Commit graph

14 commits

Author SHA1 Message Date
Rob Parrett
9b65081171
Fix red background in ui_material example (#15978)
# Objective

The `ui_material` recently gained a harsh red background via #15898.

I'm assuming this was added for testing and forgotten about.


https://pixel-eagle.com/project/b25a040a-a980-4602-b90c-d480ab84076d/run/5268/compare/5259?screenshot=UI%20(User%20Interface)/ui_material.png

## Solution

Remove the red background

## Testing

`cargo run --example ui_material`
2024-10-20 01:08:17 +00:00
Carter Anderson
015f2c69ca
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
VitalyR
eb19a9ea0b
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
andristarr
7482a0d26d
aligning public apis of Time,Timer and Stopwatch (#15962)
Fixes #15834

## Migration Guide

The APIs of `Time`, `Timer` and `Stopwatch` have been cleaned up for
consistency with each other and the standard library's `Duration` type.
The following methods have been renamed:

- `Stowatch::paused` -> `Stopwatch::is_paused`
- `Time::elapsed_seconds` -> `Time::elasped_secs` (including `_f64` and
`_wrapped` variants)
2024-10-16 21:09:32 +00:00
Tim
9aef71bd9b
Replace Handle<M: UiMaterial> component with UiMaterialHandle wrapper (#15740)
# Objective

- Closes #15720

## Solution

Wrap the handle in a new wrapper component: `UiMaterialHandle`
It's not possible to match the naming convention of `MeshMaterial3d/2d`
here with the trait already being called `UiMaterial`

Should we consider renaming to `Material3d/2dHandle` and `Mesh3d/2d` to
`Mesh3d/2dHandle`?

- This shouldn't have any merge conflicts with #15591

## Testing

Tested the `ui_material` example

## Migration Guide

Let's defer the migration guide to the required component port. I just
want to yeet the `Component` impl on `Handle` in the meantime :)
2024-10-08 19:07:58 +00:00
Joona Aalto
25bfa80e60
Migrate cameras to required components (#15641)
# Objective

Yet another PR for migrating stuff to required components. This time,
cameras!

## Solution

As per the [selected
proposal](https://hackmd.io/tsYID4CGRiWxzsgawzxG_g#Combined-Proposal-1-Selected),
deprecate `Camera2dBundle` and `Camera3dBundle` in favor of `Camera2d`
and `Camera3d`.

Adding a `Camera` without `Camera2d` or `Camera3d` now logs a warning,
as suggested by Cart [on
Discord](https://discord.com/channels/691052431525675048/1264881140007702558/1291506402832945273).
I would personally like cameras to work a bit differently and be split
into a few more components, to avoid some footguns and confusing
semantics, but that is more controversial, and shouldn't block this core
migration.

## Testing

I ran a few 2D and 3D examples, and tried cameras with and without
render graphs.

---

## Migration Guide

`Camera2dBundle` and `Camera3dBundle` have been deprecated in favor of
`Camera2d` and `Camera3d`. Inserting them will now also insert the other
components required by them automatically.
2024-10-05 01:59:52 +00:00
Clar Fon
efda7f3f9c
Simpler lint fixes: makes ci lints work but disables a lint for now (#15376)
Takes the first two commits from #15375 and adds suggestions from this
comment:
https://github.com/bevyengine/bevy/pull/15375#issuecomment-2366968300

See #15375 for more reasoning/motivation.

## Rebasing (rerunning)

```rust
git switch simpler-lint-fixes
git reset --hard main
cargo fmt --all -- --unstable-features --config normalize_comments=true,imports_granularity=Crate
cargo fmt --all
git add --update
git commit --message "rustfmt"
cargo clippy --workspace --all-targets --all-features --fix
cargo fmt --all -- --unstable-features --config normalize_comments=true,imports_granularity=Crate
cargo fmt --all
git add --update
git commit --message "clippy"
git cherry-pick e6c0b94f6795222310fb812fa5c4512661fc7887
```
2024-09-24 11:42:59 +00:00
ickshonpe
09d2292016
Add a border to the UI material example (#15120)
# Objective

There aren't any examples of how to draw a ui material with borders.

## Solution

Add border rendering to the `ui_material` example's shader.

## Showcase

<img width="395" alt="bordermat"
src="https://github.com/user-attachments/assets/109c59c1-f54b-4542-96f7-acff63f5057f">

---------

Co-authored-by: charlotte <charlotte.c.mcelwain@gmail.com>
2024-09-09 16:34:24 +00:00
IceSentry
011f71a245
Update ui_material example to be a slider instead (#14031)
# Objective

- Some people have asked how to do image masking in UI. It's pretty easy
to do using a `UiMaterial` assuming you know how to write shaders.

## Solution

- Update the ui_material example to show the bevy banner slowly being
revealed like a progress bar

## Notes

I'm not entirely sure if we want this or not. For people that would be
comfortable to use this for their own games they would probably have
already figured out how to do it and for people that aren't familiar
with shaders this isn't really enough to make an actual slider/progress
bar.

---------

Co-authored-by: François Mockers <francois.mockers@vleue.com>
2024-06-27 21:23:04 +00:00
Kornel
435d9bc02c
Highlight dependency on shader files in examples (#13824)
The examples won't work when copy-pasted to another project, without
also copying their shader files. This change adds constants at the top
of the files to bring attention to the dependencies.

Follow up to
[#13624](https://github.com/bevyengine/bevy/pull/13624#issuecomment-2143872791)
2024-06-12 14:16:01 +00:00
Alice Cecile
599e5e4e76
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
Alice Cecile
de004da8d5
Rename bevy_render::Color to LegacyColor (#12069)
# Objective

The migration process for `bevy_color` (#12013) will be fairly involved:
there will be hundreds of affected files, and a large number of APIs.

## Solution

To allow us to proceed granularly, we're going to keep both
`bevy_color::Color` (new) and `bevy_render::Color` (old) around until
the migration is complete.

However, simply doing this directly is confusing! They're both called
`Color`, making it very hard to tell when a portion of the code has been
ported.

As discussed in #12056, by renaming the old `Color` type, we can make it
easier to gradually migrate over, one API at a time.

## Migration Guide

THIS MIGRATION GUIDE INTENTIONALLY LEFT BLANK.

This change should not be shipped to end users: delete this section in
the final migration guide!

---------

Co-authored-by: Alice Cecile <alice.i.cecil@gmail.com>
2024-02-24 21:35:32 +00:00
st0rmbtw
cbcd826612
Explicit color conversion methods (#10321)
# Objective

Closes #10319 

## Changelog
* Added a new `Color::rgba_from_array([f32; 4]) -> Color` method.
* Added a new `Color::rgb_from_array([f32; 3]) -> Color` method.
* Added a new `Color::rgba_linear_from_array([f32; 4]) -> Color` method.
* Added a new `Color::rgb_linear_from_array([f32; 3]) -> Color` method.
* Added a new `Color::hsla_from_array([f32; 4]) -> Color` method.
* Added a new `Color::hsl_from_array([f32; 3]) -> Color` method.
* Added a new `Color::lcha_from_array([f32; 4]) -> Color` method.
* Added a new `Color::lch_from_array([f32; 3]) -> Color` method.
* Added a new `Color::rgba_to_vec4(&self) -> Vec4` method.
* Added a new `Color::rgba_to_array(&self) -> [f32; 4]` method.
* Added a new `Color::rgb_to_vec3(&self) -> Vec3` method.
* Added a new `Color::rgb_to_array(&self) -> [f32; 3]` method.
* Added a new `Color::rgba_linear_to_vec4(&self) -> Vec4` method.
* Added a new `Color::rgba_linear_to_array(&self) -> [f32; 4]` method.
* Added a new `Color::rgb_linear_to_vec3(&self) -> Vec3` method.
* Added a new `Color::rgb_linear_to_array(&self) -> [f32; 3]` method.
* Added a new `Color::hsla_to_vec4(&self) -> Vec4` method.
* Added a new `Color::hsla_to_array(&self) -> [f32; 4]` method.
* Added a new `Color::hsl_to_vec3(&self) -> Vec3` method.
* Added a new `Color::hsl_to_array(&self) -> [f32; 3]` method.
* Added a new `Color::lcha_to_vec4(&self) -> Vec4` method.
* Added a new `Color::lcha_to_array(&self) -> [f32; 4]` method.
* Added a new `Color::lch_to_vec3(&self) -> Vec3` method.
* Added a new `Color::lch_to_array(&self) -> [f32; 3]` method.

## Migration Guide
`Color::from(Vec4)` is now `Color::rgba_from_array(impl Into<[f32; 4]>)`
`Vec4::from(Color)` is now `Color::rgba_to_vec4(&self)`

Before:
```rust
let color_vec4 = Vec4::new(0.5, 0.5, 0.5);
let color_from_vec4 = Color::from(color_vec4);

let color_array = [0.5, 0.5, 0.5];
let color_from_array = Color::from(color_array);
```
After:
```rust
let color_vec4 = Vec4::new(0.5, 0.5, 0.5);
let color_from_vec4 = Color::rgba_from_array(color_vec4);

let color_array = [0.5, 0.5, 0.5];
let color_from_array = Color::rgba_from_array(color_array);
```
2023-11-15 16:47:32 +00:00
Markus Ort
fd232ad360
Add UI Materials (#9506)
# Objective

- Add Ui Materials so that UI can render more complex and animated
widgets.
- Fixes #5607 

## Solution
- Create a UiMaterial trait for specifying a Shader Asset and Bind Group
Layout/Data.
- Create a pipeline for rendering these Materials inside the Ui
layout/tree.
- Create a MaterialNodeBundle for simple spawning.

## Changelog

- Created a `UiMaterial` trait for specifying a Shader asset and Bind
Group.
- Created a `UiMaterialPipeline` for rendering said Materials.
- Added Example [`ui_material`
](https://github.com/MarkusTheOrt/bevy/blob/ui_material/examples/ui/ui_material.rs)
for example usage.
- Created
[`UiVertexOutput`](https://github.com/MarkusTheOrt/bevy/blob/ui_material/crates/bevy_ui/src/render/ui_vertex_output.wgsl)
export as VertexData for shaders.
- Created
[`material_ui`](https://github.com/MarkusTheOrt/bevy/blob/ui_material/crates/bevy_ui/src/render/ui_material.wgsl)
shader as default for both Vertex and Fragment shaders.

---------

Co-authored-by: ickshonpe <david.curthoys@googlemail.com>
Co-authored-by: François <mockersf@gmail.com>
2023-11-03 22:33:01 +00:00