# Objective The `UiBoxShadowSamples` resource should be renamed to `BoxShadowSamples` so it matches the `BoxShadow` component. ## Migration Guide `UiBoxShadowSamples` has been renamed to `BoxShadowSamples`
		
			
				
	
	
		
			268 lines
		
	
	
		
			8.4 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			268 lines
		
	
	
		
			8.4 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
//! This example shows how to create a node with a shadow
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use argh::FromArgs;
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use bevy::color::palettes::css::BLUE;
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use bevy::color::palettes::css::DEEP_SKY_BLUE;
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use bevy::color::palettes::css::GREEN;
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use bevy::color::palettes::css::LIGHT_SKY_BLUE;
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use bevy::color::palettes::css::RED;
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use bevy::color::palettes::css::YELLOW;
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use bevy::prelude::*;
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use bevy::winit::WinitSettings;
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#[derive(FromArgs, Resource)]
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/// `box_shadow` example
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struct Args {
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    /// number of samples
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    #[argh(option, default = "4")]
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    samples: u32,
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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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        // Only run the app when there is user input. This will significantly reduce CPU/GPU use.
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        .insert_resource(WinitSettings::desktop_app())
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        .add_systems(Startup, setup)
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        .run();
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}
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fn setup(mut commands: Commands) {
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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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    // ui camera
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    commands.spawn((Camera2d, BoxShadowSamples(args.samples)));
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    commands
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        .spawn((
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            Node {
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                width: Val::Percent(100.0),
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                height: Val::Percent(100.0),
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                padding: UiRect::all(Val::Px(30.)),
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                column_gap: Val::Px(30.),
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                flex_wrap: FlexWrap::Wrap,
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                ..default()
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            },
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            BackgroundColor(DEEP_SKY_BLUE.into()),
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        ))
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        .with_children(|commands| {
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            let example_nodes = [
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                (
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                    Vec2::splat(50.),
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                    Vec2::ZERO,
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                    10.,
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                    0.,
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                    BorderRadius::bottom_right(Val::Px(10.)),
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                ),
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                (Vec2::new(50., 25.), Vec2::ZERO, 10., 0., BorderRadius::ZERO),
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                (Vec2::splat(50.), Vec2::ZERO, 10., 0., BorderRadius::MAX),
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                (Vec2::new(100., 25.), Vec2::ZERO, 10., 0., BorderRadius::MAX),
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                (
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                    Vec2::splat(50.),
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                    Vec2::ZERO,
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                    10.,
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                    0.,
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                    BorderRadius::bottom_right(Val::Px(10.)),
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                ),
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                (Vec2::new(50., 25.), Vec2::ZERO, 0., 10., BorderRadius::ZERO),
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                (
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                    Vec2::splat(50.),
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                    Vec2::ZERO,
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                    0.,
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                    10.,
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                    BorderRadius::bottom_right(Val::Px(10.)),
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                ),
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                (Vec2::new(100., 25.), Vec2::ZERO, 0., 10., BorderRadius::MAX),
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                (
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                    Vec2::splat(50.),
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                    Vec2::splat(25.),
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                    0.,
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                    0.,
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                    BorderRadius::ZERO,
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                ),
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                (
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                    Vec2::new(50., 25.),
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                    Vec2::splat(25.),
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                    0.,
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                    0.,
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                    BorderRadius::ZERO,
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                ),
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                (
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                    Vec2::splat(50.),
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                    Vec2::splat(10.),
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                    0.,
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                    0.,
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                    BorderRadius::bottom_right(Val::Px(10.)),
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                ),
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                (
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                    Vec2::splat(50.),
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                    Vec2::splat(25.),
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                    0.,
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                    10.,
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                    BorderRadius::ZERO,
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                ),
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                (
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                    Vec2::new(50., 25.),
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                    Vec2::splat(25.),
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                    0.,
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                    10.,
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                    BorderRadius::ZERO,
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                ),
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                (
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                    Vec2::splat(50.),
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                    Vec2::splat(10.),
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                    0.,
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                    10.,
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                    BorderRadius::bottom_right(Val::Px(10.)),
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                ),
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                (
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                    Vec2::splat(50.),
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                    Vec2::splat(10.),
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                    0.,
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                    3.,
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                    BorderRadius::ZERO,
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                ),
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                (
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                    Vec2::new(50., 25.),
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                    Vec2::splat(10.),
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                    0.,
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                    3.,
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                    BorderRadius::ZERO,
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                ),
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                (
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                    Vec2::splat(50.),
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                    Vec2::splat(10.),
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                    0.,
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                    3.,
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                    BorderRadius::bottom_right(Val::Px(10.)),
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                ),
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                (
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                    Vec2::splat(50.),
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                    Vec2::splat(10.),
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                    0.,
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                    3.,
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                    BorderRadius::all(Val::Px(20.)),
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                ),
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                (
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                    Vec2::new(50., 25.),
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                    Vec2::splat(10.),
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                    0.,
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                    3.,
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                    BorderRadius::all(Val::Px(20.)),
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                ),
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                (
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                    Vec2::new(25., 50.),
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                    Vec2::splat(10.),
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                    0.,
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                    3.,
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                    BorderRadius::MAX,
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                ),
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                (
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                    Vec2::splat(50.),
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                    Vec2::splat(10.),
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                    0.,
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                    10.,
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                    BorderRadius::all(Val::Px(20.)),
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                ),
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                (
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                    Vec2::new(50., 25.),
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                    Vec2::splat(10.),
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                    0.,
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                    10.,
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                    BorderRadius::all(Val::Px(20.)),
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                ),
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                (
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                    Vec2::new(25., 50.),
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                    Vec2::splat(10.),
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                    0.,
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                    10.,
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                    BorderRadius::MAX,
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                ),
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            ];
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            for (size, offset, spread, blur, border_radius) in example_nodes {
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                commands.spawn(box_shadow_node_bundle(
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                    size,
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                    offset,
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                    spread,
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                    blur,
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                    border_radius,
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                ));
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            }
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            // Demonstrate multiple shadows on one node
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            commands.spawn((
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                Node {
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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(4.)),
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                    ..default()
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                },
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                BorderColor(LIGHT_SKY_BLUE.into()),
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                BorderRadius::all(Val::Px(20.)),
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                BackgroundColor(DEEP_SKY_BLUE.into()),
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                BoxShadow(vec![
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                    ShadowStyle {
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                        color: RED.with_alpha(0.7).into(),
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                        x_offset: Val::Px(-20.),
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                        y_offset: Val::Px(-5.),
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                        spread_radius: Val::Percent(10.),
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                        blur_radius: Val::Px(3.),
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                    },
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                    ShadowStyle {
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                        color: BLUE.with_alpha(0.7).into(),
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                        x_offset: Val::Px(-5.),
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                        y_offset: Val::Px(-20.),
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                        spread_radius: Val::Percent(10.),
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                        blur_radius: Val::Px(3.),
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                    },
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                    ShadowStyle {
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                        color: YELLOW.with_alpha(0.7).into(),
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                        x_offset: Val::Px(20.),
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                        y_offset: Val::Px(5.),
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                        spread_radius: Val::Percent(10.),
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                        blur_radius: Val::Px(3.),
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                    },
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                    ShadowStyle {
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                        color: GREEN.with_alpha(0.7).into(),
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                        x_offset: Val::Px(5.),
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                        y_offset: Val::Px(20.),
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                        spread_radius: Val::Percent(10.),
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                        blur_radius: Val::Px(3.),
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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 box_shadow_node_bundle(
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    size: Vec2,
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    offset: Vec2,
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    spread: f32,
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    blur: f32,
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    border_radius: BorderRadius,
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) -> impl Bundle {
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    (
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        Node {
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            width: Val::Px(size.x),
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            height: Val::Px(size.y),
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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(offset.x),
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            Val::Percent(offset.y),
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            Val::Percent(spread),
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            Val::Px(blur),
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        ),
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    )
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}
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