# Objective Cleanup naming and docs, add missing migration guide after #15591 All text root nodes now use `Text` (UI) / `Text2d`. All text readers/writers use `Text<Type>Reader`/`Text<Type>Writer` convention. --- ## Migration Guide Doubles as #15591 migration guide. Text bundles (`TextBundle` and `Text2dBundle`) were removed in favor of `Text` and `Text2d`. Shared configuration fields were replaced with `TextLayout`, `TextFont` and `TextColor` components. Just `TextBundle`'s additional field turned into `TextNodeFlags` component, while `Text2dBundle`'s additional fields turned into `TextBounds` and `Anchor` components. Text sections were removed in favor of hierarchy-based approach. For root text entities with `Text` or `Text2d` components, child entities with `TextSpan` will act as additional text sections. To still access text spans by index, use the new `TextUiReader`, `Text2dReader` and `TextUiWriter`, `Text2dWriter` system parameters.
		
			
				
	
	
		
			507 lines
		
	
	
		
			18 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			507 lines
		
	
	
		
			18 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
//! Demonstrates how to use masks to limit the scope of animations.
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use bevy::{
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    animation::{AnimationTarget, AnimationTargetId},
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    color::palettes::css::{LIGHT_GRAY, WHITE},
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    prelude::*,
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    utils::hashbrown::HashSet,
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};
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// IDs of the mask groups we define for the running fox model.
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//
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// Each mask group defines a set of bones for which animations can be toggled on
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// and off.
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const MASK_GROUP_HEAD: u32 = 0;
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const MASK_GROUP_LEFT_FRONT_LEG: u32 = 1;
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const MASK_GROUP_RIGHT_FRONT_LEG: u32 = 2;
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const MASK_GROUP_LEFT_HIND_LEG: u32 = 3;
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const MASK_GROUP_RIGHT_HIND_LEG: u32 = 4;
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const MASK_GROUP_TAIL: u32 = 5;
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// The width in pixels of the small buttons that allow the user to toggle a mask
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// group on or off.
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const MASK_GROUP_BUTTON_WIDTH: f32 = 250.0;
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// The names of the bones that each mask group consists of. Each mask group is
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// defined as a (prefix, suffix) tuple. The mask group consists of a single
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// bone chain rooted at the prefix. For example, if the chain's prefix is
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// "A/B/C" and the suffix is "D/E", then the bones that will be included in the
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// mask group are "A/B/C", "A/B/C/D", and "A/B/C/D/E".
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//
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// The fact that our mask groups are single chains of bones isn't an engine
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// requirement; it just so happens to be the case for the model we're using. A
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// mask group can consist of any set of animation targets, regardless of whether
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// they form a single chain.
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const MASK_GROUP_PATHS: [(&str, &str); 6] = [
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    // Head
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    (
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        "root/_rootJoint/b_Root_00/b_Hip_01/b_Spine01_02/b_Spine02_03",
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        "b_Neck_04/b_Head_05",
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    ),
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    // Left front leg
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    (
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        "root/_rootJoint/b_Root_00/b_Hip_01/b_Spine01_02/b_Spine02_03/b_LeftUpperArm_09",
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        "b_LeftForeArm_010/b_LeftHand_011",
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    ),
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    // Right front leg
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    (
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        "root/_rootJoint/b_Root_00/b_Hip_01/b_Spine01_02/b_Spine02_03/b_RightUpperArm_06",
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        "b_RightForeArm_07/b_RightHand_08",
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    ),
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    // Left hind leg
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    (
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        "root/_rootJoint/b_Root_00/b_Hip_01/b_LeftLeg01_015",
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        "b_LeftLeg02_016/b_LeftFoot01_017/b_LeftFoot02_018",
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    ),
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    // Right hind leg
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    (
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        "root/_rootJoint/b_Root_00/b_Hip_01/b_RightLeg01_019",
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        "b_RightLeg02_020/b_RightFoot01_021/b_RightFoot02_022",
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    ),
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    // Tail
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    (
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        "root/_rootJoint/b_Root_00/b_Hip_01/b_Tail01_012",
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        "b_Tail02_013/b_Tail03_014",
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    ),
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];
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#[derive(Clone, Copy, Component)]
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struct AnimationControl {
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    // The ID of the mask group that this button controls.
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    group_id: u32,
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    label: AnimationLabel,
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}
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#[derive(Clone, Copy, Component, PartialEq, Debug)]
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enum AnimationLabel {
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    Idle = 0,
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    Walk = 1,
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    Run = 2,
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    Off = 3,
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}
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#[derive(Clone, Debug, Resource)]
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struct AnimationNodes([AnimationNodeIndex; 3]);
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#[derive(Clone, Copy, Debug, Resource)]
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struct AppState([MaskGroupState; 6]);
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#[derive(Clone, Copy, Debug)]
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struct MaskGroupState {
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    clip: u8,
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}
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// The application entry point.
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fn main() {
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    App::new()
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        .add_plugins(DefaultPlugins.set(WindowPlugin {
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            primary_window: Some(Window {
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                title: "Bevy Animation Masks Example".into(),
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                ..default()
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            }),
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            ..default()
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        }))
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        .add_systems(Startup, (setup_scene, setup_ui))
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        .add_systems(Update, setup_animation_graph_once_loaded)
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        .add_systems(Update, handle_button_toggles)
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        .add_systems(Update, update_ui)
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        .insert_resource(AmbientLight {
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            color: WHITE.into(),
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            brightness: 100.0,
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        })
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        .init_resource::<AppState>()
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        .run();
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}
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// Spawns the 3D objects in the scene, and loads the fox animation from the glTF
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// file.
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fn setup_scene(
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    mut commands: Commands,
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    asset_server: Res<AssetServer>,
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    mut meshes: ResMut<Assets<Mesh>>,
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    mut materials: ResMut<Assets<StandardMaterial>>,
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) {
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    // Spawn the camera.
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    commands.spawn((
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        Camera3d::default(),
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        Transform::from_xyz(-15.0, 10.0, 20.0).looking_at(Vec3::new(0., 1., 0.), Vec3::Y),
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    ));
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    // Spawn the light.
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    commands.spawn((
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        PointLight {
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            intensity: 10_000_000.0,
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            shadows_enabled: true,
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            ..default()
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        },
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        Transform::from_xyz(-4.0, 8.0, 13.0),
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    ));
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    // Spawn the fox.
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    commands.spawn((
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        SceneRoot(
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            asset_server.load(GltfAssetLabel::Scene(0).from_asset("models/animated/Fox.glb")),
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        ),
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        Transform::from_scale(Vec3::splat(0.07)),
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    ));
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    // Spawn the ground.
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    commands.spawn((
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        Mesh3d(meshes.add(Circle::new(7.0))),
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        MeshMaterial3d(materials.add(Color::srgb(0.3, 0.5, 0.3))),
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        Transform::from_rotation(Quat::from_rotation_x(-std::f32::consts::FRAC_PI_2)),
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    ));
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}
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// Creates the UI.
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fn setup_ui(mut commands: Commands) {
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    // Add help text.
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    commands.spawn((
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        Text::new("Click on a button to toggle animations for its associated bones"),
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        Style {
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            position_type: PositionType::Absolute,
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            left: Val::Px(12.0),
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            top: Val::Px(12.0),
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            ..default()
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        },
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    ));
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    // Add the buttons that allow the user to toggle mask groups on and off.
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    commands
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        .spawn(NodeBundle {
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            style: Style {
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                flex_direction: FlexDirection::Column,
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                position_type: PositionType::Absolute,
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                row_gap: Val::Px(6.0),
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                left: Val::Px(12.0),
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                bottom: Val::Px(12.0),
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                ..default()
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            },
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            ..default()
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        })
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        .with_children(|parent| {
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            let row_style = Style {
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                flex_direction: FlexDirection::Row,
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                column_gap: Val::Px(6.0),
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                ..default()
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            };
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            add_mask_group_control(parent, "Head", Val::Auto, MASK_GROUP_HEAD);
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            parent
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                .spawn(NodeBundle {
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                    style: row_style.clone(),
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                    ..default()
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                })
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                .with_children(|parent| {
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                    add_mask_group_control(
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                        parent,
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                        "Left Front Leg",
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                        Val::Px(MASK_GROUP_BUTTON_WIDTH),
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                        MASK_GROUP_LEFT_FRONT_LEG,
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                    );
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                    add_mask_group_control(
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                        parent,
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                        "Right Front Leg",
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                        Val::Px(MASK_GROUP_BUTTON_WIDTH),
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                        MASK_GROUP_RIGHT_FRONT_LEG,
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                    );
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                });
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            parent
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                .spawn(NodeBundle {
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                    style: row_style,
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                    ..default()
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                })
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                .with_children(|parent| {
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                    add_mask_group_control(
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                        parent,
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                        "Left Hind Leg",
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                        Val::Px(MASK_GROUP_BUTTON_WIDTH),
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                        MASK_GROUP_LEFT_HIND_LEG,
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                    );
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                    add_mask_group_control(
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                        parent,
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                        "Right Hind Leg",
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                        Val::Px(MASK_GROUP_BUTTON_WIDTH),
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                        MASK_GROUP_RIGHT_HIND_LEG,
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                    );
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                });
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            add_mask_group_control(parent, "Tail", Val::Auto, MASK_GROUP_TAIL);
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        });
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}
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// Adds a button that allows the user to toggle a mask group on and off.
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//
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// The button will automatically become a child of the parent that owns the
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// given `ChildBuilder`.
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fn add_mask_group_control(parent: &mut ChildBuilder, label: &str, width: Val, mask_group_id: u32) {
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    let button_text_style = (
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        TextFont {
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            font_size: 14.0,
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            ..default()
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        },
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        TextColor::WHITE,
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    );
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    let selected_button_text_style = (button_text_style.0.clone(), TextColor::BLACK);
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    let label_text_style = (
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        button_text_style.0.clone(),
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        TextColor(Color::Srgba(LIGHT_GRAY)),
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    );
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    parent
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        .spawn(NodeBundle {
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            style: Style {
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                border: UiRect::all(Val::Px(1.0)),
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                width,
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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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                padding: UiRect::ZERO,
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                margin: UiRect::ZERO,
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                ..default()
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            },
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            border_color: BorderColor(Color::WHITE),
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            border_radius: BorderRadius::all(Val::Px(3.0)),
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            background_color: Color::BLACK.into(),
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            ..default()
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        })
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        .with_children(|builder| {
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            builder
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                .spawn(NodeBundle {
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                    style: Style {
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                        border: UiRect::ZERO,
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                        width: Val::Percent(100.0),
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                        justify_content: JustifyContent::Center,
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                        align_items: AlignItems::Center,
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                        padding: UiRect::ZERO,
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                        margin: UiRect::ZERO,
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                        ..default()
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                    },
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                    background_color: Color::BLACK.into(),
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                    ..default()
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                })
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                .with_child((
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                    Text::new(label),
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                    label_text_style.clone(),
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                    Style {
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                        margin: UiRect::vertical(Val::Px(3.0)),
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                        ..default()
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                    },
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                ));
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            builder
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                .spawn(NodeBundle {
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                    style: Style {
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                        width: Val::Percent(100.0),
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                        flex_direction: FlexDirection::Row,
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                        justify_content: JustifyContent::Center,
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                        align_items: AlignItems::Center,
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                        border: UiRect::top(Val::Px(1.0)),
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                        ..default()
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                    },
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                    border_color: BorderColor(Color::WHITE),
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                    ..default()
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                })
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                .with_children(|builder| {
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                    for (index, label) in [
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                        AnimationLabel::Run,
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                        AnimationLabel::Walk,
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                        AnimationLabel::Idle,
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                        AnimationLabel::Off,
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                    ]
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                    .iter()
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                    .enumerate()
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                    {
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                        builder
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                            .spawn(ButtonBundle {
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                                background_color: if index > 0 {
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                                    Color::BLACK.into()
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                                } else {
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                                    Color::WHITE.into()
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                                },
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                                style: Style {
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                                    flex_grow: 1.0,
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                                    border: if index > 0 {
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                                        UiRect::left(Val::Px(1.0))
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                                    } else {
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                                        UiRect::ZERO
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                                    },
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                                    ..default()
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                                },
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                                border_color: BorderColor(Color::WHITE),
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                                ..default()
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                            })
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                            .with_child((
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                                Text(format!("{:?}", label)),
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                                if index > 0 {
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                                    button_text_style.clone()
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                                } else {
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                                    selected_button_text_style.clone()
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                                },
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                                TextLayout::new_with_justify(JustifyText::Center),
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                                Style {
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                                    flex_grow: 1.0,
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                                    margin: UiRect::vertical(Val::Px(3.0)),
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                                    ..default()
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                                },
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                                AnimationControl {
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                                    group_id: mask_group_id,
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                                    label: *label,
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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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// Builds up the animation graph, including the mask groups, and adds it to the
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// entity with the `AnimationPlayer` that the glTF loader created.
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fn setup_animation_graph_once_loaded(
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    mut commands: Commands,
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    asset_server: Res<AssetServer>,
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    mut animation_graphs: ResMut<Assets<AnimationGraph>>,
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    mut players: Query<(Entity, &mut AnimationPlayer), Added<AnimationPlayer>>,
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    targets: Query<(Entity, &AnimationTarget)>,
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) {
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    for (entity, mut player) in &mut players {
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        // Load the animation clip from the glTF file.
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        let mut animation_graph = AnimationGraph::new();
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        let blend_node = animation_graph.add_additive_blend(1.0, animation_graph.root);
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        let animation_graph_nodes: [AnimationNodeIndex; 3] =
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            std::array::from_fn(|animation_index| {
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                let handle = asset_server.load(
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                    GltfAssetLabel::Animation(animation_index)
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                        .from_asset("models/animated/Fox.glb"),
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                );
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                let mask = if animation_index == 0 { 0 } else { 0x3f };
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                animation_graph.add_clip_with_mask(handle, mask, 0.0, blend_node)
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            });
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        // Create each mask group.
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        let mut all_animation_target_ids = HashSet::new();
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        for (mask_group_index, (mask_group_prefix, mask_group_suffix)) in
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            MASK_GROUP_PATHS.iter().enumerate()
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        {
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            // Split up the prefix and suffix, and convert them into `Name`s.
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            let prefix: Vec<_> = mask_group_prefix.split('/').map(Name::new).collect();
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            let suffix: Vec<_> = mask_group_suffix.split('/').map(Name::new).collect();
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            // Add each bone in the chain to the appropriate mask group.
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            for chain_length in 0..=suffix.len() {
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                let animation_target_id = AnimationTargetId::from_names(
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                    prefix.iter().chain(suffix[0..chain_length].iter()),
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                );
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                animation_graph
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                    .add_target_to_mask_group(animation_target_id, mask_group_index as u32);
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                all_animation_target_ids.insert(animation_target_id);
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            }
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        }
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        // We're doing constructing the animation graph. Add it as an asset.
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        let animation_graph = animation_graphs.add(animation_graph);
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        commands
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            .entity(entity)
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            .insert(AnimationGraphHandle(animation_graph));
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        // Remove animation targets that aren't in any of the mask groups. If we
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        // don't do that, those bones will play all animations at once, which is
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        // ugly.
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        for (target_entity, target) in &targets {
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            if !all_animation_target_ids.contains(&target.id) {
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                commands.entity(target_entity).remove::<AnimationTarget>();
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            }
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        }
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        // Play the animation.
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        for animation_graph_node in animation_graph_nodes {
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            player.play(animation_graph_node).repeat();
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        }
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        // Record the graph nodes.
 | 
						|
        commands.insert_resource(AnimationNodes(animation_graph_nodes));
 | 
						|
    }
 | 
						|
}
 | 
						|
 | 
						|
// A system that handles requests from the user to toggle mask groups on and
 | 
						|
// off.
 | 
						|
fn handle_button_toggles(
 | 
						|
    mut interactions: Query<(&Interaction, &mut AnimationControl), Changed<Interaction>>,
 | 
						|
    mut animation_players: Query<&AnimationGraphHandle, With<AnimationPlayer>>,
 | 
						|
    mut animation_graphs: ResMut<Assets<AnimationGraph>>,
 | 
						|
    mut animation_nodes: Option<ResMut<AnimationNodes>>,
 | 
						|
    mut app_state: ResMut<AppState>,
 | 
						|
) {
 | 
						|
    let Some(ref mut animation_nodes) = animation_nodes else {
 | 
						|
        return;
 | 
						|
    };
 | 
						|
 | 
						|
    for (interaction, animation_control) in interactions.iter_mut() {
 | 
						|
        // We only care about press events.
 | 
						|
        if *interaction != Interaction::Pressed {
 | 
						|
            continue;
 | 
						|
        }
 | 
						|
 | 
						|
        // Toggle the state of the clip.
 | 
						|
        app_state.0[animation_control.group_id as usize].clip = animation_control.label as u8;
 | 
						|
 | 
						|
        // Now grab the animation player. (There's only one in our case, but we
 | 
						|
        // iterate just for clarity's sake.)
 | 
						|
        for animation_graph_handle in animation_players.iter_mut() {
 | 
						|
            // The animation graph needs to have loaded.
 | 
						|
            let Some(animation_graph) = animation_graphs.get_mut(animation_graph_handle) else {
 | 
						|
                continue;
 | 
						|
            };
 | 
						|
 | 
						|
            for (clip_index, &animation_node_index) in animation_nodes.0.iter().enumerate() {
 | 
						|
                let Some(animation_node) = animation_graph.get_mut(animation_node_index) else {
 | 
						|
                    continue;
 | 
						|
                };
 | 
						|
 | 
						|
                if animation_control.label as usize == clip_index {
 | 
						|
                    animation_node.mask &= !(1 << animation_control.group_id);
 | 
						|
                } else {
 | 
						|
                    animation_node.mask |= 1 << animation_control.group_id;
 | 
						|
                }
 | 
						|
            }
 | 
						|
        }
 | 
						|
    }
 | 
						|
}
 | 
						|
 | 
						|
// A system that updates the UI based on the current app state.
 | 
						|
fn update_ui(
 | 
						|
    mut animation_controls: Query<(&AnimationControl, &mut BackgroundColor, &Children)>,
 | 
						|
    texts: Query<Entity, With<Text>>,
 | 
						|
    mut writer: TextUiWriter,
 | 
						|
    app_state: Res<AppState>,
 | 
						|
) {
 | 
						|
    for (animation_control, mut background_color, kids) in animation_controls.iter_mut() {
 | 
						|
        let enabled =
 | 
						|
            app_state.0[animation_control.group_id as usize].clip == animation_control.label as u8;
 | 
						|
 | 
						|
        *background_color = if enabled {
 | 
						|
            BackgroundColor(Color::WHITE)
 | 
						|
        } else {
 | 
						|
            BackgroundColor(Color::BLACK)
 | 
						|
        };
 | 
						|
 | 
						|
        for &kid in kids {
 | 
						|
            let Ok(text) = texts.get(kid) else {
 | 
						|
                continue;
 | 
						|
            };
 | 
						|
 | 
						|
            writer.for_each_color(text, |mut color| {
 | 
						|
                color.0 = if enabled { Color::BLACK } else { Color::WHITE };
 | 
						|
            });
 | 
						|
        }
 | 
						|
    }
 | 
						|
}
 | 
						|
 | 
						|
impl Default for AppState {
 | 
						|
    fn default() -> Self {
 | 
						|
        AppState([MaskGroupState { clip: 0 }; 6])
 | 
						|
    }
 | 
						|
}
 |