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UI outlines radius (#15018)
# Objective Fixes #13479 This also fixes the gaps you can sometimes observe in outlines (screenshot from main, not this PR): <img width="636" alt="outline-gaps" src="https://github.com/user-attachments/assets/c11dae24-20f5-4aea-8ffc-1894ad2a2b79"> The outline around the last item in each section has vertical gaps. ## Solution Draw the outlines with corner radius using the existing border rendering for uinodes. The outline radius is very simple to calculate. We just take the computed border radius of the node, and if it's greater than zero, add it to the distance from the edge of the node to the outer edge of the node's outline. --- ## Showcase <img width="634" alt="outlines-radius" src="https://github.com/user-attachments/assets/1ecda26c-65c5-41ef-87e4-5d9171ddc3ae"> --------- Co-authored-by: Jan Hohenheim <jan@hohenheim.ch>
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2 changed files with 79 additions and 131 deletions
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@ -24,8 +24,8 @@ use ui_texture_slice_pipeline::UiTextureSlicerPlugin;
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use crate::graph::{NodeUi, SubGraphUi};
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use crate::{
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BackgroundColor, BorderColor, CalculatedClip, ContentSize, DefaultUiCamera, Node, Outline,
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Style, TargetCamera, UiImage, UiScale, Val,
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BackgroundColor, BorderColor, CalculatedClip, DefaultUiCamera, Display, Node, Outline, Style,
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TargetCamera, UiImage, UiScale, Val,
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};
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use bevy_app::prelude::*;
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@ -107,7 +107,6 @@ pub fn build_ui_render(app: &mut App) {
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extract_uinode_background_colors.in_set(RenderUiSystem::ExtractBackgrounds),
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extract_uinode_images.in_set(RenderUiSystem::ExtractImages),
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extract_uinode_borders.in_set(RenderUiSystem::ExtractBorders),
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extract_uinode_outlines.in_set(RenderUiSystem::ExtractBorders),
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#[cfg(feature = "bevy_text")]
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extract_uinode_text.in_set(RenderUiSystem::ExtractText),
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),
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@ -447,37 +446,44 @@ pub fn extract_uinode_borders(
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default_ui_camera: Extract<DefaultUiCamera>,
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ui_scale: Extract<Res<UiScale>>,
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uinode_query: Extract<
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Query<
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(
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&Node,
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&GlobalTransform,
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&ViewVisibility,
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Option<&CalculatedClip>,
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Option<&TargetCamera>,
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Option<&Parent>,
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&Style,
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&BorderColor,
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),
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Without<ContentSize>,
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>,
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Query<(
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&Node,
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&GlobalTransform,
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&ViewVisibility,
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Option<&CalculatedClip>,
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Option<&TargetCamera>,
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Option<&Parent>,
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&Style,
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AnyOf<(&BorderColor, &Outline)>,
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)>,
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>,
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node_query: Extract<Query<&Node>>,
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) {
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let image = AssetId::<Image>::default();
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for (uinode, global_transform, view_visibility, clip, camera, parent, style, border_color) in
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&uinode_query
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for (
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uinode,
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global_transform,
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view_visibility,
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maybe_clip,
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maybe_camera,
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maybe_parent,
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style,
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(maybe_border_color, maybe_outline),
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) in &uinode_query
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{
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let Some(camera_entity) = camera.map(TargetCamera::entity).or(default_ui_camera.get())
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let Some(camera_entity) = maybe_camera
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.map(TargetCamera::entity)
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.or(default_ui_camera.get())
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else {
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continue;
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};
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// Skip invisible borders
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if !view_visibility.get()
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|| border_color.0.is_fully_transparent()
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|| uinode.size().x <= 0.
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|| uinode.size().y <= 0.
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|| style.display == Display::None
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|| maybe_border_color.is_some_and(|border_color| border_color.0.is_fully_transparent())
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&& maybe_outline.is_some_and(|outline| outline.color.is_fully_transparent())
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{
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continue;
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}
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@ -493,7 +499,7 @@ pub fn extract_uinode_borders(
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// Both vertical and horizontal percentage border values are calculated based on the width of the parent node
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// <https://developer.mozilla.org/en-US/docs/Web/CSS/border-width>
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let parent_width = parent
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let parent_width = maybe_parent
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.and_then(|parent| node_query.get(parent.get()).ok())
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.map(|parent_node| parent_node.size().x)
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.unwrap_or(ui_logical_viewport_size.x);
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@ -508,11 +514,6 @@ pub fn extract_uinode_borders(
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let border = [left, top, right, bottom];
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// don't extract border if no border
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if left == 0.0 && top == 0.0 && right == 0.0 && bottom == 0.0 {
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continue;
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}
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let border_radius = [
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uinode.border_radius.top_left,
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uinode.border_radius.top_right,
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@ -522,110 +523,18 @@ pub fn extract_uinode_borders(
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.map(|r| r * ui_scale.0);
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let border_radius = clamp_radius(border_radius, uinode.size(), border.into());
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let transform = global_transform.compute_matrix();
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extracted_uinodes.uinodes.insert(
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commands.spawn_empty().id(),
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ExtractedUiNode {
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stack_index: uinode.stack_index,
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// This translates the uinode's transform to the center of the current border rectangle
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transform,
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color: border_color.0.into(),
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rect: Rect {
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max: uinode.size(),
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..Default::default()
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},
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image,
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atlas_scaling: None,
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clip: clip.map(|clip| clip.clip),
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flip_x: false,
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flip_y: false,
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camera_entity,
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border_radius,
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border,
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node_type: NodeType::Border,
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},
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);
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}
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}
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pub fn extract_uinode_outlines(
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mut commands: Commands,
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mut extracted_uinodes: ResMut<ExtractedUiNodes>,
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default_ui_camera: Extract<DefaultUiCamera>,
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uinode_query: Extract<
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Query<(
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&Node,
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&GlobalTransform,
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&ViewVisibility,
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Option<&CalculatedClip>,
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Option<&TargetCamera>,
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&Outline,
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)>,
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>,
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) {
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let image = AssetId::<Image>::default();
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for (node, global_transform, view_visibility, maybe_clip, camera, outline) in &uinode_query {
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let Some(camera_entity) = camera.map(TargetCamera::entity).or(default_ui_camera.get())
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else {
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continue;
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};
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// Skip invisible outlines
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if !view_visibility.get()
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|| outline.color.is_fully_transparent()
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|| node.outline_width == 0.
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{
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continue;
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}
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// Calculate the outline rects.
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let inner_rect = Rect::from_center_size(Vec2::ZERO, node.size() + 2. * node.outline_offset);
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let outer_rect = inner_rect.inflate(node.outline_width());
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let outline_edges = [
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// Left edge
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Rect::new(
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outer_rect.min.x,
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outer_rect.min.y,
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inner_rect.min.x,
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outer_rect.max.y,
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),
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// Right edge
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Rect::new(
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inner_rect.max.x,
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outer_rect.min.y,
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outer_rect.max.x,
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outer_rect.max.y,
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),
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// Top edge
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Rect::new(
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inner_rect.min.x,
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outer_rect.min.y,
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inner_rect.max.x,
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inner_rect.min.y,
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),
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// Bottom edge
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Rect::new(
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inner_rect.min.x,
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inner_rect.max.y,
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inner_rect.max.x,
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outer_rect.max.y,
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),
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];
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let world_from_local = global_transform.compute_matrix();
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for edge in outline_edges {
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if edge.min.x < edge.max.x && edge.min.y < edge.max.y {
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// don't extract border if no border or the node is zero-sized (a zero sized node can still have an outline).
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if uinode.size().x > 0. && uinode.size().y > 0. && border != [0.; 4] {
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if let Some(border_color) = maybe_border_color {
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extracted_uinodes.uinodes.insert(
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commands.spawn_empty().id(),
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ExtractedUiNode {
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stack_index: node.stack_index,
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// This translates the uinode's transform to the center of the current border rectangle
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transform: world_from_local
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* Mat4::from_translation(edge.center().extend(0.)),
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color: outline.color.into(),
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stack_index: uinode.stack_index,
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transform: global_transform.compute_matrix(),
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color: border_color.0.into(),
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rect: Rect {
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max: edge.size(),
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max: uinode.size(),
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..Default::default()
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},
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image,
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@ -634,13 +543,46 @@ pub fn extract_uinode_outlines(
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flip_x: false,
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flip_y: false,
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camera_entity,
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border: [0.; 4],
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border_radius: [0.; 4],
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node_type: NodeType::Rect,
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border_radius,
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border,
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node_type: NodeType::Border,
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},
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);
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}
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}
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if let Some(outline) = maybe_outline {
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let outer_distance = uinode.outline_offset() + uinode.outline_width();
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let outline_radius = border_radius.map(|radius| {
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if radius > 0. {
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radius + outer_distance
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} else {
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0.
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}
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});
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let outline_size = uinode.size() + 2. * outer_distance;
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extracted_uinodes.uinodes.insert(
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commands.spawn_empty().id(),
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ExtractedUiNode {
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stack_index: uinode.stack_index,
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transform: global_transform.compute_matrix(),
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color: outline.color.into(),
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rect: Rect {
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max: outline_size,
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..Default::default()
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},
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image,
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atlas_scaling: None,
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clip: maybe_clip.map(|clip| clip.clip),
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flip_x: false,
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flip_y: false,
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camera_entity,
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border: [uinode.outline_width(); 4],
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border_radius: outline_radius,
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node_type: NodeType::Border,
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},
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);
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}
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}
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}
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@ -113,11 +113,17 @@ impl Node {
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}
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#[inline]
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/// Returns the thickness of the UI node's outline.
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/// Returns the thickness of the UI node's outline in logical pixels.
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/// If this value is negative or `0.` then no outline will be rendered.
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pub fn outline_width(&self) -> f32 {
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self.outline_width
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}
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#[inline]
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/// Returns the amount of space between the outline and the edge of the node in logical pixels.
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pub fn outline_offset(&self) -> f32 {
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self.outline_offset
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}
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}
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impl Node {
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