bevy/examples/ui/ui_material.rs
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

65 lines
1.9 KiB
Rust

//! Demonstrates the use of [`UiMaterials`](UiMaterial) and how to change material values
use bevy::prelude::*;
use bevy::reflect::TypePath;
use bevy::render::render_resource::*;
fn main() {
App::new()
.add_plugins(DefaultPlugins)
.add_plugins(UiMaterialPlugin::<CustomUiMaterial>::default())
.add_systems(Startup, setup)
.add_systems(Update, update)
.run();
}
fn update(time: Res<Time>, mut ui_materials: ResMut<Assets<CustomUiMaterial>>) {
for (_, material) in ui_materials.iter_mut() {
// rainbow color effect
let new_color = LegacyColor::hsl((time.elapsed_seconds() * 60.0) % 360.0, 1., 0.5);
material.color = new_color.rgba_to_vec4();
}
}
fn setup(mut commands: Commands, mut ui_materials: ResMut<Assets<CustomUiMaterial>>) {
// Camera so we can see UI
commands.spawn(Camera2dBundle::default());
commands
.spawn(NodeBundle {
style: Style {
width: Val::Percent(100.0),
height: Val::Percent(100.0),
align_items: AlignItems::Center,
justify_content: JustifyContent::Center,
..default()
},
..default()
})
.with_children(|parent| {
parent.spawn(MaterialNodeBundle {
style: Style {
position_type: PositionType::Absolute,
width: Val::Px(250.0),
height: Val::Px(250.0),
..default()
},
material: ui_materials.add(CustomUiMaterial {
color: LegacyColor::WHITE.rgba_to_vec4(),
}),
..default()
});
});
}
#[derive(AsBindGroup, Asset, TypePath, Debug, Clone)]
struct CustomUiMaterial {
#[uniform(0)]
color: Vec4,
}
impl UiMaterial for CustomUiMaterial {
fn fragment_shader() -> ShaderRef {
"shaders/circle_shader.wgsl".into()
}
}