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(); } } ```
286 lines
8.2 KiB
Rust
286 lines
8.2 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::*, ui::widget::TextUiWriter};
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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 = ops::sin(t * TAU - FRAC_PI_2) * HALF_CONTAINER_SIZE;
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transform.translation.y = -ops::cos(t * TAU - FRAC_PI_2) * 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 * ops::cos(t * TAU).max(0.0);
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transform.scale.y = 1.0 + 0.5 * ops::cos(t * TAU + PI).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 =
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Quat::from_axis_angle(Vec3::Z, (ops::cos(t * TAU) * 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(Camera2d);
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// Instructions
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let text_font = TextFont::default();
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commands
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.spawn((
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Text::new(
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"Next Overflow Setting (O)\nNext Container Size (S)\nToggle Animation (space)\n\n",
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),
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text_font.clone(),
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Node {
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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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.with_child((
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TextSpan::new(format!("{:?}", Overflow::clip())),
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text_font.clone(),
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));
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// Overflow Debug
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commands
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.spawn(Node {
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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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.with_children(|parent| {
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parent
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.spawn(Node {
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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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.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((
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UiImage::new(asset_server.load("branding/bevy_logo_dark_big.png")),
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Node {
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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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));
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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((
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Text::new("Bevy"),
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TextFont {
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font: asset_server.load("fonts/FiraSans-Bold.ttf"),
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font_size: 100.0,
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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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Node {
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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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BackgroundColor(Color::srgb(0.25, 0.25, 0.25)),
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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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Node {
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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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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_secs();
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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 Node, &T)>,
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) {
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for (mut transform, mut node, update_transform) in &mut containers {
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update_transform.update(animation.t, &mut transform);
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node.left = Val::Px(transform.translation.x);
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node.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 Node, With<Container>>,
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instructions: Single<Entity, With<Instructions>>,
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mut writer: TextUiWriter,
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) {
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for mut node in &mut containers {
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node.overflow = match node.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 entity = *instructions;
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*writer.text(entity, 1) = format!("{:?}", node.overflow);
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}
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}
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fn next_container_size(mut containers: Query<(&mut Node, &mut Container)>) {
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for (mut node, mut container) in &mut containers {
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container.0 = (container.0 + 1) % 3;
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node.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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node.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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