Commit graph

16 commits

Author SHA1 Message Date
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
Marco Buono
8e3db957c5
Add the ability to control font smoothing (#15368)
# Objective

- Fixes #10720
- Adds the ability to control font smoothing of rendered text

## Solution

- Introduce the `FontSmoothing` enum, with two possible variants
(`FontSmoothing::None` and `FontSmoothing::AntiAliased`):
- This is based on `-webkit-font-smoothing`, in line with our practice
of adopting CSS-like properties/names for UI;
- I could have gone instead for the [`font-smooth`
property](https://developer.mozilla.org/en-US/docs/Web/CSS/font-smooth)
that's also supported by browsers, but didn't since it's also
non-standard, has an uglier name, and doesn't allow controlling the type
of antialias applied.
- Having an enum instead of e.g. a boolean, leaves the path open for
adding `FontSmoothing::SubpixelAntiAliased` in the future, without a
breaking change;
- Add all the necessary plumbing to get the `FontSmoothing` information
to where we rasterize the glyphs and store them in the atlas;
- Change the font atlas key to also take into account the smoothing
setting, not only font and font size;
- Since COSMIC Text [doesn't support controlling font
smoothing](https://github.com/pop-os/cosmic-text/issues/279), we roll
out our own threshold-based “implementation”:
- This has the downside of **looking ugly for “regular” vector fonts**
⚠️, since it doesn't properly take the hinting information into account
like a proper implementation on the rasterizer side would.
- However, **for fonts that have been specifically authored to be pixel
fonts, (a common use case in games!) this is not as big of a problem**,
since all lines are vertical/horizontal, and close to the final pixel
boundaries (as long as the font is used at a multiple of the size
originally intended by the author)
- Once COSMIC exposes this functionality, we can switch to using it
directly, and get better results;
- Use a nearest neighbor sampler for atlases with font smoothing
disabled, so that you can scale the text via transform and still get the
pixelated look;
- Add a convenience method to `Text` for setting the font smoothing;
- Add a demonstration of using the `FontSmoothing` property to the
`text2d` example.

## Testing

- Did you test these changes? If so, how?
  - Yes. Via the `text2d`example, and also in my game.
- Are there any parts that need more testing?
- I'd like help from someone for testing this on devices/OSs with
fractional scaling (Android/Windows)
- How can other people (reviewers) test your changes? Is there anything
specific they need to know?
- Both via the `text2d` example and also by using it directly on your
projects.
- If relevant, what platforms did you test these changes on, and are
there any important ones you can't test?
  - macOS

---

## Showcase

```rust
commands.spawn(Text2dBundle {
    text: Text::from_section("Hello, World!", default())
        .with_font_smoothing(FontSmoothing::None),
    ..default()
});
```
![Screenshot 2024-09-22 at 12 33
39](https://github.com/user-attachments/assets/93e19672-b8c0-4cba-a8a3-4525fe2ae1cb)

<img width="740" alt="image"
src="https://github.com/user-attachments/assets/b881b02c-4e43-410b-902f-6985c25140fc">

## Migration Guide

- `Text` now contains a `font_smoothing: FontSmoothing` property, make
sure to include it or add `..default()` when using the struct directly;
- `FontSizeKey` has been renamed to `FontAtlasKey`, and now also
contains the `FontSmoothing` setting;
- The following methods now take an extra `font_smoothing:
FontSmoothing` argument:
  - `FontAtlas::new()`
  - `FontAtlasSet::add_glyph_to_atlas()`
  - `FontAtlasSet::get_glyph_atlas_info()`
  - `FontAtlasSet::get_outlined_glyph_texture()`
2024-09-23 17:28:25 +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
TotalKrill
5986d5d309
Cosmic text (#10193)
# Replace ab_glyph with the more capable cosmic-text

Fixes #7616.

Cosmic-text is a more mature text-rendering library that handles scripts
and ligatures better than ab_glyph, it can also handle system fonts
which can be implemented in bevy in the future

Rebase of https://github.com/bevyengine/bevy/pull/8808

## Changelog

Replaces text renderer ab_glyph with cosmic-text

The definition of the font size has changed with the migration to cosmic
text. The behavior is now consistent with other platforms (e.g. the
web), where the font size in pixels measures the height of the font (the
distance between the top of the highest ascender and the bottom of the
lowest descender). Font sizes in your app need to be rescaled to
approximately 1.2x smaller; for example, if you were using a font size
of 60.0, you should now use a font size of 50.0.

## Migration guide

- `Text2dBounds` has been replaced with `TextBounds`, and it now accepts
`Option`s to the bounds, instead of using `f32::INFINITY` to inidicate
lack of bounds
- Textsizes should be changed, dividing the current size with 1.2 will
result in the same size as before.
- `TextSettings` struct is removed
- Feature `subpixel_alignment` has been removed since cosmic-text
already does this automatically
- TextBundles and things rendering texts requires the `CosmicBuffer`
Component on them as well

## Suggested followups:

- TextPipeline: reconstruct byte indices for keeping track of eventual
cursors in text input
- TextPipeline: (future work) split text entities into section entities
- TextPipeline: (future work) text editing
- Support line height as an option. Unitless `1.2` is the default used
in browsers (1.2x font size).
- Support System Fonts and font families
- Example showing of animated text styles. Eg. throbbing hyperlinks

---------

Co-authored-by: tigregalis <anak.harimau@gmail.com>
Co-authored-by: Nico Burns <nico@nicoburns.com>
Co-authored-by: sam edelsten <samedelsten1@gmail.com>
Co-authored-by: Dimchikkk <velo.app1@gmail.com>
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: Rob Parrett <robparrett@gmail.com>
2024-07-04 20:41:08 +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
Rob Parrett
bcbab18f37
Fix panic in examples using argh on the web (#11513)
# Objective

Fixes #11503

## Solution

Use an empty set of args on the web.

## Discussion

Maybe in the future we could wrap this so that we can use query args on
the web or something, but this was the minimum changeset I could think
of to keep the functionality and make them not panic on the web.
2024-01-24 21:16:10 +00:00
Tygyh
720d6dab82
Change Window scale factor to f32 (adopted) (#10897)
# Objective

- Finish the work done in #8942 .

## Solution

- Rebase the changes made in #8942 and fix the issues stopping it from
being merged earlier

---------

Co-authored-by: Thomas <1234328+thmsgntz@users.noreply.github.com>
2023-12-14 14:56:40 +00:00
ickshonpe
166686e0f2
Rename TextAlignment to JustifyText. (#10854)
# Objective

The name `TextAlignment` is really deceptive and almost every new user
gets confused about the differences between aligning text with
`TextAlignment`, aligning text with `Style` and aligning text with
anchor (when using `Text2d`).

## Solution

* Rename `TextAlignment` to `JustifyText`. The associated helper methods
are also renamed.
* Improve the doc comments for text explaining explicitly how the
`JustifyText` component affects the arrangement of text.
* Add some extra cases to the `text_debug` example that demonstate the
differences between alignment using `JustifyText` and alignment using
`Style`.
<img width="757" alt="text_debug_2"
src="https://github.com/bevyengine/bevy/assets/27962798/9d53e647-93f9-4bc7-8a20-0d9f783304d2">

---

## Changelog
* `TextAlignment` has been renamed to `JustifyText`
* `TextBundle::with_text_alignment` has been renamed to
`TextBundle::with_text_justify`
* `Text::with_alignment` has been renamed to `Text::with_justify`
* The `text_alignment` field of `TextMeasureInfo` has been renamed to
`justification`

## Migration Guide
* `TextAlignment` has been renamed to `JustifyText`
* `TextBundle::with_text_alignment` has been renamed to
`TextBundle::with_text_justify`
* `Text::with_alignment` has been renamed to `Text::with_justify`
* The `text_alignment` field of `TextMeasureInfo` has been renamed to
`justification`
2023-12-05 03:00:41 +00:00
Aevyrie
1918608b02
Update default ClearColor to better match Bevy's branding (#10339)
# Objective

- Changes the default clear color to match the code block color on
Bevy's website.

## Solution

- Changed the clear color, updated text in examples to ensure adequate
contrast. Inconsistent usage of white text color set to use the default
color instead, which is already white.
- Additionally, updated the `3d_scene` example to make it look a bit
better, and use bevy's branding colors.


![image](https://github.com/bevyengine/bevy/assets/2632925/540a22c0-826c-4c33-89aa-34905e3e313a)
2023-11-03 12:57:38 +00:00
ickshonpe
418405046a
text_wrap_debug scale factor commandline args (#9951)
# Objective

Add commandline arguments to `text_wrap_debug` to set the window and UI
scale factors.
2023-09-28 21:15:55 +00:00
Nico Burns
b995827013
Have a separate implicit viewport node per root node + make viewport node Display::Grid (#9637)
# Objective

Make `bevy_ui` "root" nodes more intuitive to use/style by:
- Removing the implicit flexbox styling (such as stretch alignment) that
is applied to them, and replacing it with more intuitive CSS Grid
styling (notably with stretch alignment disabled in both axes).
- Making root nodes layout independently of each other. Instead of there
being a single implicit "viewport" node that all root nodes are children
of, there is now an implicit "viewport" node *per root node*. And layout
of each tree is computed separately.

## Solution

- Remove the global implicit viewport node, and instead create an
implicit viewport node for each user-specified root node.
- Keep track of both the user-specified root nodes and the implicit
viewport nodes in a separate `Vec`.
- Use the window's size as the `available_space` parameter to
`Taffy.compute_layout` rather than setting it on the implicit viewport
node (and set the viewport to `height: 100%; width: 100%` to make this
"just work").

---

## Changelog

- Bevy UI now lays out root nodes independently of each other in
separate layout contexts.
- The implicit viewport node (which contains each user-specified root
node) is now `Display::Grid` with `align_items` and `justify_items` both
set to `Start`.

## Migration Guide

- Bevy UI now lays out root nodes independently of each other in
separate layout contexts. If you were relying on your root nodes being
able to affect each other's layouts, then you may need to wrap them in a
single root node.
- The implicit viewport node (which contains each user-specified root
node) is now `Display::Grid` with `align_items` and `justify_items` both
set to `Start`. You may need to add `height: Val::Percent(100.)` to your
root nodes if you were previously relying on being implicitly set.
2023-09-19 15:14:46 +00:00
ickshonpe
aeea4b0344
NoWrap Text feature (#8947)
# Objective

In Bevy 10.1 and before, the only way to enable text wrapping was to set
a local `Val::Px` width constraint on the text node itself.
`Val::Percent` constraints and constraints on the text node's ancestors
did nothing.

#7779 fixed those problems. But perversely displaying unwrapped text is
really difficult now, and requires users to nest each `TextBundle` in a
`NodeBundle` and apply `min_width` and `max_width` constraints. Some
constructions may even need more than one layer of nesting. I've seen
several people already who have really struggled with this when porting
their projects to main in advance of 0.11.

## Solution

Add a `NoWrap` variant to the `BreakLineOn` enum.
If `NoWrap` is set, ignore any constraints on the width for the text and
call `TextPipeline::queue_text` with a width bound of `f32::INFINITY`.



---

## Changelog
* Added a `NoWrap` variant to the `BreakLineOn` enum.
* If `NoWrap` is set, any constraints on the width for the text are
ignored and `TextPipeline::queue_text` is called with a width bound of
`f32::INFINITY`.
* Changed the `size` field of `FixedMeasure` to `pub`. This shouldn't
have been private, it was always intended to have `pub` visibility.
* Added a `with_no_wrap` method to `TextBundle`.

## Migration Guide

`bevy_text::text::BreakLineOn` has a new variant `NoWrap` that disables
text wrapping for the `Text`.
Text wrapping can also be disabled using the `with_no_wrap` method of
`TextBundle`.
2023-06-26 16:23:00 +00:00
Nico Burns
08bf1a6c2e
Flatten UI Style properties that use Size + remove Size (#8548)
# Objective

- Simplify API and make authoring styles easier

See:
https://github.com/bevyengine/bevy/issues/8540#issuecomment-1536177102

## Solution

- The `size`, `min_size`, `max_size`, and `gap` properties have been
replaced by `width`, `height`, `min_width`, `min_height`, `max_width`,
`max_height`, `row_gap`, and `column_gap` properties

---

## Changelog

- Flattened `Style` properties that have a `Size` value directly into
`Style`

## Migration Guide

- The `size`, `min_size`, `max_size`, and `gap` properties have been
replaced by the `width`, `height`, `min_width`, `min_height`,
`max_width`, `max_height`, `row_gap`, and `column_gap` properties. Use
the new properties instead.

---------

Co-authored-by: ickshonpe <david.curthoys@googlemail.com>
2023-05-16 01:36:32 +00:00
Ame
670f3f0dce
Fix panic in example: text_wrap_debug.rs (#8497)
# Objective

- Fix panic caused by incorrectly placed background color

## Solution

- Move `BackgroundColor` inside `TextBundle`
2023-04-26 22:17:19 +00:00
ickshonpe
bb37ae4ab3
UI text wrapping and LineBreakOn example (#7761)
# Objective

An example demonstrating more text layout options, text wrapping and
`LineBreakOn`.

<img width="961" alt="text_wrap"
src="https://user-images.githubusercontent.com/27962798/220125391-48163d28-51d9-4df5-b34a-f95ca3661b7d.PNG">

Won't look exactly like this on main because of the remaining bugs in
text.

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2023-04-24 14:22:31 +00:00