mirror of
https://github.com/bevyengine/bevy
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015f2c69ca
# Objective Continue improving the user experience of our UI Node API in the direction specified by [Bevy's Next Generation Scene / UI System](https://github.com/bevyengine/bevy/discussions/14437) ## Solution As specified in the document above, merge `Style` fields into `Node`, and move "computed Node fields" into `ComputedNode` (I chose this name over something like `ComputedNodeLayout` because it currently contains more than just layout info. If we want to break this up / rename these concepts, lets do that in a separate PR). `Style` has been removed. This accomplishes a number of goals: ## Ergonomics wins Specifying both `Node` and `Style` is now no longer required for non-default styles Before: ```rust commands.spawn(( Node::default(), Style { width: Val::Px(100.), ..default() }, )); ``` After: ```rust commands.spawn(Node { width: Val::Px(100.), ..default() }); ``` ## Conceptual clarity `Style` was never a comprehensive "style sheet". It only defined "core" style properties that all `Nodes` shared. Any "styled property" that couldn't fit that mold had to be in a separate component. A "real" style system would style properties _across_ components (`Node`, `Button`, etc). We have plans to build a true style system (see the doc linked above). By moving the `Style` fields to `Node`, we fully embrace `Node` as the driving concept and remove the "style system" confusion. ## Next Steps * Consider identifying and splitting out "style properties that aren't core to Node". This should not happen for Bevy 0.15. --- ## Migration Guide Move any fields set on `Style` into `Node` and replace all `Style` component usage with `Node`. Before: ```rust commands.spawn(( Node::default(), Style { width: Val::Px(100.), ..default() }, )); ``` After: ```rust commands.spawn(Node { width: Val::Px(100.), ..default() }); ``` For any usage of the "computed node properties" that used to live on `Node`, use `ComputedNode` instead: Before: ```rust fn system(nodes: Query<&Node>) { for node in &nodes { let computed_size = node.size(); } } ``` After: ```rust fn system(computed_nodes: Query<&ComputedNode>) { for computed_node in &computed_nodes { let computed_size = computed_node.size(); } } ```
371 lines
11 KiB
Rust
371 lines
11 KiB
Rust
//! This example displays each contributor to the bevy source code as a bouncing bevy-ball.
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use bevy::{math::bounding::Aabb2d, prelude::*, utils::HashMap};
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use rand::{Rng, SeedableRng};
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use rand_chacha::ChaCha8Rng;
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use std::{
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env::VarError,
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hash::{DefaultHasher, Hash, Hasher},
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io::{self, BufRead, BufReader},
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process::Stdio,
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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::<SelectionTimer>()
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.init_resource::<SharedRng>()
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.add_systems(Startup, (setup_contributor_selection, setup))
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// Systems are chained for determinism only
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.add_systems(Update, (gravity, movement, collisions, selection).chain())
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.run();
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}
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type Contributors = Vec<(String, usize)>;
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#[derive(Resource)]
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struct ContributorSelection {
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order: Vec<Entity>,
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idx: usize,
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}
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#[derive(Resource)]
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struct SelectionTimer(Timer);
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impl Default for SelectionTimer {
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fn default() -> Self {
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Self(Timer::from_seconds(
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SHOWCASE_TIMER_SECS,
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TimerMode::Repeating,
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))
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}
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}
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#[derive(Component)]
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struct ContributorDisplay;
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#[derive(Component)]
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struct Contributor {
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name: String,
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num_commits: usize,
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hue: f32,
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}
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#[derive(Component)]
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struct Velocity {
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translation: Vec3,
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rotation: f32,
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}
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// We're using a shared seeded RNG here to make this example deterministic for testing purposes.
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// This isn't strictly required in practical use unless you need your app to be deterministic.
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#[derive(Resource, Deref, DerefMut)]
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struct SharedRng(ChaCha8Rng);
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impl Default for SharedRng {
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fn default() -> Self {
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Self(ChaCha8Rng::seed_from_u64(10223163112))
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}
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}
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const GRAVITY: f32 = 9.821 * 100.0;
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const SPRITE_SIZE: f32 = 75.0;
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const SELECTED: Hsla = Hsla::hsl(0.0, 0.9, 0.7);
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const DESELECTED: Hsla = Hsla::new(0.0, 0.3, 0.2, 0.92);
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const SELECTED_Z_OFFSET: f32 = 100.0;
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const SHOWCASE_TIMER_SECS: f32 = 3.0;
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const CONTRIBUTORS_LIST: &[&str] = &["Carter Anderson", "And Many More"];
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fn setup_contributor_selection(
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mut commands: Commands,
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asset_server: Res<AssetServer>,
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mut rng: ResMut<SharedRng>,
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) {
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let contribs = contributors_or_fallback();
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let texture_handle = asset_server.load("branding/icon.png");
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let mut contributor_selection = ContributorSelection {
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order: Vec::with_capacity(contribs.len()),
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idx: 0,
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};
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for (name, num_commits) in contribs {
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let transform = Transform::from_xyz(
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rng.gen_range(-400.0..400.0),
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rng.gen_range(0.0..400.0),
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rng.gen(),
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);
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let dir = rng.gen_range(-1.0..1.0);
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let velocity = Vec3::new(dir * 500.0, 0.0, 0.0);
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let hue = name_to_hue(&name);
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// Some sprites should be flipped for variety
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let flipped = rng.gen();
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let entity = commands
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.spawn((
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Contributor {
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name,
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num_commits,
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hue,
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},
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Velocity {
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translation: velocity,
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rotation: -dir * 5.0,
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},
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Sprite {
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image: texture_handle.clone(),
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custom_size: Some(Vec2::splat(SPRITE_SIZE)),
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color: DESELECTED.with_hue(hue).into(),
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flip_x: flipped,
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..default()
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},
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transform,
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))
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.id();
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contributor_selection.order.push(entity);
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}
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commands.insert_resource(contributor_selection);
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}
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fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
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commands.spawn(Camera2d);
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let text_style = TextFont {
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font: asset_server.load("fonts/FiraSans-Bold.ttf"),
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font_size: 60.0,
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..default()
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};
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commands
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.spawn((
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Text::new("Contributor showcase"),
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text_style.clone(),
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ContributorDisplay,
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Node {
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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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))
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.with_child((
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TextSpan::default(),
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TextFont {
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font_size: 30.,
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..text_style
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},
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));
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}
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/// Finds the next contributor to display and selects the entity
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fn selection(
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mut timer: ResMut<SelectionTimer>,
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mut contributor_selection: ResMut<ContributorSelection>,
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contributor_root: Single<Entity, (With<ContributorDisplay>, With<Text>)>,
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mut query: Query<(&Contributor, &mut Sprite, &mut Transform)>,
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mut writer: TextUiWriter,
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time: Res<Time>,
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) {
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if !timer.0.tick(time.delta()).just_finished() {
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return;
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}
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// Deselect the previous contributor
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let entity = contributor_selection.order[contributor_selection.idx];
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if let Ok((contributor, mut sprite, mut transform)) = query.get_mut(entity) {
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deselect(&mut sprite, contributor, &mut transform);
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}
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// Select the next contributor
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if (contributor_selection.idx + 1) < contributor_selection.order.len() {
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contributor_selection.idx += 1;
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} else {
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contributor_selection.idx = 0;
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}
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let entity = contributor_selection.order[contributor_selection.idx];
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if let Ok((contributor, mut sprite, mut transform)) = query.get_mut(entity) {
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let entity = *contributor_root;
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select(
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&mut sprite,
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contributor,
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&mut transform,
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entity,
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&mut writer,
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);
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}
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}
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/// Change the tint color to the "selected" color, bring the object to the front
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/// and display the name.
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fn select(
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sprite: &mut Sprite,
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contributor: &Contributor,
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transform: &mut Transform,
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entity: Entity,
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writer: &mut TextUiWriter,
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) {
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sprite.color = SELECTED.with_hue(contributor.hue).into();
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transform.translation.z += SELECTED_Z_OFFSET;
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writer.text(entity, 0).clone_from(&contributor.name);
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*writer.text(entity, 1) = format!(
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"\n{} commit{}",
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contributor.num_commits,
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if contributor.num_commits > 1 { "s" } else { "" }
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);
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writer.color(entity, 0).0 = sprite.color;
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}
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/// Change the tint color to the "deselected" color and push
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/// the object to the back.
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fn deselect(sprite: &mut Sprite, contributor: &Contributor, transform: &mut Transform) {
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sprite.color = DESELECTED.with_hue(contributor.hue).into();
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transform.translation.z -= SELECTED_Z_OFFSET;
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}
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/// Applies gravity to all entities with a velocity.
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fn gravity(time: Res<Time>, mut velocity_query: Query<&mut Velocity>) {
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let delta = time.delta_secs();
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for mut velocity in &mut velocity_query {
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velocity.translation.y -= GRAVITY * delta;
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}
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}
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/// Checks for collisions of contributor-birbs.
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///
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/// On collision with left-or-right wall it resets the horizontal
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/// velocity. On collision with the ground it applies an upwards
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/// force.
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fn collisions(
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window: Single<&Window>,
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mut query: Query<(&mut Velocity, &mut Transform), With<Contributor>>,
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mut rng: ResMut<SharedRng>,
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) {
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let window_size = window.size();
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let collision_area = Aabb2d::new(Vec2::ZERO, (window_size - SPRITE_SIZE) / 2.);
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// The maximum height the birbs should try to reach is one birb below the top of the window.
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let max_bounce_height = (window_size.y - SPRITE_SIZE * 2.0).max(0.0);
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let min_bounce_height = max_bounce_height * 0.4;
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for (mut velocity, mut transform) in &mut query {
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// Clamp the translation to not go out of the bounds
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if transform.translation.y < collision_area.min.y {
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transform.translation.y = collision_area.min.y;
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// How high this birb will bounce.
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let bounce_height = rng.gen_range(min_bounce_height..=max_bounce_height);
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// Apply the velocity that would bounce the birb up to bounce_height.
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velocity.translation.y = (bounce_height * GRAVITY * 2.).sqrt();
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}
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// Birbs might hit the ceiling if the window is resized.
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// If they do, bounce them.
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if transform.translation.y > collision_area.max.y {
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transform.translation.y = collision_area.max.y;
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velocity.translation.y *= -1.0;
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}
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// On side walls flip the horizontal velocity
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if transform.translation.x < collision_area.min.x {
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transform.translation.x = collision_area.min.x;
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velocity.translation.x *= -1.0;
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velocity.rotation *= -1.0;
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}
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if transform.translation.x > collision_area.max.x {
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transform.translation.x = collision_area.max.x;
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velocity.translation.x *= -1.0;
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velocity.rotation *= -1.0;
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}
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}
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}
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/// Apply velocity to positions and rotations.
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fn movement(time: Res<Time>, mut query: Query<(&Velocity, &mut Transform)>) {
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let delta = time.delta_secs();
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for (velocity, mut transform) in &mut query {
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transform.translation += delta * velocity.translation;
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transform.rotate_z(velocity.rotation * delta);
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}
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}
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#[derive(Debug, thiserror::Error)]
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enum LoadContributorsError {
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#[error("An IO error occurred while reading the git log.")]
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Io(#[from] io::Error),
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#[error("The CARGO_MANIFEST_DIR environment variable was not set.")]
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Var(#[from] VarError),
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#[error("The git process did not return a stdout handle.")]
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Stdout,
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}
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/// Get the names and commit counts of all contributors from the git log.
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///
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/// This function only works if `git` is installed and
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/// the program is run through `cargo`.
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fn contributors() -> Result<Contributors, LoadContributorsError> {
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let manifest_dir = std::env::var("CARGO_MANIFEST_DIR")?;
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let mut cmd = std::process::Command::new("git")
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.args(["--no-pager", "log", "--pretty=format:%an"])
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.current_dir(manifest_dir)
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.stdout(Stdio::piped())
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.spawn()?;
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let stdout = cmd.stdout.take().ok_or(LoadContributorsError::Stdout)?;
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// Take the list of commit author names and collect them into a HashMap,
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// keeping a count of how many commits they authored.
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let contributors = BufReader::new(stdout).lines().map_while(Result::ok).fold(
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HashMap::new(),
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|mut acc, word| {
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*acc.entry(word).or_insert(0) += 1;
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acc
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},
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);
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Ok(contributors.into_iter().collect())
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}
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/// Get the contributors list, or fall back to a default value if
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/// it's unavailable or we're in CI
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fn contributors_or_fallback() -> Contributors {
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let get_default = || {
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CONTRIBUTORS_LIST
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.iter()
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.cycle()
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.take(1000)
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.map(|name| (name.to_string(), 1))
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.collect()
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};
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if cfg!(feature = "bevy_ci_testing") {
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return get_default();
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}
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contributors().unwrap_or_else(|_| get_default())
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}
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/// Give each unique contributor name a particular hue that is stable between runs.
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fn name_to_hue(s: &str) -> f32 {
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let mut hasher = DefaultHasher::new();
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s.hash(&mut hasher);
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hasher.finish() as f32 / u64::MAX as f32 * 360.
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}
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