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https://github.com/bevyengine/bevy
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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>
196 lines
6.4 KiB
Rust
196 lines
6.4 KiB
Rust
//! Shows text rendering with moving, rotating and scaling text.
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//!
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//! Note that this uses [`Text2dBundle`] to display text alongside your other entities in a 2D scene.
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//!
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//! For an example on how to render text as part of a user interface, independent from the world
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//! viewport, you may want to look at `games/contributors.rs` or `ui/text.rs`.
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use bevy::{
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color::palettes::css::*,
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prelude::*,
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sprite::Anchor,
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text::{BreakLineOn, Text2dBounds},
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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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(animate_translation, animate_rotation, animate_scale),
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)
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.run();
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}
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#[derive(Component)]
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struct AnimateTranslation;
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#[derive(Component)]
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struct AnimateRotation;
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#[derive(Component)]
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struct AnimateScale;
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fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
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let font = asset_server.load("fonts/FiraSans-Bold.ttf");
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let text_style = TextStyle {
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font: font.clone(),
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font_size: 60.0,
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..default()
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};
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let text_justification = JustifyText::Center;
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// 2d camera
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commands.spawn(Camera2dBundle::default());
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// Demonstrate changing translation
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commands.spawn((
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Text2dBundle {
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text: Text::from_section("translation", text_style.clone())
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.with_justify(text_justification),
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..default()
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},
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AnimateTranslation,
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));
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// Demonstrate changing rotation
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commands.spawn((
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Text2dBundle {
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text: Text::from_section("rotation", text_style.clone())
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.with_justify(text_justification),
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..default()
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},
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AnimateRotation,
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));
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// Demonstrate changing scale
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commands.spawn((
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Text2dBundle {
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text: Text::from_section("scale", text_style).with_justify(text_justification),
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transform: Transform::from_translation(Vec3::new(400.0, 0.0, 0.0)),
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..default()
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},
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AnimateScale,
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));
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// Demonstrate text wrapping
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let slightly_smaller_text_style = TextStyle {
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font,
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font_size: 42.0,
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..default()
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};
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let box_size = Vec2::new(300.0, 200.0);
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let box_position = Vec2::new(0.0, -250.0);
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commands
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.spawn(SpriteBundle {
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sprite: Sprite {
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color: Color::srgb(0.25, 0.25, 0.75),
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custom_size: Some(Vec2::new(box_size.x, box_size.y)),
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..default()
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},
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transform: Transform::from_translation(box_position.extend(0.0)),
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..default()
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})
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.with_children(|builder| {
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builder.spawn(Text2dBundle {
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text: Text {
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sections: vec![TextSection::new(
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"this text wraps in the box\n(Unicode linebreaks)",
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slightly_smaller_text_style.clone(),
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)],
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justify: JustifyText::Left,
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linebreak_behavior: BreakLineOn::WordBoundary,
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},
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text_2d_bounds: Text2dBounds {
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// Wrap text in the rectangle
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size: box_size,
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},
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// ensure the text is drawn on top of the box
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transform: Transform::from_translation(Vec3::Z),
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..default()
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});
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});
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let other_box_size = Vec2::new(300.0, 200.0);
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let other_box_position = Vec2::new(320.0, -250.0);
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commands
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.spawn(SpriteBundle {
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sprite: Sprite {
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color: Color::srgb(0.20, 0.3, 0.70),
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custom_size: Some(Vec2::new(other_box_size.x, other_box_size.y)),
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..default()
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},
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transform: Transform::from_translation(other_box_position.extend(0.0)),
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..default()
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})
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.with_children(|builder| {
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builder.spawn(Text2dBundle {
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text: Text {
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sections: vec![TextSection::new(
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"this text wraps in the box\n(AnyCharacter linebreaks)",
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slightly_smaller_text_style.clone(),
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)],
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justify: JustifyText::Left,
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linebreak_behavior: BreakLineOn::AnyCharacter,
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},
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text_2d_bounds: Text2dBounds {
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// Wrap text in the rectangle
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size: other_box_size,
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},
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// ensure the text is drawn on top of the box
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transform: Transform::from_translation(Vec3::Z),
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..default()
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});
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});
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for (text_anchor, color) in [
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(Anchor::TopLeft, Color::Srgba(RED)),
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(Anchor::TopRight, Color::Srgba(GREEN)),
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(Anchor::BottomRight, Color::Srgba(BLUE)),
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(Anchor::BottomLeft, Color::Srgba(YELLOW)),
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] {
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commands.spawn(Text2dBundle {
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text: Text {
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sections: vec![TextSection::new(
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format!(" Anchor::{text_anchor:?} "),
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TextStyle {
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color,
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..slightly_smaller_text_style.clone()
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},
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)],
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..Default::default()
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},
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transform: Transform::from_translation(250. * Vec3::Y),
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text_anchor,
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..default()
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});
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}
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}
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fn animate_translation(
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time: Res<Time>,
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mut query: Query<&mut Transform, (With<Text>, With<AnimateTranslation>)>,
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) {
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for mut transform in &mut query {
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transform.translation.x = 100.0 * time.elapsed_seconds().sin() - 400.0;
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transform.translation.y = 100.0 * time.elapsed_seconds().cos();
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}
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}
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fn animate_rotation(
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time: Res<Time>,
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mut query: Query<&mut Transform, (With<Text>, With<AnimateRotation>)>,
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) {
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for mut transform in &mut query {
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transform.rotation = Quat::from_rotation_z(time.elapsed_seconds().cos());
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}
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}
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fn animate_scale(
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time: Res<Time>,
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mut query: Query<&mut Transform, (With<Text>, With<AnimateScale>)>,
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) {
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// Consider changing font-size instead of scaling the transform. Scaling a Text2D will scale the
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// rendered quad, resulting in a pixellated look.
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for mut transform in &mut query {
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let scale = (time.elapsed_seconds().sin() + 1.1) * 2.0;
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transform.scale.x = scale;
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transform.scale.y = scale;
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}
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}
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