mirror of
https://github.com/bevyengine/bevy
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6f7d0e5725
# Objective Currently text is recomputed unnecessarily on any changes to its color, which is extremely expensive. ## Solution Split up `TextStyle` into two separate components `TextFont` and `TextColor`. ## Testing I added this system to `many_buttons`: ```rust fn set_text_colors_changed(mut colors: Query<&mut TextColor>) { for mut text_color in colors.iter_mut() { text_color.set_changed(); } } ``` reports ~4fps on main, ~50fps with this PR. ## Migration Guide `TextStyle` has been renamed to `TextFont` and its `color` field has been moved to a separate component named `TextColor` which newtypes `Color`.
75 lines
2.3 KiB
Rust
75 lines
2.3 KiB
Rust
//! A simple scene to demonstrate picking events
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use bevy::{color::palettes::tailwind::CYAN_400, prelude::*};
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fn main() {
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let mut app = App::new();
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app.add_plugins(DefaultPlugins);
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app.add_systems(Startup, setup);
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app.run();
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}
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/// set up a simple 3D scene
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fn setup(
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mut commands: Commands,
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mut meshes: ResMut<Assets<Mesh>>,
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mut materials: ResMut<Assets<StandardMaterial>>,
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) {
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commands
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.spawn((
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Text::new("Click Me to get a box"),
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Style {
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position_type: PositionType::Absolute,
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top: Val::Percent(12.0),
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left: Val::Percent(12.0),
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..default()
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},
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))
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.observe(
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|_click: Trigger<Pointer<Click>>,
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mut commands: Commands,
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mut meshes: ResMut<Assets<Mesh>>,
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mut materials: ResMut<Assets<StandardMaterial>>,
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mut num: Local<usize>| {
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commands.spawn((
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Mesh3d(meshes.add(Cuboid::new(1.0, 1.0, 1.0))),
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MeshMaterial3d(materials.add(Color::srgb_u8(124, 144, 255))),
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Transform::from_xyz(0.0, 0.5 + 1.1 * *num as f32, 0.0),
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));
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*num += 1;
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},
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)
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.observe(
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|evt: Trigger<Pointer<Out>>, mut texts: Query<&mut TextColor>| {
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let mut color = texts.get_mut(evt.entity()).unwrap();
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color.0 = Color::WHITE;
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},
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)
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.observe(
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|evt: Trigger<Pointer<Over>>, mut texts: Query<&mut TextColor>| {
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let mut color = texts.get_mut(evt.entity()).unwrap();
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color.0 = CYAN_400.into();
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},
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);
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// circular base
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commands.spawn((
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Mesh3d(meshes.add(Circle::new(4.0))),
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MeshMaterial3d(materials.add(Color::WHITE)),
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Transform::from_rotation(Quat::from_rotation_x(-std::f32::consts::FRAC_PI_2)),
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));
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// light
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commands.spawn((
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PointLight {
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shadows_enabled: true,
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..default()
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},
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Transform::from_xyz(4.0, 8.0, 4.0),
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));
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// camera
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commands.spawn((
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Camera3d::default(),
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Transform::from_xyz(-2.5, 4.5, 9.0).looking_at(Vec3::ZERO, Vec3::Y),
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));
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}
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