# Objective allow specifying the left/top/right/bottom border colors separately for ui elements fixes #14773 ## Solution - change `BorderColor` to ```rs pub struct BorderColor { pub left: Color, pub top: Color, pub right: Color, pub bottom: Color, } ``` - generate one ui node per distinct border color, set flags for the active borders - render only the active borders i chose to do this rather than adding multiple colors to the ExtractedUiNode in order to minimize the impact for the common case where all border colors are the same. ## Testing modified the `borders` example to use separate colors:  the behaviour is a bit weird but it mirrors html/css border behaviour. --- ## Migration: To keep the existing behaviour, just change `BorderColor(color)` into `BorderColor::all(color)`. --------- Co-authored-by: ickshonpe <david.curthoys@googlemail.com>
		
			
				
	
	
		
			223 lines
		
	
	
		
			6.9 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			223 lines
		
	
	
		
			6.9 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
//! A simple example for debugging viewport coordinates
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//!
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//! This example creates two UI node trees, one using viewport coordinates and one using pixel coordinates,
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//! and then switches between them once per second using the `Display` style property.
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//! If there are no problems both layouts should be identical, except for the color of the margin changing which is used to signal that the displayed UI node tree has changed
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//! (red for viewport, yellow for pixel).
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use bevy::{color::palettes::css::*, prelude::*};
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const PALETTE: [Srgba; 10] = [
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    RED, YELLOW, WHITE, BEIGE, AQUA, CRIMSON, NAVY, AZURE, LIME, BLACK,
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];
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#[derive(Component, Default, PartialEq)]
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enum Coords {
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    #[default]
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    Viewport,
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    Pixel,
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}
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fn main() {
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    App::new()
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        .insert_resource(UiScale(2.0))
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        .add_plugins(DefaultPlugins.set(WindowPlugin {
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            primary_window: Some(Window {
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                title: "Viewport Coordinates Debug".to_string(),
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                // This example relies on these specific viewport dimensions, so let's explicitly
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                // define them.
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                resolution: [1280., 720.].into(),
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                resizable: false,
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                ..Default::default()
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            }),
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            ..Default::default()
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        }))
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        .add_systems(Startup, setup)
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        .add_systems(Update, update)
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        .run();
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}
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fn update(
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    mut timer: Local<f32>,
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    mut visible_tree: Local<Coords>,
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    time: Res<Time>,
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    mut coords_nodes: Query<(&Coords, &mut Node)>,
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) {
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    *timer -= time.delta_secs();
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    if *timer <= 0. {
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        *timer = 1.;
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        *visible_tree = match *visible_tree {
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            Coords::Viewport => Coords::Pixel,
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            Coords::Pixel => Coords::Viewport,
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        };
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        for (coords, mut node) in coords_nodes.iter_mut() {
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            node.display = if *coords == *visible_tree {
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                Display::Flex
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            } else {
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                Display::None
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            };
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        }
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    }
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}
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fn setup(mut commands: Commands) {
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    commands.spawn(Camera2d);
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    spawn_with_viewport_coords(&mut commands);
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    spawn_with_pixel_coords(&mut commands);
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}
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fn spawn_with_viewport_coords(commands: &mut Commands) {
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    commands
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        .spawn((
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            Node {
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                width: Val::Vw(100.),
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                height: Val::Vh(100.),
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                border: UiRect::axes(Val::Vw(5.), Val::Vh(5.)),
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                flex_wrap: FlexWrap::Wrap,
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                ..default()
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            },
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            BorderColor::all(PALETTE[0].into()),
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            Coords::Viewport,
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        ))
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        .with_children(|builder| {
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            builder.spawn((
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                Node {
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                    width: Val::Vw(30.),
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                    height: Val::Vh(30.),
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                    border: UiRect::all(Val::VMin(5.)),
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                    ..default()
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                },
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                BackgroundColor(PALETTE[2].into()),
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                BorderColor::all(PALETTE[9].into()),
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            ));
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            builder.spawn((
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                Node {
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                    width: Val::Vw(60.),
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                    height: Val::Vh(30.),
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                    ..default()
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                },
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                BackgroundColor(PALETTE[3].into()),
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            ));
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            builder.spawn((
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                Node {
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                    width: Val::Vw(45.),
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                    height: Val::Vh(30.),
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                    border: UiRect::left(Val::VMax(45. / 2.)),
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                    ..default()
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                },
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                BackgroundColor(PALETTE[4].into()),
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                BorderColor::all(PALETTE[8].into()),
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            ));
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            builder.spawn((
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                Node {
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                    width: Val::Vw(45.),
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                    height: Val::Vh(30.),
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                    border: UiRect::right(Val::VMax(45. / 2.)),
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                    ..default()
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                },
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                BackgroundColor(PALETTE[5].into()),
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                BorderColor::all(PALETTE[8].into()),
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            ));
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            builder.spawn((
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                Node {
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                    width: Val::Vw(60.),
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                    height: Val::Vh(30.),
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                    ..default()
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                },
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                BackgroundColor(PALETTE[6].into()),
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            ));
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            builder.spawn((
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                Node {
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                    width: Val::Vw(30.),
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                    height: Val::Vh(30.),
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                    border: UiRect::all(Val::VMin(5.)),
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                    ..default()
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                },
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                BackgroundColor(PALETTE[7].into()),
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                BorderColor::all(PALETTE[9].into()),
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            ));
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        });
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}
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fn spawn_with_pixel_coords(commands: &mut Commands) {
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    commands
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        .spawn((
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            Node {
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                width: Val::Px(640.),
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                height: Val::Px(360.),
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                border: UiRect::axes(Val::Px(32.), Val::Px(18.)),
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                flex_wrap: FlexWrap::Wrap,
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                ..default()
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            },
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            BorderColor::all(PALETTE[1].into()),
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            Coords::Pixel,
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        ))
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        .with_children(|builder| {
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            builder.spawn((
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                Node {
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                    width: Val::Px(192.),
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                    height: Val::Px(108.),
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                    border: UiRect::axes(Val::Px(18.), Val::Px(18.)),
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                    ..default()
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                },
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                BackgroundColor(PALETTE[2].into()),
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                BorderColor::all(PALETTE[9].into()),
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            ));
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            builder.spawn((
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                Node {
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                    width: Val::Px(384.),
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                    height: Val::Px(108.),
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                    ..default()
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                },
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                BackgroundColor(PALETTE[3].into()),
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            ));
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            builder.spawn((
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                Node {
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                    width: Val::Px(288.),
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                    height: Val::Px(108.),
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                    border: UiRect::left(Val::Px(144.)),
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                    ..default()
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                },
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                BackgroundColor(PALETTE[4].into()),
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                BorderColor::all(PALETTE[8].into()),
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            ));
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            builder.spawn((
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                Node {
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                    width: Val::Px(288.),
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                    height: Val::Px(108.),
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                    border: UiRect::right(Val::Px(144.)),
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                    ..default()
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                },
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                BackgroundColor(PALETTE[5].into()),
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                BorderColor::all(PALETTE[8].into()),
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            ));
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            builder.spawn((
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                Node {
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                    width: Val::Px(384.),
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                    height: Val::Px(108.),
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                    ..default()
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                },
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                BackgroundColor(PALETTE[6].into()),
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            ));
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            builder.spawn((
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                Node {
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                    width: Val::Px(192.),
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                    height: Val::Px(108.),
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                    border: UiRect::axes(Val::Px(18.), Val::Px(18.)),
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                    ..default()
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                },
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                BackgroundColor(PALETTE[7].into()),
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                BorderColor::all(PALETTE[9].into()),
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            ));
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        });
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}
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