Basics for the multi_window_camera_ui example
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11
Cargo.toml
11
Cargo.toml
@ -3540,6 +3540,17 @@ description = "Demonstrates creating multiple windows, and rendering to them"
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category = "Window"
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category = "Window"
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wasm = false
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wasm = false
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[[example]]
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name = "multi_window_camera_ui"
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path = "examples/window/multi_window_camera_ui.rs"
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doc-scrape-examples = true
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[package.metadata.example.multi_window_camera_ui]
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name = "Multi-Window Camera UI"
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description = "Demonstrates creating multiple windows with multiple cameras with different UIs"
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category = "Window"
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wasm = false
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[[example]]
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[[example]]
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name = "scale_factor_override"
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name = "scale_factor_override"
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path = "examples/window/scale_factor_override.rs"
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path = "examples/window/scale_factor_override.rs"
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217
examples/window/multi_window_camera_ui.rs
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217
examples/window/multi_window_camera_ui.rs
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@ -0,0 +1,217 @@
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//! Uses two windows to visualize a 3D model from different angles.
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use bevy::color::palettes::css::{DEEP_SKY_BLUE, LIGHT_SKY_BLUE, YELLOW};
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use bevy::{prelude::*, render::camera::RenderTarget, window::WindowRef};
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fn main() {
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App::new()
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// By default, a primary window gets spawned by `WindowPlugin`, contained in `DefaultPlugins`
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.add_plugins(DefaultPlugins)
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.add_systems(Startup, setup_scene)
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.run();
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}
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fn setup_scene(mut commands: Commands, asset_server: Res<AssetServer>) {
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// add entities to the world
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commands.spawn(SceneRoot(
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asset_server.load(GltfAssetLabel::Scene(0).from_asset("models/torus/torus.gltf")),
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));
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// light
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commands.spawn((
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DirectionalLight::default(),
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Transform::from_xyz(3.0, 3.0, 3.0).looking_at(Vec3::ZERO, Vec3::Y),
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));
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let first_window_camera = commands
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.spawn((
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Camera3d::default(),
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Transform::from_xyz(0.0, 0.0, 6.0).looking_at(Vec3::ZERO, Vec3::Y),
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))
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.id();
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// Spawn a second window
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let second_window = commands
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.spawn(Window {
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title: "Second window".to_owned(),
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..default()
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})
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.id();
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let second_window_camera = commands
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.spawn((
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Camera3d::default(),
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Transform::from_xyz(6.0, 0.0, 0.0).looking_at(Vec3::ZERO, Vec3::Y),
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Camera {
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target: RenderTarget::Window(WindowRef::Entity(second_window)),
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..default()
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},
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))
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.id();
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let example_nodes = [
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(1., BorderRadius::all(Val::Px(20.))),
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(2., BorderRadius::MAX),
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(3., BorderRadius::all(Val::Px(20.))),
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(4., BorderRadius::MAX),
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(5., BorderRadius::all(Val::Px(20.))),
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];
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commands
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.spawn((
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Node {
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flex_direction: FlexDirection::RowReverse,
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align_items: AlignItems::Center,
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justify_content: JustifyContent::SpaceEvenly,
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width: Val::Percent(100.),
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height: Val::Percent(11.),
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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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// Since we are using multiple cameras, we need to specify which camera UI should be rendered to
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UiTargetCamera(first_window_camera),
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))
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.with_children(|commands| {
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for (blur, border_radius) in example_nodes {
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commands.spawn(box_shadow_node_bundle(blur, border_radius));
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}
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});
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let first_font_handle = asset_server.load("fonts/FiraSans-Bold.ttf");
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commands
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.spawn((
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Node {
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position_type: PositionType::Absolute,
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bottom: Val::ZERO,
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left: Val::Px(200.),
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width: Val::Px(100.),
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..default()
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},
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BackgroundColor(Color::from(DEEP_SKY_BLUE)),
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UiTargetCamera(first_window_camera),
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))
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.with_children(|command| {
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command.spawn((
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Text::new("First window"),
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TextFont {
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font: first_font_handle.clone(),
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font_size: 50.0,
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..default()
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},
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TextColor(YELLOW.into()),
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));
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});
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commands
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.spawn((
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Node {
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position_type: PositionType::Absolute,
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bottom: Val::ZERO,
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left: Val::Px(500.),
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width: Val::Px(100.),
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overflow: Overflow::hidden(),
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..default()
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},
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BackgroundColor(Color::from(DEEP_SKY_BLUE)),
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UiTargetCamera(first_window_camera),
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))
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.with_children(|command| {
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command.spawn((
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Text::new("xxxxxxx"),
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TextFont {
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font: first_font_handle.clone(),
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font_size: 50.0,
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..default()
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},
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TextColor(YELLOW.into()),
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));
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});
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commands
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.spawn((
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Node {
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flex_direction: FlexDirection::Column,
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align_items: AlignItems::Center,
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justify_content: JustifyContent::SpaceEvenly,
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width: Val::Percent(7.),
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height: Val::Percent(100.),
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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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// Since we are using multiple cameras, we need to specify which camera UI should be rendered to
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UiTargetCamera(second_window_camera),
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))
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.with_children(|commands| {
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for (blur, border_radius) in example_nodes {
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commands.spawn(box_shadow_node_bundle(blur, border_radius));
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}
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});
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let second_font_handle = asset_server.load("fonts/FiraMono-Medium.ttf");
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commands
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.spawn((
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Node {
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position_type: PositionType::Absolute,
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bottom: Val::ZERO,
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left: Val::Px(200.),
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width: Val::Px(100.),
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..default()
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},
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BackgroundColor(Color::from(DEEP_SKY_BLUE)),
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UiTargetCamera(second_window_camera),
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))
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.with_children(|command| {
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command.spawn((
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Text::new("Second window"),
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TextFont {
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font: second_font_handle.clone(),
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font_size: 50.0,
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..default()
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},
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TextColor(YELLOW.into()),
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));
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});
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commands
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.spawn((
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Node {
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position_type: PositionType::Absolute,
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bottom: Val::ZERO,
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left: Val::Px(500.),
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width: Val::Px(100.),
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overflow: Overflow::hidden(),
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..default()
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},
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BackgroundColor(Color::from(DEEP_SKY_BLUE)),
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UiTargetCamera(second_window_camera),
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))
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.with_children(|command| {
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command.spawn((
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Text::new("xxxxxxx"),
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TextFont {
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font: second_font_handle.clone(),
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font_size: 50.0,
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..default()
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},
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TextColor(YELLOW.into()),
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));
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});
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}
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fn box_shadow_node_bundle(blur: f32, border_radius: BorderRadius) -> impl Bundle {
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(
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Node {
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width: Val::Px(50.),
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height: Val::Px(50.),
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border: UiRect::all(Val::Px(4.)),
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..default()
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},
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BorderColor(LIGHT_SKY_BLUE.into()),
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border_radius,
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BackgroundColor(DEEP_SKY_BLUE.into()),
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BoxShadow::new(
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Color::BLACK.with_alpha(0.8),
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Val::Percent(10.),
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Val::Percent(10.),
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Val::Percent(10.),
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Val::Px(blur),
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),
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)
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}
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