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