mirror of
https://github.com/bevyengine/bevy
synced 2024-11-10 07:04:33 +00:00
a7aee1d03a
# Objective While doing a bunch of testing on examples, I noticed that this particular example had lots of room for improvement. This example is shown in example showcase, so it might as well look nice. - The "overflow containers" have no vertical separation from each other - The "overflow containers" are aligned awkwardly - The instructions say you can "toggle" overflow, but it's actually cycling through various overflow modes, with no indication of which mode is currently active. - The UI structure could be simplified ## Solution - Simplify the UI structure by - Moving the instructions into an absolutely positioned node, which we do in most other examples with instructions - Using a grid layout and removing some unnecessary containers - Show the current overflow mode - Add a gap between the overflow containers - Other misc cleanup ## Before / After <img width="1280" alt="Screenshot 2024-02-15 at 9 48 02 AM" src="https://github.com/bevyengine/bevy/assets/200550/046e53b3-f744-48a2-b5ac-24b3f35b64ca"> <img width="1280" alt="Screenshot 2024-02-15 at 9 48 26 AM" src="https://github.com/bevyengine/bevy/assets/200550/7e5e4ecf-dd1d-440a-b4a8-dd43bee3ef0a">
297 lines
8.7 KiB
Rust
297 lines
8.7 KiB
Rust
//! Tests how different transforms behave when clipped with `Overflow::Hidden`
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use bevy::{input::common_conditions::input_just_pressed, prelude::*};
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use std::f32::consts::{FRAC_PI_2, PI, TAU};
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const CONTAINER_SIZE: f32 = 150.0;
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const HALF_CONTAINER_SIZE: f32 = CONTAINER_SIZE / 2.0;
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const LOOP_LENGTH: f32 = 4.0;
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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::<AnimationState>()
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.add_systems(Startup, setup)
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.add_systems(
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Update,
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(
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toggle_overflow.run_if(input_just_pressed(KeyCode::KeyO)),
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next_container_size.run_if(input_just_pressed(KeyCode::KeyS)),
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update_transform::<Move>,
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update_transform::<Scale>,
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update_transform::<Rotate>,
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update_animation,
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),
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)
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.run();
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}
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#[derive(Component)]
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struct Instructions;
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#[derive(Resource, Default)]
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struct AnimationState {
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playing: bool,
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paused_at: f32,
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paused_total: f32,
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t: f32,
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}
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#[derive(Component)]
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struct Container(u8);
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trait UpdateTransform {
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fn update(&self, t: f32, transform: &mut Transform);
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}
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#[derive(Component)]
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struct Move;
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impl UpdateTransform for Move {
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fn update(&self, t: f32, transform: &mut Transform) {
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transform.translation.x = (t * TAU - FRAC_PI_2).sin() * HALF_CONTAINER_SIZE;
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transform.translation.y = -(t * TAU - FRAC_PI_2).cos() * HALF_CONTAINER_SIZE;
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}
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}
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#[derive(Component)]
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struct Scale;
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impl UpdateTransform for Scale {
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fn update(&self, t: f32, transform: &mut Transform) {
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transform.scale.x = 1.0 + 0.5 * (t * TAU).cos().max(0.0);
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transform.scale.y = 1.0 + 0.5 * (t * TAU + PI).cos().max(0.0);
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}
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}
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#[derive(Component)]
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struct Rotate;
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impl UpdateTransform for Rotate {
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fn update(&self, t: f32, transform: &mut Transform) {
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transform.rotation = Quat::from_axis_angle(Vec3::Z, ((t * TAU).cos() * 45.0).to_radians());
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}
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}
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fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
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// Camera
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commands.spawn(Camera2dBundle::default());
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// Instructions
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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::from_sections([
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TextSection::new(
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"Next Overflow Setting (O)\nNext Container Size (S)\nToggle Animation (space)\n\n",
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text_style.clone(),
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),
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TextSection::new(format!("{:?}", Overflow::clip()), text_style.clone()),
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])
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.with_style(Style {
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position_type: PositionType::Absolute,
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top: Val::Px(12.0),
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left: Val::Px(12.0),
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..default()
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}),
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Instructions,
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));
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// Overflow Debug
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commands
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.spawn(NodeBundle {
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style: Style {
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width: Val::Percent(100.),
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height: Val::Percent(100.),
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justify_content: JustifyContent::Center,
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align_items: AlignItems::Center,
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..default()
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},
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..default()
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})
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.with_children(|parent| {
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parent
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.spawn(NodeBundle {
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style: Style {
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display: Display::Grid,
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grid_template_columns: RepeatedGridTrack::px(3, CONTAINER_SIZE),
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grid_template_rows: RepeatedGridTrack::px(2, CONTAINER_SIZE),
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row_gap: Val::Px(80.),
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column_gap: Val::Px(80.),
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..default()
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},
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..default()
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})
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.with_children(|parent| {
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spawn_image(parent, &asset_server, Move);
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spawn_image(parent, &asset_server, Scale);
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spawn_image(parent, &asset_server, Rotate);
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spawn_text(parent, &asset_server, Move);
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spawn_text(parent, &asset_server, Scale);
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spawn_text(parent, &asset_server, Rotate);
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});
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});
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}
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fn spawn_image(
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parent: &mut ChildBuilder,
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asset_server: &Res<AssetServer>,
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update_transform: impl UpdateTransform + Component,
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) {
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spawn_container(parent, update_transform, |parent| {
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parent.spawn(ImageBundle {
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image: UiImage::new(asset_server.load("branding/bevy_logo_dark_big.png")),
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style: Style {
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height: Val::Px(100.),
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position_type: PositionType::Absolute,
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top: Val::Px(-50.),
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left: Val::Px(-200.),
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..default()
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},
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..default()
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});
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});
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}
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fn spawn_text(
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parent: &mut ChildBuilder,
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asset_server: &Res<AssetServer>,
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update_transform: impl UpdateTransform + Component,
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) {
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spawn_container(parent, update_transform, |parent| {
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parent.spawn(TextBundle::from_section(
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"Bevy",
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TextStyle {
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font: asset_server.load("fonts/FiraSans-Bold.ttf"),
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font_size: 120.0,
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..default()
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},
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));
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});
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}
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fn spawn_container(
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parent: &mut ChildBuilder,
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update_transform: impl UpdateTransform + Component,
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spawn_children: impl FnOnce(&mut ChildBuilder),
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) {
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let mut transform = Transform::default();
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update_transform.update(0.0, &mut transform);
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parent
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.spawn((
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NodeBundle {
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style: Style {
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width: Val::Percent(100.),
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height: Val::Percent(100.),
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align_items: AlignItems::Center,
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justify_content: JustifyContent::Center,
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overflow: Overflow::clip(),
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..default()
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},
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background_color: Color::DARK_GRAY.into(),
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..default()
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},
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Container(0),
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))
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.with_children(|parent| {
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parent
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.spawn((
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NodeBundle {
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style: Style {
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align_items: AlignItems::Center,
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justify_content: JustifyContent::Center,
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top: Val::Px(transform.translation.x),
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left: Val::Px(transform.translation.y),
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..default()
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},
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transform,
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..default()
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},
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update_transform,
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))
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.with_children(spawn_children);
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});
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}
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fn update_animation(
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mut animation: ResMut<AnimationState>,
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time: Res<Time>,
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keys: Res<ButtonInput<KeyCode>>,
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) {
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let delta = time.elapsed_seconds();
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if keys.just_pressed(KeyCode::Space) {
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animation.playing = !animation.playing;
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if !animation.playing {
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animation.paused_at = delta;
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} else {
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animation.paused_total += delta - animation.paused_at;
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}
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}
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if animation.playing {
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animation.t = (delta - animation.paused_total) % LOOP_LENGTH / LOOP_LENGTH;
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}
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}
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fn update_transform<T: UpdateTransform + Component>(
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animation: Res<AnimationState>,
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mut containers: Query<(&mut Transform, &mut Style, &T)>,
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) {
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for (mut transform, mut style, update_transform) in &mut containers {
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update_transform.update(animation.t, &mut transform);
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style.left = Val::Px(transform.translation.x);
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style.top = Val::Px(transform.translation.y);
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}
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}
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fn toggle_overflow(
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mut containers: Query<&mut Style, With<Container>>,
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mut instructions: Query<&mut Text, With<Instructions>>,
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) {
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for mut style in &mut containers {
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style.overflow = match style.overflow {
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Overflow {
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x: OverflowAxis::Visible,
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y: OverflowAxis::Visible,
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} => Overflow::clip_y(),
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Overflow {
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x: OverflowAxis::Visible,
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y: OverflowAxis::Clip,
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} => Overflow::clip_x(),
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Overflow {
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x: OverflowAxis::Clip,
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y: OverflowAxis::Visible,
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} => Overflow::clip(),
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_ => Overflow::visible(),
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};
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let mut text = instructions.single_mut();
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text.sections[1].value = format!("{:?}", style.overflow);
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}
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}
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fn next_container_size(mut containers: Query<(&mut Style, &mut Container)>) {
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for (mut style, mut container) in &mut containers {
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container.0 = (container.0 + 1) % 3;
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style.width = match container.0 {
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2 => Val::Percent(30.),
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_ => Val::Percent(100.),
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};
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style.height = match container.0 {
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1 => Val::Percent(30.),
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_ => Val::Percent(100.),
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};
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}
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}
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