Commit graph

9 commits

Author SHA1 Message Date
ickshonpe
6f7d0e5725
split up TextStyle (#15857)
# Objective

Currently text is recomputed unnecessarily on any changes to its color,
which is extremely expensive.

## Solution
Split up `TextStyle` into two separate components `TextFont` and
`TextColor`.

## Testing

I added this system to `many_buttons`:
```rust
fn set_text_colors_changed(mut colors: Query<&mut TextColor>) {
    for mut text_color in colors.iter_mut() {
        text_color.set_changed();
    }
}
```

reports ~4fps on main, ~50fps with this PR.

## Migration Guide
`TextStyle` has been renamed to `TextFont` and its `color` field has
been moved to a separate component named `TextColor` which newtypes
`Color`.
2024-10-13 17:06:22 +00:00
UkoeHB
c2c19e5ae4
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
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
Tero Laxström
522d82b21a
Fixing text sizes for examples (#15190)
# Objective

- Fixes #14265

## Solution

- Go through Pixel Eagle examples (and examples all in all)
- If default size is used it is usually left there
- If size of font is touched try dividing with 1.2 and round it to
nearest whole number

## Testing

- Run example before and after
- Make sure examples text are readable or like before cosmic-text change

---

## Showcase

Before:

![image](https://github.com/user-attachments/assets/beb2d5af-d1ee-4c2c-89c4-8e59c53b53b4)

After:

![image](https://github.com/user-attachments/assets/fef28a8d-dc26-4e0e-9870-6b216de906e8)
2024-09-16 23:14:37 +00:00
Tero Laxström
cf5afecd9f
Increase border_rect for TextureSlicer to match image (#15177)
# Objective

- Fixes #14550 

## Solution

Increased the _border_rect_ for _TextureSampler_ to match image.

## Testing

- Compiled main branch from source and made sure problem exists
- Applied fix and rebuild to make sure problem doesn't exist anymore

## Showcase

### main

After some clicking on the buttons problem exists on main branch:

![image](https://github.com/user-attachments/assets/29636390-f33d-495d-8068-e652c20c12f3)

### this PR
Can not get the problem with the fix:

![image](https://github.com/user-attachments/assets/b891f188-e025-49c0-8523-7a98cb784b19)
2024-09-16 23:12:13 +00:00
s-puig
ba09f35474
Fix UI texture atlas with offset (#13620)
# Objective

- Fixes #11219 

## Solution

- Scaling calculations use texture dimensions instead of layout
dimensions.

## Testing

- Did you test these changes? If so, how?

All UI examples look fine.

- How can other people (reviewers) test your changes? Is there anything
specific they need to know?

Example in #11219

## Migration Guide

```diff
let ui_node = ExtractedUiNode {
                    stack_index,
                    transform,
                    color,
                    rect,
                    image,
-                   atlas_size: Some(atlas_size * scale_factor),      
+                   atlas_scaling: Some(Vec2::splat(scale_factor)),
                    clip,
                    flip_x,
                    flip_y,
                    camera_entity,
                    border,
                    border_radius,
                    node_type,
                },
```

```diff
let computed_slices = ComputedTextureSlices {
    slices,
-    image_size,
}
```
2024-07-30 15:31:58 +00:00
Rob Parrett
c8d8ea6d4f
Fix border color in ui_texture_slice and ui_texture_atlas_slice examples. (#14121)
# Objective

Fixes #14120

`ui_texture_slice` and `ui_texture_atlas_slice` were working as
intended, so undo the changes.

## Solution

Partially revert https://github.com/bevyengine/bevy/pull/14115 for
`ui_texture_slice` and `ui_texture_atlas_slice`.

## Testing

Ran those two examples, confirmed the border color is the thing that
changes when buttons are hovered.
2024-07-03 13:51:44 +00:00
François Mockers
160bcc787c
fix remaining issues with background color in examples (#14115)
# Objective

- Fixes #14097

## Solution

- Switching the uses of `UiImage` in examples to `BackgroundColor` when
needed
2024-07-03 01:13:55 +00:00
Félix Lescaudey de Maneville
fc202f2e3d
Slicing support for texture atlas (#12059)
# Objective

Follow up to #11600 and #10588 
https://github.com/bevyengine/bevy/issues/11944 made clear that some
people want to use slicing with texture atlases

## Changelog

* Added support for `TextureAtlas` slicing and tiling.
`SpriteSheetBundle` and `AtlasImageBundle` can now use `ImageScaleMode`
* Added new `ui_texture_atlas_slice` example using a texture sheet

<img width="798" alt="Screenshot 2024-02-23 at 11 58 35"
src="https://github.com/bevyengine/bevy/assets/26703856/47a8b764-127c-4a06-893f-181703777501">

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: Pablo Reinhardt <126117294+pablo-lua@users.noreply.github.com>
2024-03-05 16:05:39 +00:00