bevy/examples/ui/viewport_debug.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

240 lines
7.6 KiB
Rust

//! A simple example for debugging viewport coordinates
//!
//! This example creates two uinode trees, one using viewport coordinates and one using pixel coordinates,
//! and then switches between them once per second using the `Display` style property.
//! If there are no problems both layouts should be identical, except for the color of the margin changing which is used to signal that the displayed uinode tree has changed
//! (red for viewport, yellow for pixel).
use bevy::{color::palettes::css::*, prelude::*};
const PALETTE: [Srgba; 10] = [
RED, YELLOW, WHITE, BEIGE, CYAN, CRIMSON, NAVY, AZURE, GREEN, BLACK,
];
#[derive(Component, Default, PartialEq)]
enum Coords {
#[default]
Viewport,
Pixel,
}
fn main() {
App::new()
.insert_resource(UiScale(2.0))
.add_plugins(DefaultPlugins.set(WindowPlugin {
primary_window: Some(Window {
title: "Viewport Coordinates Debug".to_string(),
// This example relies on these specific viewport dimensions, so let's explicitly
// define them.
resolution: [1280., 720.].into(),
resizable: false,
..Default::default()
}),
..Default::default()
}))
.add_systems(Startup, setup)
.add_systems(Update, update)
.run();
}
fn update(
mut timer: Local<f32>,
mut visible_tree: Local<Coords>,
time: Res<Time>,
mut coords_style_query: Query<(&Coords, &mut Style)>,
) {
*timer -= time.delta_seconds();
if *timer <= 0. {
*timer = 1.;
*visible_tree = match *visible_tree {
Coords::Viewport => Coords::Pixel,
Coords::Pixel => Coords::Viewport,
};
for (coords, mut style) in coords_style_query.iter_mut() {
style.display = if *coords == *visible_tree {
Display::Flex
} else {
Display::None
};
}
}
}
fn setup(mut commands: Commands) {
commands.spawn(Camera2dBundle::default());
spawn_with_viewport_coords(&mut commands);
spawn_with_pixel_coords(&mut commands);
}
fn spawn_with_viewport_coords(commands: &mut Commands) {
commands
.spawn((
NodeBundle {
style: Style {
width: Val::Vw(100.),
height: Val::Vh(100.),
border: UiRect::axes(Val::Vw(5.), Val::Vh(5.)),
flex_wrap: FlexWrap::Wrap,
..default()
},
border_color: PALETTE[0].into(),
..default()
},
Coords::Viewport,
))
.with_children(|builder| {
builder.spawn(NodeBundle {
style: Style {
width: Val::Vw(30.),
height: Val::Vh(30.),
border: UiRect::all(Val::VMin(5.)),
..default()
},
background_color: PALETTE[2].into(),
border_color: PALETTE[9].into(),
..default()
});
builder.spawn(NodeBundle {
style: Style {
width: Val::Vw(60.),
height: Val::Vh(30.),
..default()
},
background_color: PALETTE[3].into(),
..default()
});
builder.spawn(NodeBundle {
style: Style {
width: Val::Vw(45.),
height: Val::Vh(30.),
border: UiRect::left(Val::VMax(45. / 2.)),
..default()
},
background_color: PALETTE[4].into(),
border_color: PALETTE[8].into(),
..default()
});
builder.spawn(NodeBundle {
style: Style {
width: Val::Vw(45.),
height: Val::Vh(30.),
border: UiRect::right(Val::VMax(45. / 2.)),
..default()
},
background_color: PALETTE[5].into(),
border_color: PALETTE[8].into(),
..default()
});
builder.spawn(NodeBundle {
style: Style {
width: Val::Vw(60.),
height: Val::Vh(30.),
..default()
},
background_color: PALETTE[6].into(),
..default()
});
builder.spawn(NodeBundle {
style: Style {
width: Val::Vw(30.),
height: Val::Vh(30.),
border: UiRect::all(Val::VMin(5.)),
..default()
},
background_color: PALETTE[7].into(),
border_color: PALETTE[9].into(),
..default()
});
});
}
fn spawn_with_pixel_coords(commands: &mut Commands) {
commands
.spawn((
NodeBundle {
style: Style {
width: Val::Px(640.),
height: Val::Px(360.),
border: UiRect::axes(Val::Px(32.), Val::Px(18.)),
flex_wrap: FlexWrap::Wrap,
..default()
},
border_color: PALETTE[1].into(),
..default()
},
Coords::Pixel,
))
.with_children(|builder| {
builder.spawn(NodeBundle {
style: Style {
width: Val::Px(192.),
height: Val::Px(108.),
border: UiRect::axes(Val::Px(18.), Val::Px(18.)),
..default()
},
background_color: PALETTE[2].into(),
border_color: PALETTE[9].into(),
..default()
});
builder.spawn(NodeBundle {
style: Style {
width: Val::Px(384.),
height: Val::Px(108.),
..default()
},
background_color: PALETTE[3].into(),
..default()
});
builder.spawn(NodeBundle {
style: Style {
width: Val::Px(288.),
height: Val::Px(108.),
border: UiRect::left(Val::Px(144.)),
..default()
},
background_color: PALETTE[4].into(),
border_color: PALETTE[8].into(),
..default()
});
builder.spawn(NodeBundle {
style: Style {
width: Val::Px(288.),
height: Val::Px(108.),
border: UiRect::right(Val::Px(144.)),
..default()
},
background_color: PALETTE[5].into(),
border_color: PALETTE[8].into(),
..default()
});
builder.spawn(NodeBundle {
style: Style {
width: Val::Px(384.),
height: Val::Px(108.),
..default()
},
background_color: PALETTE[6].into(),
..default()
});
builder.spawn(NodeBundle {
style: Style {
width: Val::Px(192.),
height: Val::Px(108.),
border: UiRect::axes(Val::Px(18.), Val::Px(18.)),
..default()
},
background_color: PALETTE[7].into(),
border_color: PALETTE[9].into(),
..default()
});
});
}