bevy/examples/ui/z_index.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

129 lines
5.3 KiB
Rust

//! Demonstrates how to use the z-index component on UI nodes to control their relative depth
//!
//! It uses colored boxes with different z-index values to demonstrate how it can affect the order of
//! depth of nodes compared to their siblings, but also compared to the entire UI.
use bevy::{
color::palettes::basic::{BLUE, GRAY, GREEN, PURPLE, RED, YELLOW},
prelude::*,
};
fn main() {
App::new()
.insert_resource(ClearColor(Color::BLACK))
.add_plugins(DefaultPlugins)
.add_systems(Startup, setup)
.run();
}
fn setup(mut commands: Commands) {
commands.spawn(Camera2dBundle::default());
// spawn the container with default z-index.
// the default z-index value is `ZIndex::Local(0)`.
// because this is a root UI node, using local or global values will do the same thing.
commands
.spawn(NodeBundle {
style: Style {
width: Val::Percent(100.),
height: Val::Percent(100.),
align_items: AlignItems::Center,
justify_content: JustifyContent::Center,
..default()
},
..default()
})
.with_children(|parent| {
parent
.spawn(NodeBundle {
background_color: GRAY.into(),
style: Style {
width: Val::Px(180.0),
height: Val::Px(100.0),
..default()
},
..default()
})
.with_children(|parent| {
// spawn a node with default z-index.
parent.spawn(NodeBundle {
background_color: RED.into(),
style: Style {
position_type: PositionType::Absolute,
left: Val::Px(10.0),
bottom: Val::Px(40.0),
width: Val::Px(100.0),
height: Val::Px(50.0),
..default()
},
..default()
});
// spawn a node with a positive local z-index of 2.
// it will show above other nodes in the gray container.
parent.spawn(NodeBundle {
z_index: ZIndex::Local(2),
background_color: BLUE.into(),
style: Style {
position_type: PositionType::Absolute,
left: Val::Px(45.0),
bottom: Val::Px(30.0),
width: Val::Px(100.),
height: Val::Px(50.),
..default()
},
..default()
});
// spawn a node with a negative local z-index.
// it will show under other nodes in the gray container.
parent.spawn(NodeBundle {
z_index: ZIndex::Local(-1),
background_color: GREEN.into(),
style: Style {
position_type: PositionType::Absolute,
left: Val::Px(70.0),
bottom: Val::Px(20.0),
width: Val::Px(100.),
height: Val::Px(75.),
..default()
},
..default()
});
// spawn a node with a positive global z-index of 1.
// it will show above all other nodes, because it's the highest global z-index in this example.
// by default, boxes all share the global z-index of 0 that the gray container is added to.
parent.spawn(NodeBundle {
z_index: ZIndex::Global(1),
background_color: PURPLE.into(),
style: Style {
position_type: PositionType::Absolute,
left: Val::Px(15.0),
bottom: Val::Px(10.0),
width: Val::Px(100.),
height: Val::Px(60.),
..default()
},
..default()
});
// spawn a node with a negative global z-index of -1.
// this will show under all other nodes including its parent, because it's the lowest global z-index
// in this example.
parent.spawn(NodeBundle {
z_index: ZIndex::Global(-1),
background_color: YELLOW.into(),
style: Style {
position_type: PositionType::Absolute,
left: Val::Px(-15.0),
bottom: Val::Px(-15.0),
width: Val::Px(100.),
height: Val::Px(125.),
..default()
},
..default()
});
});
});
}