mirror of
https://github.com/bevyengine/bevy
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6f7d0e5725
# 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`.
117 lines
4.2 KiB
Rust
117 lines
4.2 KiB
Rust
//! This example illustrates how to create buttons with their texture atlases sliced
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//! and kept in proportion instead of being stretched by the button dimensions
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use bevy::{
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color::palettes::css::{GOLD, ORANGE},
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prelude::*,
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winit::WinitSettings,
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};
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fn main() {
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App::new()
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.add_plugins(DefaultPlugins)
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// Only run the app when there is user input. This will significantly reduce CPU/GPU use.
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.insert_resource(WinitSettings::desktop_app())
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.add_systems(Startup, setup)
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.add_systems(Update, button_system)
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.run();
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}
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fn button_system(
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mut interaction_query: Query<
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(&Interaction, &mut TextureAtlas, &Children, &mut UiImage),
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(Changed<Interaction>, With<Button>),
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>,
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mut text_query: Query<&mut Text>,
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) {
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for (interaction, mut atlas, children, mut image) in &mut interaction_query {
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let mut text = text_query.get_mut(children[0]).unwrap();
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match *interaction {
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Interaction::Pressed => {
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**text = "Press".to_string();
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atlas.index = (atlas.index + 1) % 30;
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image.color = GOLD.into();
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}
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Interaction::Hovered => {
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**text = "Hover".to_string();
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image.color = ORANGE.into();
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}
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Interaction::None => {
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**text = "Button".to_string();
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image.color = Color::WHITE;
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}
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}
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}
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}
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fn setup(
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mut commands: Commands,
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asset_server: Res<AssetServer>,
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mut texture_atlases: ResMut<Assets<TextureAtlasLayout>>,
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) {
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let texture_handle = asset_server.load("textures/fantasy_ui_borders/border_sheet.png");
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let atlas_layout =
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TextureAtlasLayout::from_grid(UVec2::new(50, 50), 6, 6, Some(UVec2::splat(2)), None);
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let atlas_layout_handle = texture_atlases.add(atlas_layout);
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let slicer = TextureSlicer {
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border: BorderRect::square(24.0),
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center_scale_mode: SliceScaleMode::Stretch,
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sides_scale_mode: SliceScaleMode::Stretch,
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max_corner_scale: 1.0,
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};
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// ui camera
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commands.spawn(Camera2d);
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commands
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.spawn(NodeBundle {
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style: Style {
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width: Val::Percent(100.0),
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height: Val::Percent(100.0),
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align_items: AlignItems::Center,
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justify_content: JustifyContent::Center,
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..default()
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},
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..default()
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})
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.with_children(|parent| {
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for (idx, [w, h]) in [
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(0, [150.0, 150.0]),
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(7, [300.0, 150.0]),
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(13, [150.0, 300.0]),
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] {
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parent
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.spawn((
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ButtonBundle {
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style: Style {
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width: Val::Px(w),
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height: Val::Px(h),
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// horizontally center child text
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justify_content: JustifyContent::Center,
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// vertically center child text
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align_items: AlignItems::Center,
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margin: UiRect::all(Val::Px(20.0)),
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..default()
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},
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image: texture_handle.clone().into(),
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..default()
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},
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ImageScaleMode::Sliced(slicer.clone()),
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TextureAtlas {
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index: idx,
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layout: atlas_layout_handle.clone(),
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},
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))
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.with_children(|parent| {
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parent.spawn((
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Text::new("Button"),
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TextFont {
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font: asset_server.load("fonts/FiraSans-Bold.ttf"),
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font_size: 33.0,
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..default()
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},
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TextColor(Color::srgb(0.9, 0.9, 0.9)),
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));
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});
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}
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});
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}
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