856/37675681-74eb-4689-ab42-024310cf3134"> I also added a collection of `fantazy-ui-borders` from [Kenney's](www.kenney.nl) assets, with the appropriate license (CC). If it's a problem I can use the same textures as the `sprite_slice` example # Work done Added the `ImageScaleMode` component to the targetted bundles, most of the logic is directly reused from `bevy_sprite`. The only additional internal component is the UI specific `ComputedSlices`, which does the same thing as its spritee equivalent but adapted to UI code. Again the slicing is not compatible with `TextureAtlas`, it's something I need to tackle more deeply in the future # Fixes * [x] I noticed that `TextureSlicer::compute_slices` could infinitely loop if the border was larger that the image half extents, now an error is triggered and the texture will fallback to being stretched * [x] I noticed that when using small textures with very small *tiling* options we could generate hundred of thousands of slices. Now I set a minimum size of 1 pixel per slice, which is already ridiculously small, and a warning will be sent at runtime when slice count goes above 1000 * [x] Sprite slicing with `flip_x` or `flip_y` would give incorrect results, correct flipping is now supported to both sprites and ui image nodes thanks to @odecay observation # GPU Alternative I create a separate branch attempting to implementing 9 slicing and tiling directly through the `ui.wgsl` fragment shader. It works but requires sending more data to the GPU: - slice border - tiling factors And more importantly, the actual quad *scale* which is hard to put in the shader with the current code, so that would be for a later iteration
2024-02-07 20:07:53 +00:00
.with_children(|parent| {
parent.spawn(TextBundle::from_section(
"Button",
TextStyle {
font: asset_server.load("fonts/FiraSans-Bold.ttf"),
font_size: 40.0,
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: Color::srgb(0.9, 0.9, 0.9),
UI Texture 9 slice (#11600) > Follow up to #10588 > Closes #11749 (Supersedes #11756) Enable Texture slicing for the following UI nodes: - `ImageBundle` - `ButtonBundle` <img width="739" alt="Screenshot 2024-01-29 at 13 57 43" src="https://github.com/bevyengine/bevy/assets/26703856/37675681-74eb-4689-ab42-024310cf3134"> I also added a collection of `fantazy-ui-borders` from [Kenney's](www.kenney.nl) assets, with the appropriate license (CC). If it's a problem I can use the same textures as the `sprite_slice` example # Work done Added the `ImageScaleMode` component to the targetted bundles, most of the logic is directly reused from `bevy_sprite`. The only additional internal component is the UI specific `ComputedSlices`, which does the same thing as its spritee equivalent but adapted to UI code. Again the slicing is not compatible with `TextureAtlas`, it's something I need to tackle more deeply in the future # Fixes * [x] I noticed that `TextureSlicer::compute_slices` could infinitely loop if the border was larger that the image half extents, now an error is triggered and the texture will fallback to being stretched * [x] I noticed that when using small textures with very small *tiling* options we could generate hundred of thousands of slices. Now I set a minimum size of 1 pixel per slice, which is already ridiculously small, and a warning will be sent at runtime when slice count goes above 1000 * [x] Sprite slicing with `flip_x` or `flip_y` would give incorrect results, correct flipping is now supported to both sprites and ui image nodes thanks to @odecay observation # GPU Alternative I create a separate branch attempting to implementing 9 slicing and tiling directly through the `ui.wgsl` fragment shader. It works but requires sending more data to the GPU: - slice border - tiling factors And more importantly, the actual quad *scale* which is hard to put in the shader with the current code, so that would be for a later iteration
2024-02-07 20:07:53 +00:00
},
));
});
}
});
}