mirror of
https://github.com/bevyengine/bevy
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599e5e4e76
# 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>
273 lines
8.4 KiB
Rust
273 lines
8.4 KiB
Rust
use bevy::{app::MainScheduleOrder, ecs::schedule::*, prelude::*};
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/// Independent [`Schedule`] for stepping systems.
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///
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/// The stepping systems must run in their own schedule to be able to inspect
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/// all the other schedules in the [`App`]. This is because the currently
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/// executing schedule is removed from the [`Schedules`] resource while it is
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/// being run.
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#[derive(Debug, Hash, PartialEq, Eq, Clone, ScheduleLabel)]
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struct DebugSchedule;
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/// Plugin to add a stepping UI to an example
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#[derive(Default)]
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pub struct SteppingPlugin {
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schedule_labels: Vec<InternedScheduleLabel>,
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top: Val,
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left: Val,
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}
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impl SteppingPlugin {
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/// add a schedule to be stepped when stepping is enabled
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pub fn add_schedule(mut self, label: impl ScheduleLabel) -> SteppingPlugin {
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self.schedule_labels.push(label.intern());
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self
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}
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/// Set the location of the stepping UI when activated
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pub fn at(self, left: Val, top: Val) -> SteppingPlugin {
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SteppingPlugin { top, left, ..self }
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}
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}
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impl Plugin for SteppingPlugin {
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fn build(&self, app: &mut App) {
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// create and insert our debug schedule into the main schedule order.
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// We need an independent schedule so we have access to all other
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// schedules through the `Stepping` resource
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app.init_schedule(DebugSchedule);
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let mut order = app.world.resource_mut::<MainScheduleOrder>();
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order.insert_after(Update, DebugSchedule);
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// create our stepping resource
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let mut stepping = Stepping::new();
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for label in &self.schedule_labels {
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stepping.add_schedule(*label);
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}
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app.insert_resource(stepping);
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// add our startup & stepping systems
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app.insert_resource(State {
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ui_top: self.top,
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ui_left: self.left,
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systems: Vec::new(),
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})
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.add_systems(Startup, build_help)
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.add_systems(
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DebugSchedule,
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(
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build_ui.run_if(not(initialized)),
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handle_input,
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update_ui.run_if(initialized),
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)
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.chain(),
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);
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}
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}
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/// Struct for maintaining stepping state
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#[derive(Resource, Debug)]
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struct State {
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// vector of schedule/nodeid -> text index offset
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systems: Vec<(InternedScheduleLabel, NodeId, usize)>,
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// ui positioning
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ui_top: Val,
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ui_left: Val,
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}
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/// condition to check if the stepping UI has been constructed
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fn initialized(state: Res<State>) -> bool {
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!state.systems.is_empty()
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}
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const FONT_SIZE: f32 = 20.0;
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const FONT_COLOR: Color = Color::srgb(0.2, 0.2, 0.2);
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const FONT_BOLD: &str = "fonts/FiraSans-Bold.ttf";
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const FONT_MEDIUM: &str = "fonts/FiraMono-Medium.ttf";
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#[derive(Component)]
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struct SteppingUi;
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/// Construct the stepping UI elements from the [`Schedules`] resource.
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///
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/// This system may run multiple times before constructing the UI as all of the
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/// data may not be available on the first run of the system. This happens if
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/// one of the stepping schedules has not yet been run.
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fn build_ui(
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mut commands: Commands,
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asset_server: Res<AssetServer>,
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schedules: Res<Schedules>,
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mut stepping: ResMut<Stepping>,
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mut state: ResMut<State>,
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) {
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let mut text_sections = Vec::new();
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let mut always_run = Vec::new();
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let Ok(schedule_order) = stepping.schedules() else {
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return;
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};
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// go through the stepping schedules and construct a list of systems for
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// each label
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for label in schedule_order {
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let schedule = schedules.get(*label).unwrap();
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text_sections.push(TextSection::new(
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format!("{:?}\n", label),
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TextStyle {
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font: asset_server.load(FONT_BOLD),
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font_size: FONT_SIZE,
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color: FONT_COLOR,
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},
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));
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// grab the list of systems in the schedule, in the order the
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// single-threaded executor would run them.
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let Ok(systems) = schedule.systems() else {
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return;
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};
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for (node_id, system) in systems {
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// skip bevy default systems; we don't want to step those
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if system.name().starts_with("bevy") {
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always_run.push((*label, node_id));
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continue;
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}
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// Add an entry to our systems list so we can find where to draw
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// the cursor when the stepping cursor is at this system
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state.systems.push((*label, node_id, text_sections.len()));
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// Add a text section for displaying the cursor for this system
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text_sections.push(TextSection::new(
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" ",
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TextStyle {
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font: asset_server.load(FONT_MEDIUM),
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font_size: FONT_SIZE,
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color: FONT_COLOR,
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},
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));
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// add the name of the system to the ui
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text_sections.push(TextSection::new(
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format!("{}\n", system.name()),
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TextStyle {
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font: asset_server.load(FONT_MEDIUM),
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font_size: FONT_SIZE,
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color: FONT_COLOR,
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},
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));
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}
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}
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for (label, node) in always_run.drain(..) {
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stepping.always_run_node(label, node);
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}
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commands.spawn((
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SteppingUi,
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TextBundle {
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text: Text::from_sections(text_sections),
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style: Style {
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position_type: PositionType::Absolute,
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top: state.ui_top,
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left: state.ui_left,
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padding: UiRect::all(Val::Px(10.0)),
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..default()
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},
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background_color: BackgroundColor(Color::srgba(1.0, 1.0, 1.0, 0.33)),
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visibility: Visibility::Hidden,
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..default()
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},
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));
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}
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fn build_help(mut commands: Commands, asset_server: Res<AssetServer>) {
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// stepping description box
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commands.spawn((TextBundle::from_sections([TextSection::new(
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"Press ` to toggle stepping mode (S: step system, Space: step frame)",
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TextStyle {
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font: asset_server.load(FONT_MEDIUM),
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font_size: 18.0,
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color: FONT_COLOR,
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},
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)])
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.with_style(Style {
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position_type: PositionType::Absolute,
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bottom: Val::Px(5.0),
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left: Val::Px(5.0),
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..default()
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}),));
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}
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fn handle_input(keyboard_input: Res<ButtonInput<KeyCode>>, mut stepping: ResMut<Stepping>) {
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if keyboard_input.just_pressed(KeyCode::Slash) {
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info!("{:#?}", stepping);
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}
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// grave key to toggle stepping mode for the FixedUpdate schedule
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if keyboard_input.just_pressed(KeyCode::Backquote) {
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if stepping.is_enabled() {
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stepping.disable();
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debug!("disabled stepping");
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} else {
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stepping.enable();
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debug!("enabled stepping");
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}
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}
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if !stepping.is_enabled() {
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return;
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}
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// space key will step the remainder of this frame
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if keyboard_input.just_pressed(KeyCode::Space) {
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debug!("continue");
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stepping.continue_frame();
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} else if keyboard_input.just_pressed(KeyCode::KeyS) {
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debug!("stepping frame");
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stepping.step_frame();
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}
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}
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fn update_ui(
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mut commands: Commands,
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state: Res<State>,
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stepping: Res<Stepping>,
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mut ui: Query<(Entity, &mut Text, &Visibility), With<SteppingUi>>,
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) {
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if ui.is_empty() {
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return;
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}
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// ensure the UI is only visible when stepping is enabled
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let (ui, mut text, vis) = ui.single_mut();
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match (vis, stepping.is_enabled()) {
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(Visibility::Hidden, true) => {
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commands.entity(ui).insert(Visibility::Inherited);
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}
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(Visibility::Hidden, false) | (_, true) => (),
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(_, false) => {
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commands.entity(ui).insert(Visibility::Hidden);
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}
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}
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// if we're not stepping, there's nothing more to be done here.
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if !stepping.is_enabled() {
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return;
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}
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let (cursor_schedule, cursor_system) = match stepping.cursor() {
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// no cursor means stepping isn't enabled, so we're done here
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None => return,
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Some(c) => c,
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};
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for (schedule, system, text_index) in &state.systems {
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let mark = if &cursor_schedule == schedule && *system == cursor_system {
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"-> "
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} else {
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" "
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};
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text.sections[*text_index].value = mark.to_string();
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}
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}
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