
# Objective As discussed in #14275, Bevy is currently too prone to panic, and makes the easy / beginner-friendly way to do a large number of operations just to panic on failure. This is seriously frustrating in library code, but also slows down development, as many of the `Query::single` panics can actually safely be an early return (these panics are often due to a small ordering issue or a change in game state. More critically, in most "finished" products, panics are unacceptable: any unexpected failures should be handled elsewhere. That's where the new With the advent of good system error handling, we can now remove this. Note: I was instrumental in a) introducing this idea in the first place and b) pushing to make the panicking variant the default. The introduction of both `let else` statements in Rust and the fancy system error handling work in 0.16 have changed my mind on the right balance here. ## Solution 1. Make `Query::single` and `Query::single_mut` (and other random related methods) return a `Result`. 2. Handle all of Bevy's internal usage of these APIs. 3. Deprecate `Query::get_single` and friends, since we've moved their functionality to the nice names. 4. Add detailed advice on how to best handle these errors. Generally I like the diff here, although `get_single().unwrap()` in tests is a bit of a downgrade. ## Testing I've done a global search for `.single` to track down any missed deprecated usages. As to whether or not all the migrations were successful, that's what CI is for :) ## Future work ~~Rename `Query::get_single` and friends to `Query::single`!~~ ~~I've opted not to do this in this PR, and smear it across two releases in order to ease the migration. Successive deprecations are much easier to manage than the semantics and types shifting under your feet.~~ Cart has convinced me to change my mind on this; see https://github.com/bevyengine/bevy/pull/18082#discussion_r1974536085. ## Migration guide `Query::single`, `Query::single_mut` and their `QueryState` equivalents now return a `Result`. Generally, you'll want to: 1. Use Bevy 0.16's system error handling to return a `Result` using the `?` operator. 2. Use a `let else Ok(data)` block to early return if it's an expected failure. 3. Use `unwrap()` or `Ok` destructuring inside of tests. The old `Query::get_single` (etc) methods which did this have been deprecated.
228 lines
6.1 KiB
Rust
228 lines
6.1 KiB
Rust
//! Renders a lot of `Text2d`s
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use std::ops::RangeInclusive;
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use bevy::{
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diagnostic::{FrameTimeDiagnosticsPlugin, LogDiagnosticsPlugin},
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prelude::*,
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render::view::NoFrustumCulling,
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text::FontAtlasSets,
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window::{PresentMode, WindowResolution},
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};
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use argh::FromArgs;
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use rand::{
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seq::{IteratorRandom, SliceRandom},
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Rng, SeedableRng,
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};
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use rand_chacha::ChaCha8Rng;
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const CAMERA_SPEED: f32 = 1000.0;
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// Some code points for valid glyphs in `FiraSans-Bold.ttf`
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const CODE_POINT_RANGES: [RangeInclusive<u32>; 5] = [
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0x20..=0x7e,
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0xa0..=0x17e,
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0x180..=0x2b2,
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0x3f0..=0x479,
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0x48a..=0x52f,
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];
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#[derive(FromArgs, Resource)]
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/// `many_text2d` stress test
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struct Args {
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/// whether to use many different glyphs to increase the amount of font atlas textures used.
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#[argh(switch)]
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many_glyphs: bool,
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/// whether to use many different font sizes to increase the amount of font atlas textures used.
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#[argh(switch)]
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many_font_sizes: bool,
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/// whether to force the text to recompute every frame by triggering change detection.
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#[argh(switch)]
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recompute: bool,
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/// whether to disable all frustum culling.
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#[argh(switch)]
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no_frustum_culling: bool,
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/// whether the text should use `JustifyText::Center`.
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#[argh(switch)]
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center: bool,
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}
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#[derive(Resource)]
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struct FontHandle(Handle<Font>);
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impl FromWorld for FontHandle {
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fn from_world(world: &mut World) -> Self {
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Self(world.load_asset("fonts/FiraSans-Bold.ttf"))
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}
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}
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fn main() {
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// `from_env` panics on the web
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#[cfg(not(target_arch = "wasm32"))]
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let args: Args = argh::from_env();
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#[cfg(target_arch = "wasm32")]
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let args = Args::from_args(&[], &[]).unwrap();
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let mut app = App::new();
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app.add_plugins((
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FrameTimeDiagnosticsPlugin::default(),
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LogDiagnosticsPlugin::default(),
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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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resolution: WindowResolution::new(1920.0, 1080.0).with_scale_factor_override(1.0),
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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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.init_resource::<FontHandle>()
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.add_systems(Startup, setup)
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.add_systems(Update, (move_camera, print_counts));
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if args.recompute {
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app.add_systems(Update, recompute);
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}
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app.insert_resource(args).run();
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}
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#[derive(Deref, DerefMut)]
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struct PrintingTimer(Timer);
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impl Default for PrintingTimer {
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fn default() -> Self {
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Self(Timer::from_seconds(1.0, TimerMode::Repeating))
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}
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}
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fn setup(mut commands: Commands, font: Res<FontHandle>, args: Res<Args>) {
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warn!(include_str!("warning_string.txt"));
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let mut rng = ChaCha8Rng::seed_from_u64(42);
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let tile_size = Vec2::splat(64.0);
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let map_size = Vec2::splat(640.0);
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let half_x = (map_size.x / 4.0) as i32;
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let half_y = (map_size.y / 4.0) as i32;
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// Spawns the camera
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commands.spawn(Camera2d);
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// Builds and spawns the `Text2d`s, distributing them in a way that ensures a
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// good distribution of on-screen and off-screen entities.
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let mut text2ds = vec![];
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for y in -half_y..half_y {
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for x in -half_x..half_x {
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let position = Vec2::new(x as f32, y as f32);
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let translation = (position * tile_size).extend(rng.r#gen::<f32>());
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let rotation = Quat::from_rotation_z(rng.r#gen::<f32>());
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let scale = Vec3::splat(rng.r#gen::<f32>() * 2.0);
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let color = Hsla::hsl(rng.gen_range(0.0..360.0), 0.8, 0.8);
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text2ds.push((
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Text2d(random_text(&mut rng, &args)),
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random_text_font(&mut rng, &args, font.0.clone()),
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TextColor(color.into()),
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TextLayout::new_with_justify(if args.center {
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JustifyText::Center
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} else {
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JustifyText::Left
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}),
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Transform {
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translation,
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rotation,
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scale,
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},
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));
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}
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}
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if args.no_frustum_culling {
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let bundles = text2ds.into_iter().map(|bundle| (bundle, NoFrustumCulling));
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commands.spawn_batch(bundles);
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} else {
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commands.spawn_batch(text2ds);
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}
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}
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// System for rotating and translating the camera
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fn move_camera(time: Res<Time>, mut camera_query: Query<&mut Transform, With<Camera>>) {
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let Ok(mut camera_transform) = camera_query.single_mut() else {
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return;
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};
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camera_transform.rotate_z(time.delta_secs() * 0.5);
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*camera_transform =
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*camera_transform * Transform::from_translation(Vec3::X * CAMERA_SPEED * time.delta_secs());
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}
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// System for printing the number of texts on every tick of the timer
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fn print_counts(
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time: Res<Time>,
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mut timer: Local<PrintingTimer>,
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texts: Query<&ViewVisibility, With<Text2d>>,
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atlases: Res<FontAtlasSets>,
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font: Res<FontHandle>,
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) {
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timer.tick(time.delta());
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if !timer.just_finished() {
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return;
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}
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let num_atlases = atlases
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.get(font.0.id())
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.map(|set| set.iter().map(|atlas| atlas.1.len()).sum())
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.unwrap_or(0);
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let visible_texts = texts.iter().filter(|visibility| visibility.get()).count();
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info!(
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"Texts: {} Visible: {} Atlases: {}",
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texts.iter().count(),
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visible_texts,
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num_atlases
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);
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}
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fn random_text_font(rng: &mut ChaCha8Rng, args: &Args, font: Handle<Font>) -> TextFont {
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let font_size = if args.many_font_sizes {
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*[10.0, 20.0, 30.0, 40.0, 50.0, 60.0].choose(rng).unwrap()
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} else {
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60.0
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};
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TextFont {
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font_size,
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font,
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..default()
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}
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}
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fn random_text(rng: &mut ChaCha8Rng, args: &Args) -> String {
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if !args.many_glyphs {
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return "Bevy".to_string();
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}
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CODE_POINT_RANGES
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.choose(rng)
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.unwrap()
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.clone()
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.choose_multiple(rng, 4)
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.into_iter()
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.map(|cp| char::from_u32(cp).unwrap())
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.collect::<String>()
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}
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fn recompute(mut query: Query<&mut Text2d>) {
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for mut text2d in &mut query {
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text2d.set_changed();
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}
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}
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