bevy/examples/time/virtual_time.rs
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

218 lines
7 KiB
Rust

//! Shows how `Time<Virtual>` can be used to pause, resume, slow down
//! and speed up a game.
use std::time::Duration;
use bevy::{
color::palettes::css::*, input::common_conditions::input_just_pressed, prelude::*,
time::common_conditions::on_real_timer,
};
fn main() {
App::new()
.add_plugins(DefaultPlugins)
.add_systems(Startup, setup)
.add_systems(
Update,
(
move_virtual_time_sprites,
move_real_time_sprites,
toggle_pause.run_if(input_just_pressed(KeyCode::Space)),
change_time_speed::<1>.run_if(input_just_pressed(KeyCode::ArrowUp)),
change_time_speed::<-1>.run_if(input_just_pressed(KeyCode::ArrowDown)),
(update_virtual_time_info_text, update_real_time_info_text)
// update the texts on a timer to make them more readable
// `on_timer` run condition uses `Virtual` time meaning it's scaled
// and would result in the UI updating at different intervals based
// on `Time<Virtual>::relative_speed` and `Time<Virtual>::is_paused()`
.run_if(on_real_timer(Duration::from_millis(250))),
),
)
.run();
}
/// `Real` time related marker
#[derive(Component)]
struct RealTime;
/// `Virtual` time related marker
#[derive(Component)]
struct VirtualTime;
/// Setup the example
fn setup(mut commands: Commands, asset_server: Res<AssetServer>, mut time: ResMut<Time<Virtual>>) {
// start with double `Virtual` time resulting in one of the sprites moving at twice the speed
// of the other sprite which moves based on `Real` (unscaled) time
time.set_relative_speed(2.);
commands.spawn(Camera2dBundle::default());
let virtual_color = GOLD.into();
let sprite_scale = Vec2::splat(0.5).extend(1.);
let texture_handle = asset_server.load("branding/icon.png");
// the sprite moving based on real time
commands.spawn((
SpriteBundle {
texture: texture_handle.clone(),
transform: Transform::from_scale(sprite_scale),
..default()
},
RealTime,
));
// the sprite moving based on virtual time
commands.spawn((
SpriteBundle {
texture: texture_handle,
sprite: Sprite {
color: virtual_color,
..default()
},
transform: Transform {
scale: sprite_scale,
translation: Vec3::new(0., -160., 0.),
..default()
},
..default()
},
VirtualTime,
));
// info UI
let font_size = 40.;
commands
.spawn(NodeBundle {
style: Style {
display: Display::Flex,
justify_content: JustifyContent::SpaceBetween,
width: Val::Percent(100.),
position_type: PositionType::Absolute,
top: Val::Px(0.),
padding: UiRect::all(Val::Px(20.0)),
..default()
},
..default()
})
.with_children(|builder| {
// real time info
builder.spawn((
TextBundle::from_section(
"",
TextStyle {
font_size,
..default()
},
),
RealTime,
));
// keybindings
builder.spawn(
TextBundle::from_section(
"CONTROLS\nUn/Pause: Space\nSpeed+: Up\nSpeed-: Down",
TextStyle {
font_size,
color: Color::srgb(0.85, 0.85, 0.85),
..default()
},
)
.with_text_justify(JustifyText::Center),
);
// virtual time info
builder.spawn((
TextBundle::from_section(
"",
TextStyle {
font_size,
color: virtual_color,
..default()
},
)
.with_text_justify(JustifyText::Right),
VirtualTime,
));
});
}
/// Move sprites using `Real` (unscaled) time
fn move_real_time_sprites(
mut sprite_query: Query<&mut Transform, (With<Sprite>, With<RealTime>)>,
// `Real` time which is not scaled or paused
time: Res<Time<Real>>,
) {
for mut transform in sprite_query.iter_mut() {
// move roughly half the screen in a `Real` second
// when the time is scaled the speed is going to change
// and the sprite will stay still the the time is paused
transform.translation.x = get_sprite_translation_x(time.elapsed_seconds());
}
}
/// Move sprites using `Virtual` (scaled) time
fn move_virtual_time_sprites(
mut sprite_query: Query<&mut Transform, (With<Sprite>, With<VirtualTime>)>,
// the default `Time` is either `Time<Virtual>` in regular systems
// or `Time<Fixed>` in fixed timestep systems so `Time::delta()`,
// `Time::elapsed()` will return the appropriate values either way
time: Res<Time>,
) {
for mut transform in sprite_query.iter_mut() {
// move roughly half the screen in a `Virtual` second
// when time is scaled using `Time<Virtual>::set_relative_speed` it's going
// to move at a different pace and the sprite will stay still when time is
// `Time<Virtual>::is_paused()`
transform.translation.x = get_sprite_translation_x(time.elapsed_seconds());
}
}
fn get_sprite_translation_x(elapsed: f32) -> f32 {
elapsed.sin() * 500.
}
/// Update the speed of `Time<Virtual>.` by `DELTA`
fn change_time_speed<const DELTA: i8>(mut time: ResMut<Time<Virtual>>) {
let time_speed = (time.relative_speed() + DELTA as f32)
.round()
.clamp(0.25, 5.);
// set the speed of the virtual time to speed it up or slow it down
time.set_relative_speed(time_speed);
}
/// pause or resume `Relative` time
fn toggle_pause(mut time: ResMut<Time<Virtual>>) {
if time.is_paused() {
time.unpause();
} else {
time.pause();
}
}
/// Update the `Real` time info text
fn update_real_time_info_text(time: Res<Time<Real>>, mut query: Query<&mut Text, With<RealTime>>) {
for mut text in &mut query {
text.sections[0].value = format!(
"REAL TIME\nElapsed: {:.1}\nDelta: {:.5}\n",
time.elapsed_seconds(),
time.delta_seconds(),
);
}
}
/// Update the `Virtual` time info text
fn update_virtual_time_info_text(
time: Res<Time<Virtual>>,
mut query: Query<&mut Text, With<VirtualTime>>,
) {
for mut text in &mut query {
text.sections[0].value = format!(
"VIRTUAL TIME\nElapsed: {:.1}\nDelta: {:.5}\nSpeed: {:.2}",
time.elapsed_seconds(),
time.delta_seconds(),
time.relative_speed()
);
}
}