mirror of
https://github.com/bevyengine/bevy
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336fddb101
# Objective In Bevy 0.13, `BackgroundColor` simply tinted the image of any `UiImage`. This was confusing: in every other case (e.g. Text), this added a solid square behind the element. #11165 changed this, but removed `BackgroundColor` from `ImageBundle` to avoid confusion, since the semantic meaning had changed. However, this resulted in a serious UX downgrade / inconsistency, as this behavior was no longer part of the bundle (unlike for `TextBundle` or `NodeBundle`), leaving users with a relatively frustrating upgrade path. Additionally, adding both `BackgroundColor` and `UiImage` resulted in a bizarre effect, where the background color was seemingly ignored as it was covered by a solid white placeholder image. Fixes #13969. ## Solution Per @viridia's design: > - if you don't specify a background color, it's transparent. > - if you don't specify an image color, it's white (because it's a multiplier). > - if you don't specify an image, no image is drawn. > - if you specify both a background color and an image color, they are independent. > - the background color is drawn behind the image (in whatever pixels are transparent) As laid out by @benfrankel, this involves: 1. Changing the default `UiImage` to use a transparent texture but a pure white tint. 2. Adding `UiImage::solid_color` to quickly set placeholder images. 3. Changing the default `BorderColor` and `BackgroundColor` to transparent. 4. Removing the default overrides for these values in the other assorted UI bundles. 5. Adding `BackgroundColor` back to `ImageBundle` and `ButtonBundle`. 6. Adding a 1x1 `Image::transparent`, which can be accessed from `Assets<Image>` via the `TRANSPARENT_IMAGE_HANDLE` constant. Huge thanks to everyone who helped out with the design in the linked issue and [the Discord thread](https://discord.com/channels/691052431525675048/1255209923890118697/1255209999278280844): this was very much a joint design. @cart helped me figure out how to set the UiImage's default texture to a transparent 1x1 image, which is a much nicer fix. ## Testing I've checked the examples modified by this PR, and the `ui` example as well just to be sure. ## Migration Guide - `BackgroundColor` no longer tints the color of images in `ImageBundle` or `ButtonBundle`. Set `UiImage::color` to tint images instead. - The default texture for `UiImage` is now a transparent white square. Use `UiImage::solid_color` to quickly draw debug images. - The default value for `BackgroundColor` and `BorderColor` is now transparent. Set the color to white manually to return to previous behavior.
209 lines
7 KiB
Rust
209 lines
7 KiB
Rust
//! Renders two cameras to the same window to accomplish "split screen".
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use std::f32::consts::PI;
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use bevy::{
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pbr::CascadeShadowConfigBuilder, prelude::*, render::camera::Viewport, window::WindowResized,
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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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.add_systems(Startup, setup)
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.add_systems(Update, (set_camera_viewports, button_system))
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.run();
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}
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/// set up a simple 3D scene
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fn setup(
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mut commands: Commands,
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asset_server: Res<AssetServer>,
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mut meshes: ResMut<Assets<Mesh>>,
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mut materials: ResMut<Assets<StandardMaterial>>,
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) {
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// plane
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commands.spawn(PbrBundle {
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mesh: meshes.add(Plane3d::default().mesh().size(100.0, 100.0)),
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material: materials.add(Color::srgb(0.3, 0.5, 0.3)),
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..default()
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});
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commands.spawn(SceneBundle {
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scene: asset_server.load(GltfAssetLabel::Scene(0).from_asset("models/animated/Fox.glb")),
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..default()
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});
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// Light
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commands.spawn(DirectionalLightBundle {
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transform: Transform::from_rotation(Quat::from_euler(EulerRot::ZYX, 0.0, 1.0, -PI / 4.)),
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directional_light: DirectionalLight {
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shadows_enabled: true,
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..default()
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},
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cascade_shadow_config: CascadeShadowConfigBuilder {
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num_cascades: 2,
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first_cascade_far_bound: 200.0,
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maximum_distance: 280.0,
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..default()
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}
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.into(),
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..default()
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});
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// Cameras and their dedicated UI
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for (index, (camera_name, camera_pos)) in [
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("Player 1", Vec3::new(0.0, 200.0, -150.0)),
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("Player 2", Vec3::new(150.0, 150., 50.0)),
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("Player 3", Vec3::new(100.0, 150., -150.0)),
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("Player 4", Vec3::new(-100.0, 80., 150.0)),
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]
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.iter()
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.enumerate()
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{
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let camera = commands
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.spawn((
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Camera3dBundle {
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transform: Transform::from_translation(*camera_pos)
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.looking_at(Vec3::ZERO, Vec3::Y),
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camera: Camera {
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// Renders cameras with different priorities to prevent ambiguities
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order: index as isize,
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// Don't clear after the first camera because the first camera already cleared the entire window
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clear_color: if index > 0 {
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ClearColorConfig::None
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} else {
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ClearColorConfig::default()
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},
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..default()
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},
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..default()
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},
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CameraPosition {
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pos: UVec2::new((index % 2) as u32, (index / 2) as u32),
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},
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))
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.id();
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// Set up UI
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commands
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.spawn((
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TargetCamera(camera),
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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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padding: UiRect::all(Val::Px(20.)),
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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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.with_children(|parent| {
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parent.spawn(TextBundle::from_section(*camera_name, TextStyle::default()));
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buttons_panel(parent);
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});
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}
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fn buttons_panel(parent: &mut ChildBuilder) {
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parent
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.spawn(NodeBundle {
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style: Style {
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position_type: PositionType::Absolute,
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width: Val::Percent(100.),
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height: Val::Percent(100.),
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display: Display::Flex,
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flex_direction: FlexDirection::Row,
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justify_content: JustifyContent::SpaceBetween,
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align_items: AlignItems::Center,
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padding: UiRect::all(Val::Px(20.)),
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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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rotate_button(parent, "<", Direction::Left);
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rotate_button(parent, ">", Direction::Right);
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});
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}
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fn rotate_button(parent: &mut ChildBuilder, caption: &str, direction: Direction) {
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parent
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.spawn((
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RotateCamera(direction),
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ButtonBundle {
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style: Style {
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width: Val::Px(40.),
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height: Val::Px(40.),
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border: UiRect::all(Val::Px(2.)),
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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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border_color: Color::WHITE.into(),
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background_color: Color::srgb(0.25, 0.25, 0.25).into(),
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..default()
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},
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))
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.with_children(|parent| {
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parent.spawn(TextBundle::from_section(caption, TextStyle::default()));
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});
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}
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}
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#[derive(Component)]
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struct CameraPosition {
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pos: UVec2,
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}
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#[derive(Component)]
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struct RotateCamera(Direction);
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enum Direction {
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Left,
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Right,
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}
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fn set_camera_viewports(
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windows: Query<&Window>,
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mut resize_events: EventReader<WindowResized>,
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mut query: Query<(&CameraPosition, &mut Camera)>,
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) {
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// We need to dynamically resize the camera's viewports whenever the window size changes
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// so then each camera always takes up half the screen.
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// A resize_event is sent when the window is first created, allowing us to reuse this system for initial setup.
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for resize_event in resize_events.read() {
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let window = windows.get(resize_event.window).unwrap();
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let size = window.physical_size() / 2;
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for (camera_position, mut camera) in &mut query {
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camera.viewport = Some(Viewport {
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physical_position: camera_position.pos * size,
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physical_size: size,
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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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#[allow(clippy::type_complexity)]
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fn button_system(
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interaction_query: Query<
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(&Interaction, &TargetCamera, &RotateCamera),
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(Changed<Interaction>, With<Button>),
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>,
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mut camera_query: Query<&mut Transform, With<Camera>>,
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) {
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for (interaction, target_camera, RotateCamera(direction)) in &interaction_query {
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if let Interaction::Pressed = *interaction {
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// Since TargetCamera propagates to the children, we can use it to find
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// which side of the screen the button is on.
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if let Ok(mut camera_transform) = camera_query.get_mut(target_camera.entity()) {
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let angle = match direction {
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Direction::Left => -0.1,
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Direction::Right => 0.1,
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};
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camera_transform.rotate_around(Vec3::ZERO, Quat::from_axis_angle(Vec3::Y, angle));
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}
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}
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}
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}
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