# Objective Continue improving the user experience of our UI Node API in the direction specified by [Bevy's Next Generation Scene / UI System](https://github.com/bevyengine/bevy/discussions/14437) ## Solution As specified in the document above, merge `Style` fields into `Node`, and move "computed Node fields" into `ComputedNode` (I chose this name over something like `ComputedNodeLayout` because it currently contains more than just layout info. If we want to break this up / rename these concepts, lets do that in a separate PR). `Style` has been removed. This accomplishes a number of goals: ## Ergonomics wins Specifying both `Node` and `Style` is now no longer required for non-default styles Before: ```rust commands.spawn(( Node::default(), Style { width: Val::Px(100.), ..default() }, )); ``` After: ```rust commands.spawn(Node { width: Val::Px(100.), ..default() }); ``` ## Conceptual clarity `Style` was never a comprehensive "style sheet". It only defined "core" style properties that all `Nodes` shared. Any "styled property" that couldn't fit that mold had to be in a separate component. A "real" style system would style properties _across_ components (`Node`, `Button`, etc). We have plans to build a true style system (see the doc linked above). By moving the `Style` fields to `Node`, we fully embrace `Node` as the driving concept and remove the "style system" confusion. ## Next Steps * Consider identifying and splitting out "style properties that aren't core to Node". This should not happen for Bevy 0.15. --- ## Migration Guide Move any fields set on `Style` into `Node` and replace all `Style` component usage with `Node`. Before: ```rust commands.spawn(( Node::default(), Style { width: Val::Px(100.), ..default() }, )); ``` After: ```rust commands.spawn(Node { width: Val::Px(100.), ..default() }); ``` For any usage of the "computed node properties" that used to live on `Node`, use `ComputedNode` instead: Before: ```rust fn system(nodes: Query<&Node>) { for node in &nodes { let computed_size = node.size(); } } ``` After: ```rust fn system(computed_nodes: Query<&ComputedNode>) { for computed_node in &computed_nodes { let computed_size = computed_node.size(); } } ```
		
			
				
	
	
		
			305 lines
		
	
	
		
			9.1 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			305 lines
		
	
	
		
			9.1 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
//! Example demonstrating bordered UI nodes
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use bevy::{color::palettes::css::*, prelude::*};
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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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        .run();
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}
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fn setup(mut commands: Commands) {
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    commands.spawn(Camera2d);
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    let root = commands
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        .spawn((
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            Node {
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                margin: UiRect::all(Val::Px(25.0)),
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                align_self: AlignSelf::Stretch,
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                justify_self: JustifySelf::Stretch,
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                flex_wrap: FlexWrap::Wrap,
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                justify_content: JustifyContent::FlexStart,
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                align_items: AlignItems::FlexStart,
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                align_content: AlignContent::FlexStart,
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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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        ))
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        .id();
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    let root_rounded = commands
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        .spawn((
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            Node {
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                margin: UiRect::all(Val::Px(25.0)),
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                align_self: AlignSelf::Stretch,
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                justify_self: JustifySelf::Stretch,
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                flex_wrap: FlexWrap::Wrap,
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                justify_content: JustifyContent::FlexStart,
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                align_items: AlignItems::FlexStart,
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                align_content: AlignContent::FlexStart,
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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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        ))
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        .id();
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    // labels for the different border edges
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    let border_labels = [
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        "None",
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        "All",
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        "Left",
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        "Right",
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        "Top",
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        "Bottom",
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        "Horizontal",
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        "Vertical",
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        "Top Left",
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        "Bottom Left",
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        "Top Right",
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        "Bottom Right",
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        "Top Bottom Right",
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        "Top Bottom Left",
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        "Top Left Right",
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        "Bottom Left Right",
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    ];
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    // all the different combinations of border edges
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    // these correspond to the labels above
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    let borders = [
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        UiRect::default(),
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        UiRect::all(Val::Px(10.)),
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        UiRect::left(Val::Px(10.)),
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        UiRect::right(Val::Px(10.)),
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        UiRect::top(Val::Px(10.)),
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        UiRect::bottom(Val::Px(10.)),
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        UiRect::horizontal(Val::Px(10.)),
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        UiRect::vertical(Val::Px(10.)),
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        UiRect {
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            left: Val::Px(20.),
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            top: Val::Px(10.),
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            ..Default::default()
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        },
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        UiRect {
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            left: Val::Px(10.),
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            bottom: Val::Px(20.),
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            ..Default::default()
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        },
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        UiRect {
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            right: Val::Px(20.),
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            top: Val::Px(10.),
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            ..Default::default()
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        },
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        UiRect {
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            right: Val::Px(10.),
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            bottom: Val::Px(10.),
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            ..Default::default()
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        },
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        UiRect {
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            right: Val::Px(10.),
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            top: Val::Px(20.),
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            bottom: Val::Px(10.),
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            ..Default::default()
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        },
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        UiRect {
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            left: Val::Px(10.),
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            top: Val::Px(10.),
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            bottom: Val::Px(10.),
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            ..Default::default()
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        },
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        UiRect {
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            left: Val::Px(20.),
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            right: Val::Px(10.),
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            top: Val::Px(10.),
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            ..Default::default()
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        },
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        UiRect {
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            left: Val::Px(10.),
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            right: Val::Px(10.),
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            bottom: Val::Px(20.),
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            ..Default::default()
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        },
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    ];
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    for (label, border) in border_labels.into_iter().zip(borders) {
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        let inner_spot = commands
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            .spawn((
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                Node {
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                    width: Val::Px(10.),
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                    height: Val::Px(10.),
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                    ..default()
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                },
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                BackgroundColor(YELLOW.into()),
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            ))
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            .id();
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        let border_node = commands
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            .spawn((
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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,
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                    margin: UiRect::all(Val::Px(20.)),
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                    align_items: AlignItems::Center,
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                    justify_content: JustifyContent::Center,
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                    ..default()
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                },
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                BackgroundColor(MAROON.into()),
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                BorderColor(RED.into()),
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                Outline {
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                    width: Val::Px(6.),
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                    offset: Val::Px(6.),
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                    color: Color::WHITE,
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                },
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            ))
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            .add_child(inner_spot)
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            .id();
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        let label_node = commands
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            .spawn((
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                Text::new(label),
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                TextFont {
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                    font_size: 9.0,
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                    ..Default::default()
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                },
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            ))
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            .id();
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        let container = commands
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            .spawn(Node {
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                flex_direction: FlexDirection::Column,
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                align_items: AlignItems::Center,
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                ..default()
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            })
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            .add_children(&[border_node, label_node])
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            .id();
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        commands.entity(root).add_child(container);
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    }
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    for (label, border) in border_labels.into_iter().zip(borders) {
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        let inner_spot = commands
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            .spawn((
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                Node {
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                    width: Val::Px(10.),
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                    height: Val::Px(10.),
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                    ..default()
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                },
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                BorderRadius::MAX,
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                BackgroundColor(YELLOW.into()),
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            ))
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            .id();
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        let non_zero = |x, y| x != Val::Px(0.) && y != Val::Px(0.);
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        let border_size = |x, y| if non_zero(x, y) { f32::MAX } else { 0. };
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        let border_radius = BorderRadius::px(
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            border_size(border.left, border.top),
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            border_size(border.right, border.top),
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            border_size(border.right, border.bottom),
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            border_size(border.left, border.bottom),
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        );
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        let border_node = commands
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            .spawn((
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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,
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                    margin: UiRect::all(Val::Px(20.)),
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                    align_items: AlignItems::Center,
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                    justify_content: JustifyContent::Center,
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                    ..default()
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                },
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                BackgroundColor(MAROON.into()),
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                BorderColor(RED.into()),
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                border_radius,
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                Outline {
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                    width: Val::Px(6.),
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                    offset: Val::Px(6.),
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                    color: Color::WHITE,
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                },
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            ))
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            .add_child(inner_spot)
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            .id();
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        let label_node = commands
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            .spawn((
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                Text::new(label),
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                TextFont {
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                    font_size: 9.0,
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                    ..Default::default()
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                },
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            ))
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            .id();
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        let container = commands
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            .spawn(Node {
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                flex_direction: FlexDirection::Column,
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                align_items: AlignItems::Center,
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                ..default()
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            })
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            .add_children(&[border_node, label_node])
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            .id();
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        commands.entity(root_rounded).add_child(container);
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    }
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    let border_label = commands
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        .spawn((
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            Node {
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                margin: UiRect {
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                    left: Val::Px(25.0),
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                    right: Val::Px(25.0),
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                    top: Val::Px(25.0),
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                    bottom: Val::Px(0.0),
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                },
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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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        ))
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        .with_children(|builder| {
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            builder.spawn((
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                Text::new("Borders"),
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                TextFont {
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                    font_size: 20.0,
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                    ..Default::default()
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                },
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            ));
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        })
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        .id();
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    let border_rounded_label = commands
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        .spawn((
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            Node {
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                margin: UiRect {
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                    left: Val::Px(25.0),
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                    right: Val::Px(25.0),
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                    top: Val::Px(25.0),
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                    bottom: Val::Px(0.0),
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                },
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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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        ))
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        .with_children(|builder| {
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            builder.spawn((
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                Text::new("Borders Rounded"),
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                TextFont {
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                    font_size: 20.0,
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                    ..Default::default()
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                },
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            ));
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        })
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        .id();
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    commands
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        .spawn((
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            Node {
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                margin: UiRect::all(Val::Px(25.0)),
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                flex_direction: FlexDirection::Column,
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                align_self: AlignSelf::Stretch,
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                justify_self: JustifySelf::Stretch,
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                flex_wrap: FlexWrap::Wrap,
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                justify_content: JustifyContent::FlexStart,
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                align_items: AlignItems::FlexStart,
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                align_content: AlignContent::FlexStart,
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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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        ))
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        .add_child(border_label)
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        .add_child(root)
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        .add_child(border_rounded_label)
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        .add_child(root_rounded);
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}
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