mirror of
https://github.com/bevyengine/bevy
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599e5e4e76
# 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>
528 lines
16 KiB
Rust
528 lines
16 KiB
Rust
//! Shows a visualization of gamepad buttons, sticks, and triggers
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use std::f32::consts::PI;
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use bevy::{
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input::gamepad::{
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GamepadAxisChangedEvent, GamepadButton, GamepadButtonChangedEvent, GamepadSettings,
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},
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prelude::*,
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sprite::{Anchor, MaterialMesh2dBundle, Mesh2dHandle},
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};
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const BUTTON_RADIUS: f32 = 25.;
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const BUTTON_CLUSTER_RADIUS: f32 = 50.;
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const START_SIZE: Vec2 = Vec2::new(30., 15.);
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const TRIGGER_SIZE: Vec2 = Vec2::new(70., 20.);
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const STICK_BOUNDS_SIZE: f32 = 100.;
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const BUTTONS_X: f32 = 150.;
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const BUTTONS_Y: f32 = 80.;
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const STICKS_X: f32 = 150.;
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const STICKS_Y: f32 = -135.;
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const NORMAL_BUTTON_COLOR: Color = Color::srgb(0.3, 0.3, 0.3);
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const ACTIVE_BUTTON_COLOR: Color = Color::srgb(0.5, 0., 0.5);
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const LIVE_COLOR: Color = Color::srgb(0.4, 0.4, 0.4);
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const DEAD_COLOR: Color = Color::srgb(0.13, 0.13, 0.13);
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#[derive(Component, Deref)]
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struct ReactTo(GamepadButtonType);
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#[derive(Component)]
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struct MoveWithAxes {
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x_axis: GamepadAxisType,
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y_axis: GamepadAxisType,
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scale: f32,
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}
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#[derive(Component)]
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struct TextWithAxes {
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x_axis: GamepadAxisType,
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y_axis: GamepadAxisType,
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}
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#[derive(Component, Deref)]
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struct TextWithButtonValue(GamepadButtonType);
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#[derive(Component)]
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struct ConnectedGamepadsText;
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#[derive(Resource)]
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struct ButtonMaterials {
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normal: Handle<ColorMaterial>,
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active: Handle<ColorMaterial>,
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}
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impl FromWorld for ButtonMaterials {
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fn from_world(world: &mut World) -> Self {
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Self {
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normal: world.add_asset(NORMAL_BUTTON_COLOR),
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active: world.add_asset(ACTIVE_BUTTON_COLOR),
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}
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}
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}
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#[derive(Resource)]
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struct ButtonMeshes {
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circle: Mesh2dHandle,
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triangle: Mesh2dHandle,
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start_pause: Mesh2dHandle,
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trigger: Mesh2dHandle,
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}
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impl FromWorld for ButtonMeshes {
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fn from_world(world: &mut World) -> Self {
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Self {
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circle: world.add_asset(Circle::new(BUTTON_RADIUS)).into(),
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triangle: world
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.add_asset(RegularPolygon::new(BUTTON_RADIUS, 3))
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.into(),
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start_pause: world.add_asset(Rectangle::from_size(START_SIZE)).into(),
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trigger: world.add_asset(Rectangle::from_size(TRIGGER_SIZE)).into(),
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}
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}
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}
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#[derive(Bundle)]
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struct GamepadButtonBundle {
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mesh_bundle: MaterialMesh2dBundle<ColorMaterial>,
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react_to: ReactTo,
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}
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impl GamepadButtonBundle {
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pub fn new(
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button_type: GamepadButtonType,
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mesh: Mesh2dHandle,
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material: Handle<ColorMaterial>,
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x: f32,
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y: f32,
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) -> Self {
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Self {
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mesh_bundle: MaterialMesh2dBundle {
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mesh,
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material,
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transform: Transform::from_xyz(x, y, 0.),
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..default()
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},
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react_to: ReactTo(button_type),
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}
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}
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pub fn with_rotation(mut self, angle: f32) -> Self {
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self.mesh_bundle.transform.rotation = Quat::from_rotation_z(angle);
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self
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}
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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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.init_resource::<ButtonMaterials>()
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.init_resource::<ButtonMeshes>()
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.add_systems(
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Startup,
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(setup, setup_sticks, setup_triggers, setup_connected),
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)
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.add_systems(
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Update,
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(
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update_buttons,
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update_button_values,
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update_axes,
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update_connected,
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),
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)
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.run();
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}
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fn setup(mut commands: Commands, meshes: Res<ButtonMeshes>, materials: Res<ButtonMaterials>) {
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commands.spawn(Camera2dBundle::default());
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// Buttons
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commands
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.spawn(SpatialBundle {
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transform: Transform::from_xyz(BUTTONS_X, BUTTONS_Y, 0.),
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..default()
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})
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.with_children(|parent| {
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parent.spawn(GamepadButtonBundle::new(
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GamepadButtonType::North,
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meshes.circle.clone(),
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materials.normal.clone(),
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0.,
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BUTTON_CLUSTER_RADIUS,
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));
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parent.spawn(GamepadButtonBundle::new(
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GamepadButtonType::South,
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meshes.circle.clone(),
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materials.normal.clone(),
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0.,
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-BUTTON_CLUSTER_RADIUS,
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));
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parent.spawn(GamepadButtonBundle::new(
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GamepadButtonType::West,
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meshes.circle.clone(),
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materials.normal.clone(),
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-BUTTON_CLUSTER_RADIUS,
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0.,
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));
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parent.spawn(GamepadButtonBundle::new(
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GamepadButtonType::East,
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meshes.circle.clone(),
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materials.normal.clone(),
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BUTTON_CLUSTER_RADIUS,
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0.,
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));
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});
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// Start and Pause
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commands.spawn(GamepadButtonBundle::new(
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GamepadButtonType::Select,
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meshes.start_pause.clone(),
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materials.normal.clone(),
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-30.,
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BUTTONS_Y,
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));
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commands.spawn(GamepadButtonBundle::new(
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GamepadButtonType::Start,
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meshes.start_pause.clone(),
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materials.normal.clone(),
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30.,
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BUTTONS_Y,
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));
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// D-Pad
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commands
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.spawn(SpatialBundle {
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transform: Transform::from_xyz(-BUTTONS_X, BUTTONS_Y, 0.),
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..default()
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})
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.with_children(|parent| {
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parent.spawn(GamepadButtonBundle::new(
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GamepadButtonType::DPadUp,
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meshes.triangle.clone(),
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materials.normal.clone(),
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0.,
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BUTTON_CLUSTER_RADIUS,
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));
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parent.spawn(
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GamepadButtonBundle::new(
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GamepadButtonType::DPadDown,
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meshes.triangle.clone(),
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materials.normal.clone(),
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0.,
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-BUTTON_CLUSTER_RADIUS,
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)
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.with_rotation(PI),
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);
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parent.spawn(
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GamepadButtonBundle::new(
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GamepadButtonType::DPadLeft,
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meshes.triangle.clone(),
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materials.normal.clone(),
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-BUTTON_CLUSTER_RADIUS,
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0.,
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)
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.with_rotation(PI / 2.),
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);
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parent.spawn(
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GamepadButtonBundle::new(
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GamepadButtonType::DPadRight,
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meshes.triangle.clone(),
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materials.normal.clone(),
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BUTTON_CLUSTER_RADIUS,
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0.,
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)
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.with_rotation(-PI / 2.),
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);
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});
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// Triggers
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commands.spawn(GamepadButtonBundle::new(
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GamepadButtonType::LeftTrigger,
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meshes.trigger.clone(),
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materials.normal.clone(),
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-BUTTONS_X,
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BUTTONS_Y + 115.,
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));
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commands.spawn(GamepadButtonBundle::new(
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GamepadButtonType::RightTrigger,
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meshes.trigger.clone(),
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materials.normal.clone(),
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BUTTONS_X,
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BUTTONS_Y + 115.,
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));
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}
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fn setup_sticks(
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mut commands: Commands,
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meshes: Res<ButtonMeshes>,
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materials: Res<ButtonMaterials>,
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gamepad_settings: Res<GamepadSettings>,
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) {
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let dead_upper =
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STICK_BOUNDS_SIZE * gamepad_settings.default_axis_settings.deadzone_upperbound();
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let dead_lower =
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STICK_BOUNDS_SIZE * gamepad_settings.default_axis_settings.deadzone_lowerbound();
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let dead_size = dead_lower.abs() + dead_upper.abs();
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let dead_mid = (dead_lower + dead_upper) / 2.0;
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let live_upper =
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STICK_BOUNDS_SIZE * gamepad_settings.default_axis_settings.livezone_upperbound();
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let live_lower =
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STICK_BOUNDS_SIZE * gamepad_settings.default_axis_settings.livezone_lowerbound();
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let live_size = live_lower.abs() + live_upper.abs();
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let live_mid = (live_lower + live_upper) / 2.0;
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let mut spawn_stick = |x_pos, y_pos, x_axis, y_axis, button| {
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commands
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.spawn(SpatialBundle {
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transform: Transform::from_xyz(x_pos, y_pos, 0.),
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..default()
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})
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.with_children(|parent| {
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// full extent
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parent.spawn(SpriteBundle {
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sprite: Sprite {
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custom_size: Some(Vec2::splat(STICK_BOUNDS_SIZE * 2.)),
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color: DEAD_COLOR,
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..default()
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},
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..default()
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});
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// live zone
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parent.spawn(SpriteBundle {
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transform: Transform::from_xyz(live_mid, live_mid, 2.),
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sprite: Sprite {
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custom_size: Some(Vec2::new(live_size, live_size)),
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color: LIVE_COLOR,
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..default()
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},
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..default()
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});
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// dead zone
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parent.spawn(SpriteBundle {
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transform: Transform::from_xyz(dead_mid, dead_mid, 3.),
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sprite: Sprite {
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custom_size: Some(Vec2::new(dead_size, dead_size)),
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color: DEAD_COLOR,
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..default()
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},
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..default()
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});
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// text
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let style = TextStyle {
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font_size: 16.,
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..default()
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};
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parent.spawn((
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Text2dBundle {
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transform: Transform::from_xyz(0., STICK_BOUNDS_SIZE + 2., 4.),
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text: Text::from_sections([
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TextSection {
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value: format!("{:.3}", 0.),
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style: style.clone(),
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},
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TextSection {
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value: ", ".to_string(),
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style: style.clone(),
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},
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TextSection {
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value: format!("{:.3}", 0.),
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style,
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},
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]),
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text_anchor: Anchor::BottomCenter,
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..default()
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},
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TextWithAxes { x_axis, y_axis },
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));
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// cursor
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parent.spawn((
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MaterialMesh2dBundle {
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mesh: meshes.circle.clone(),
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material: materials.normal.clone(),
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transform: Transform::from_xyz(0., 0., 5.)
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.with_scale(Vec2::splat(0.15).extend(1.)),
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..default()
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},
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MoveWithAxes {
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x_axis,
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y_axis,
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scale: STICK_BOUNDS_SIZE,
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},
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ReactTo(button),
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));
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});
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};
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spawn_stick(
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-STICKS_X,
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STICKS_Y,
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GamepadAxisType::LeftStickX,
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GamepadAxisType::LeftStickY,
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GamepadButtonType::LeftThumb,
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);
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spawn_stick(
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STICKS_X,
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STICKS_Y,
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GamepadAxisType::RightStickX,
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GamepadAxisType::RightStickY,
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GamepadButtonType::RightThumb,
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);
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}
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fn setup_triggers(
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mut commands: Commands,
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meshes: Res<ButtonMeshes>,
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materials: Res<ButtonMaterials>,
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) {
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let mut spawn_trigger = |x, y, button_type| {
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commands
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.spawn(GamepadButtonBundle::new(
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button_type,
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meshes.trigger.clone(),
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materials.normal.clone(),
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x,
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y,
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))
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.with_children(|parent| {
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parent.spawn((
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Text2dBundle {
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transform: Transform::from_xyz(0., 0., 1.),
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text: Text::from_section(
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format!("{:.3}", 0.),
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TextStyle {
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font_size: 16.,
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..default()
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},
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),
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..default()
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},
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TextWithButtonValue(button_type),
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));
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});
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};
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spawn_trigger(
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-BUTTONS_X,
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BUTTONS_Y + 145.,
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GamepadButtonType::LeftTrigger2,
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);
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spawn_trigger(
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BUTTONS_X,
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BUTTONS_Y + 145.,
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GamepadButtonType::RightTrigger2,
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);
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}
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fn setup_connected(mut commands: Commands) {
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let text_style = TextStyle {
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font_size: 20.,
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..default()
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};
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commands.spawn((
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TextBundle {
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text: Text::from_sections([
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TextSection {
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value: "Connected Gamepads:\n".to_string(),
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style: text_style.clone(),
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},
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TextSection {
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value: "None".to_string(),
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style: text_style,
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},
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]),
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style: Style {
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position_type: PositionType::Absolute,
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top: Val::Px(12.),
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left: Val::Px(12.),
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..default()
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},
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..default()
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},
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ConnectedGamepadsText,
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));
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}
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fn update_buttons(
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gamepads: Res<Gamepads>,
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button_inputs: Res<ButtonInput<GamepadButton>>,
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materials: Res<ButtonMaterials>,
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mut query: Query<(&mut Handle<ColorMaterial>, &ReactTo)>,
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) {
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for gamepad in gamepads.iter() {
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for (mut handle, react_to) in query.iter_mut() {
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if button_inputs.just_pressed(GamepadButton::new(gamepad, **react_to)) {
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*handle = materials.active.clone();
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}
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if button_inputs.just_released(GamepadButton::new(gamepad, **react_to)) {
|
|
*handle = materials.normal.clone();
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
fn update_button_values(
|
|
mut events: EventReader<GamepadButtonChangedEvent>,
|
|
mut query: Query<(&mut Text, &TextWithButtonValue)>,
|
|
) {
|
|
for button_event in events.read() {
|
|
for (mut text, text_with_button_value) in query.iter_mut() {
|
|
if button_event.button_type == **text_with_button_value {
|
|
text.sections[0].value = format!("{:.3}", button_event.value);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
fn update_axes(
|
|
mut axis_events: EventReader<GamepadAxisChangedEvent>,
|
|
mut query: Query<(&mut Transform, &MoveWithAxes)>,
|
|
mut text_query: Query<(&mut Text, &TextWithAxes)>,
|
|
) {
|
|
for axis_event in axis_events.read() {
|
|
let axis_type = axis_event.axis_type;
|
|
let value = axis_event.value;
|
|
for (mut transform, move_with) in query.iter_mut() {
|
|
if axis_type == move_with.x_axis {
|
|
transform.translation.x = value * move_with.scale;
|
|
}
|
|
if axis_type == move_with.y_axis {
|
|
transform.translation.y = value * move_with.scale;
|
|
}
|
|
}
|
|
for (mut text, text_with_axes) in text_query.iter_mut() {
|
|
if axis_type == text_with_axes.x_axis {
|
|
text.sections[0].value = format!("{value:.3}");
|
|
}
|
|
if axis_type == text_with_axes.y_axis {
|
|
text.sections[2].value = format!("{value:.3}");
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
fn update_connected(
|
|
gamepads: Res<Gamepads>,
|
|
mut query: Query<&mut Text, With<ConnectedGamepadsText>>,
|
|
) {
|
|
if !gamepads.is_changed() {
|
|
return;
|
|
}
|
|
|
|
let mut text = query.single_mut();
|
|
|
|
let formatted = gamepads
|
|
.iter()
|
|
.map(|g| format!("- {}", gamepads.name(g).unwrap()))
|
|
.collect::<Vec<_>>()
|
|
.join("\n");
|
|
|
|
text.sections[1].value = if !formatted.is_empty() {
|
|
formatted
|
|
} else {
|
|
"None".to_string()
|
|
}
|
|
}
|