mirror of
https://github.com/bevyengine/bevy
synced 2024-11-22 20:53:53 +00:00
b995827013
# Objective Make `bevy_ui` "root" nodes more intuitive to use/style by: - Removing the implicit flexbox styling (such as stretch alignment) that is applied to them, and replacing it with more intuitive CSS Grid styling (notably with stretch alignment disabled in both axes). - Making root nodes layout independently of each other. Instead of there being a single implicit "viewport" node that all root nodes are children of, there is now an implicit "viewport" node *per root node*. And layout of each tree is computed separately. ## Solution - Remove the global implicit viewport node, and instead create an implicit viewport node for each user-specified root node. - Keep track of both the user-specified root nodes and the implicit viewport nodes in a separate `Vec`. - Use the window's size as the `available_space` parameter to `Taffy.compute_layout` rather than setting it on the implicit viewport node (and set the viewport to `height: 100%; width: 100%` to make this "just work"). --- ## Changelog - Bevy UI now lays out root nodes independently of each other in separate layout contexts. - The implicit viewport node (which contains each user-specified root node) is now `Display::Grid` with `align_items` and `justify_items` both set to `Start`. ## Migration Guide - Bevy UI now lays out root nodes independently of each other in separate layout contexts. If you were relying on your root nodes being able to affect each other's layouts, then you may need to wrap them in a single root node. - The implicit viewport node (which contains each user-specified root node) is now `Display::Grid` with `align_items` and `justify_items` both set to `Start`. You may need to add `height: Val::Percent(100.)` to your root nodes if you were previously relying on being implicitly set.
258 lines
7.7 KiB
Rust
258 lines
7.7 KiB
Rust
/// General UI benchmark that stress tests layouting, text, interaction and rendering
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use argh::FromArgs;
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use bevy::{
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diagnostic::{FrameTimeDiagnosticsPlugin, LogDiagnosticsPlugin},
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prelude::*,
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window::{PresentMode, WindowPlugin},
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};
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const FONT_SIZE: f32 = 7.0;
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#[derive(FromArgs, Resource)]
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/// `many_buttons` general UI benchmark that stress tests layouting, text, interaction and rendering
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struct Args {
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/// whether to add text to each button
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#[argh(switch)]
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no_text: bool,
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/// whether to add borders to each button
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#[argh(switch)]
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no_borders: bool,
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/// whether to perform a full relayout each frame
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#[argh(switch)]
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relayout: bool,
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/// whether to recompute all text each frame
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#[argh(switch)]
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recompute_text: bool,
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/// how many buttons per row and column of the grid.
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#[argh(option, default = "110")]
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buttons: usize,
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/// give every nth button an image
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#[argh(option, default = "4")]
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image_freq: usize,
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/// use the grid layout model
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#[argh(switch)]
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grid: bool,
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}
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/// This example shows what happens when there is a lot of buttons on screen.
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fn main() {
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let args: Args = argh::from_env();
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let mut app = App::new();
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app.add_plugins((
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DefaultPlugins.set(WindowPlugin {
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primary_window: Some(Window {
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present_mode: PresentMode::AutoNoVsync,
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..default()
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}),
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..default()
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}),
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FrameTimeDiagnosticsPlugin,
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LogDiagnosticsPlugin::default(),
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))
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.add_systems(Update, button_system);
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if args.grid {
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app.add_systems(Startup, setup_grid);
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} else {
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app.add_systems(Startup, setup_flex);
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}
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if args.relayout {
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app.add_systems(Update, |mut style_query: Query<&mut Style>| {
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style_query.for_each_mut(|mut style| style.set_changed());
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});
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}
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if args.recompute_text {
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app.add_systems(Update, |mut text_query: Query<&mut Text>| {
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text_query.for_each_mut(|mut text| text.set_changed());
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});
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}
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app.insert_resource(args).run();
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}
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#[derive(Component)]
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struct IdleColor(BackgroundColor);
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fn button_system(
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mut interaction_query: Query<
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(&Interaction, &mut BackgroundColor, &IdleColor),
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Changed<Interaction>,
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>,
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) {
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for (interaction, mut button_color, IdleColor(idle_color)) in interaction_query.iter_mut() {
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*button_color = match interaction {
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Interaction::Hovered => Color::ORANGE_RED.into(),
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_ => *idle_color,
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};
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}
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}
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fn setup_flex(mut commands: Commands, asset_server: Res<AssetServer>, args: Res<Args>) {
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warn!(include_str!("warning_string.txt"));
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let image = if 0 < args.image_freq {
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Some(asset_server.load("branding/icon.png"))
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} else {
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None
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};
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let buttons_f = args.buttons as f32;
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let border = if args.no_borders {
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UiRect::ZERO
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} else {
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UiRect::all(Val::VMin(0.05 * 90. / buttons_f))
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};
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let as_rainbow = |i: usize| Color::hsl((i as f32 / buttons_f) * 360.0, 0.9, 0.8);
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commands.spawn(Camera2dBundle::default());
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commands
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.spawn(NodeBundle {
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style: Style {
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flex_direction: FlexDirection::Column,
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justify_content: JustifyContent::Center,
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align_items: AlignItems::Center,
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width: Val::Percent(100.),
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height: Val::Percent(100.),
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..default()
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},
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..default()
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})
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.with_children(|commands| {
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for column in 0..args.buttons {
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commands
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.spawn(NodeBundle::default())
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.with_children(|commands| {
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for row in 0..args.buttons {
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let color = as_rainbow(row % column.max(1)).into();
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let border_color = Color::WHITE.with_a(0.5).into();
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spawn_button(
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commands,
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color,
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buttons_f,
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column,
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row,
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!args.no_text,
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border,
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border_color,
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image
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.as_ref()
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.filter(|_| (column + row) % args.image_freq == 0)
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.cloned(),
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);
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}
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});
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}
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});
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}
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fn setup_grid(mut commands: Commands, asset_server: Res<AssetServer>, args: Res<Args>) {
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warn!(include_str!("warning_string.txt"));
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let image = if 0 < args.image_freq {
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Some(asset_server.load("branding/icon.png"))
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} else {
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None
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};
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let buttons_f = args.buttons as f32;
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let border = if args.no_borders {
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UiRect::ZERO
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} else {
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UiRect::all(Val::VMin(0.05 * 90. / buttons_f))
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};
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let as_rainbow = |i: usize| Color::hsl((i as f32 / buttons_f) * 360.0, 0.9, 0.8);
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commands.spawn(Camera2dBundle::default());
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commands
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.spawn(NodeBundle {
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style: Style {
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display: Display::Grid,
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width: Val::Percent(100.),
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height: Val::Percent(100.0),
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grid_template_columns: RepeatedGridTrack::flex(args.buttons as u16, 1.0),
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grid_template_rows: RepeatedGridTrack::flex(args.buttons as u16, 1.0),
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..default()
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},
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..default()
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})
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.with_children(|commands| {
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for column in 0..args.buttons {
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for row in 0..args.buttons {
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let color = as_rainbow(row % column.max(1)).into();
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let border_color = Color::WHITE.with_a(0.5).into();
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spawn_button(
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commands,
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color,
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buttons_f,
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column,
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row,
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!args.no_text,
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border,
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border_color,
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image
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.as_ref()
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.filter(|_| (column + row) % args.image_freq == 0)
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.cloned(),
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);
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}
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}
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});
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}
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#[allow(clippy::too_many_arguments)]
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fn spawn_button(
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commands: &mut ChildBuilder,
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background_color: BackgroundColor,
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buttons: f32,
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column: usize,
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row: usize,
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spawn_text: bool,
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border: UiRect,
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border_color: BorderColor,
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image: Option<Handle<Image>>,
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) {
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let width = Val::Vw(90.0 / buttons);
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let height = Val::Vh(90.0 / buttons);
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let margin = UiRect::axes(width * 0.05, height * 0.05);
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let mut builder = commands.spawn((
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ButtonBundle {
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style: Style {
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width,
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height,
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margin,
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align_items: AlignItems::Center,
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justify_content: JustifyContent::Center,
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border,
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..default()
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},
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background_color,
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border_color,
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..default()
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},
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IdleColor(background_color),
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));
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if let Some(image) = image {
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builder.insert(UiImage::new(image));
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}
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if spawn_text {
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builder.with_children(|parent| {
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parent.spawn(TextBundle::from_section(
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format!("{column}, {row}"),
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TextStyle {
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font_size: FONT_SIZE,
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color: Color::rgb(0.2, 0.2, 0.2),
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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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}
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