bevy/examples/2d/text2d.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

196 lines
6.4 KiB
Rust

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