# Objective I have an application where I'd like to measure average frame rate over the entire life of the application, and it would be handy if I could just configure this on the existing `FrameTimeDiagnosticsPlugin`. Probably fixes #10948? ## Solution Add `max_history_length` to `FrameTimeDiagnosticsPlugin`, and because `smoothing_factor` seems to be based on history length, add that too. ## Discussion I'm not totally sure that `DEFAULT_MAX_HISTORY_LENGTH` is a great default for `FrameTimeDiagnosticsPlugin` (or any diagnostic?). That's 1/3 of a second at typical game frame rates. Moreover, the default print interval for `LogDiagnosticsPlugin` is 1 second. So when the two are combined, you are printing the average over the last third of the duration between now and the previous print, which seems a bit wonky. (related: #11429) I'm pretty sure this default value discussed and the current value wasn't totally arbitrary though. Maybe it would be nice for `Diagnostic` to have a `with_max_history_length_and_also_calculate_a_good_default_smoothing_factor` method? And then make an explicit smoothing factor in `FrameTimeDiagnosticsPlugin` optional? Or add a `new(max_history_length: usize)` method to `FrameTimeDiagnosticsPlugin` that sets a reasonable default `smoothing_factor`? edit: This one seems like a no-brainer, doing it. ## Alternatives It's really easy to roll your own `FrameTimeDiagnosticsPlugin`, but that might not be super interoperable with, for example, third party FPS overlays. Still, might be the right call. ## Testing `cargo run --example many_sprites` (modified to use a custom `max_history_length`) ## Migration Guide `FrameTimeDiagnosticsPlugin` now contains two fields. Use `FrameTimeDiagnosticsPlugin::default()` to match Bevy's previous behavior or, for example, `FrameTimeDiagnosticsPlugin::new(60)` to configure it.
		
			
				
	
	
		
			301 lines
		
	
	
		
			8.8 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			301 lines
		
	
	
		
			8.8 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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    color::palettes::css::ORANGE_RED,
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    diagnostic::{FrameTimeDiagnosticsPlugin, LogDiagnosticsPlugin},
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    prelude::*,
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    text::TextColor,
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    window::{PresentMode, WindowResolution},
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    winit::{UpdateMode, WinitSettings},
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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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    /// at the start of each frame despawn any existing UI nodes and spawn a new UI tree
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    #[argh(switch)]
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    respawn: bool,
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    /// set the root node to display none, removing all nodes from the layout.
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    #[argh(switch)]
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    display_none: 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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    // `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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    warn!(include_str!("warning_string.txt"));
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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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                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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        FrameTimeDiagnosticsPlugin::default(),
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        LogDiagnosticsPlugin::default(),
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    ))
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    .insert_resource(WinitSettings {
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        focused_mode: UpdateMode::Continuous,
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        unfocused_mode: UpdateMode::Continuous,
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    })
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    .add_systems(Update, (button_system, set_text_colors_changed));
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    app.add_systems(Startup, |mut commands: Commands| {
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        commands.spawn(Camera2d);
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    });
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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 nodes: Query<&mut Node>| {
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            nodes.iter_mut().for_each(|mut node| node.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
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                .iter_mut()
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                .for_each(|mut text| text.set_changed());
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        });
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    }
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    if args.respawn {
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        if args.grid {
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            app.add_systems(Update, (despawn_ui, setup_grid).chain());
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        } else {
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            app.add_systems(Update, (despawn_ui, setup_flex).chain());
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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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fn set_text_colors_changed(mut colors: Query<&mut TextColor>) {
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    for mut text_color in colors.iter_mut() {
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        text_color.set_changed();
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    }
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}
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#[derive(Component)]
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struct IdleColor(Color);
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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 color, &IdleColor(idle_color)) in interaction_query.iter_mut() {
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        *color = match interaction {
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            Interaction::Hovered => ORANGE_RED.into(),
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            _ => idle_color.into(),
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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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    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
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        .spawn(Node {
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            display: if args.display_none {
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                Display::None
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            } else {
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                Display::Flex
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            },
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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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        .with_children(|commands| {
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            for column in 0..args.buttons {
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                commands.spawn(Node::default()).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));
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                        let border_color = Color::WHITE.with_alpha(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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    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
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        .spawn(Node {
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            display: if args.display_none {
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                Display::None
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            } else {
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                Display::Grid
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            },
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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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        .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));
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                    let border_color = Color::WHITE.with_alpha(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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fn spawn_button(
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    commands: &mut ChildBuilder,
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    background_color: Color,
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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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        Button,
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        Node {
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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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        BackgroundColor(background_color),
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        border_color,
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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(ImageNode::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((
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                Text(format!("{column}, {row}")),
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                TextFont {
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                    font_size: FONT_SIZE,
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                    ..default()
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                },
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                TextColor(Color::srgb(0.2, 0.2, 0.2)),
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            ));
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        });
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    }
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}
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fn despawn_ui(mut commands: Commands, root_node: Single<Entity, (With<Node>, Without<Parent>)>) {
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    commands.entity(*root_node).despawn_recursive();
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}
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