
Update the documentation comment to correctly state that the function responds to spacebar presses rather than mouse clicks. This aligns the documentation with the actual implementation, which was already using keyboard input. # Objective - Fix incorrect documentation comment for the cycle_modes function that inaccurately described using mouse input when the implementation actually uses spacebar. - This ensures documentation accuracy and prevents confusion for new learners. ## Solution - Updated the documentation comment to correctly state that the function responds to spacebar presses rather than mouse clicks. - The code functionality remains unchanged.
208 lines
8.0 KiB
Rust
208 lines
8.0 KiB
Rust
//! This example illustrates how to run a winit window in a reactive, low power mode.
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//!
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//! This is useful for making desktop applications, or any other program that doesn't need to be
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//! running the event loop non-stop.
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use bevy::{
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prelude::*,
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window::{PresentMode, RequestRedraw, WindowPlugin},
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winit::{EventLoopProxyWrapper, WakeUp, WinitSettings},
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};
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use core::time::Duration;
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fn main() {
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App::new()
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// Continuous rendering for games - bevy's default.
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.insert_resource(WinitSettings::game())
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// Power-saving reactive rendering for applications.
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.insert_resource(WinitSettings::desktop_app())
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// You can also customize update behavior with the fields of [`WinitSettings`]
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.insert_resource(WinitSettings {
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focused_mode: bevy::winit::UpdateMode::Continuous,
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unfocused_mode: bevy::winit::UpdateMode::reactive_low_power(Duration::from_millis(10)),
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})
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.insert_resource(ExampleMode::Game)
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.add_plugins(DefaultPlugins.set(WindowPlugin {
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primary_window: Some(Window {
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// Turn off vsync to maximize CPU/GPU usage
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present_mode: PresentMode::AutoNoVsync,
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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, test_setup::setup)
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.add_systems(
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Update,
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(
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test_setup::cycle_modes,
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test_setup::rotate_cube,
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test_setup::update_text,
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update_winit,
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),
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)
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.run();
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}
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#[derive(Resource, Debug)]
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enum ExampleMode {
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Game,
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Application,
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ApplicationWithRequestRedraw,
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ApplicationWithWakeUp,
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}
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/// Update winit based on the current `ExampleMode`
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fn update_winit(
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mode: Res<ExampleMode>,
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mut winit_config: ResMut<WinitSettings>,
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event_loop_proxy: Res<EventLoopProxyWrapper<WakeUp>>,
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mut redraw_request_events: EventWriter<RequestRedraw>,
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) {
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use ExampleMode::*;
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*winit_config = match *mode {
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Game => {
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// In the default `WinitSettings::game()` mode:
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// * When focused: the event loop runs as fast as possible
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// * When not focused: the app will update when the window is directly interacted with
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// (e.g. the mouse hovers over a visible part of the out of focus window), a
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// [`RequestRedraw`] event is received, or one sixtieth of a second has passed
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// without the app updating (60 Hz refresh rate max).
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WinitSettings::game()
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}
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Application => {
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// While in `WinitSettings::desktop_app()` mode:
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// * When focused: the app will update any time a winit event (e.g. the window is
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// moved/resized, the mouse moves, a button is pressed, etc.), a [`RequestRedraw`]
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// event is received, or after 5 seconds if the app has not updated.
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// * When not focused: the app will update when the window is directly interacted with
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// (e.g. the mouse hovers over a visible part of the out of focus window), a
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// [`RequestRedraw`] event is received, or one minute has passed without the app
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// updating.
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WinitSettings::desktop_app()
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}
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ApplicationWithRequestRedraw => {
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// Sending a `RequestRedraw` event is useful when you want the app to update the next
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// frame regardless of any user input. For example, your application might use
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// `WinitSettings::desktop_app()` to reduce power use, but UI animations need to play even
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// when there are no inputs, so you send redraw requests while the animation is playing.
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// Note that in this example the RequestRedraw winit event will make the app run in the same
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// way as continuous
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redraw_request_events.write(RequestRedraw);
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WinitSettings::desktop_app()
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}
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ApplicationWithWakeUp => {
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// Sending a `WakeUp` event is useful when you want the app to update the next
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// frame regardless of any user input. This can be used from outside Bevy, see example
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// `window/custom_user_event.rs` for an example usage from outside.
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// Note that in this example the Wakeup winit event will make the app run in the same
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// way as continuous
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let _ = event_loop_proxy.send_event(WakeUp);
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WinitSettings::desktop_app()
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}
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};
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}
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/// Everything in this module is for setting up and animating the scene, and is not important to the
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/// demonstrated features.
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pub(crate) mod test_setup {
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use crate::ExampleMode;
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use bevy::{
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color::palettes::basic::{LIME, YELLOW},
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prelude::*,
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window::RequestRedraw,
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};
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/// Switch between update modes when the spacebar is pressed.
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pub(crate) fn cycle_modes(
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mut mode: ResMut<ExampleMode>,
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button_input: Res<ButtonInput<KeyCode>>,
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) {
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if button_input.just_pressed(KeyCode::Space) {
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*mode = match *mode {
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ExampleMode::Game => ExampleMode::Application,
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ExampleMode::Application => ExampleMode::ApplicationWithRequestRedraw,
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ExampleMode::ApplicationWithRequestRedraw => ExampleMode::ApplicationWithWakeUp,
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ExampleMode::ApplicationWithWakeUp => ExampleMode::Game,
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};
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}
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}
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#[derive(Component)]
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pub(crate) struct Rotator;
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/// Rotate the cube to make it clear when the app is updating
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pub(crate) fn rotate_cube(
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time: Res<Time>,
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mut cube_transform: Query<&mut Transform, With<Rotator>>,
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) {
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for mut transform in &mut cube_transform {
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transform.rotate_x(time.delta_secs());
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transform.rotate_local_y(time.delta_secs());
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}
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}
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#[derive(Component)]
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pub struct ModeText;
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pub(crate) fn update_text(
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mut frame: Local<usize>,
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mode: Res<ExampleMode>,
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text: Single<Entity, With<ModeText>>,
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mut writer: TextUiWriter,
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) {
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*frame += 1;
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let mode = match *mode {
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ExampleMode::Game => "game(), continuous, default",
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ExampleMode::Application => "desktop_app(), reactive",
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ExampleMode::ApplicationWithRequestRedraw => {
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"desktop_app(), reactive, RequestRedraw sent"
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}
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ExampleMode::ApplicationWithWakeUp => "desktop_app(), reactive, WakeUp sent",
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};
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*writer.text(*text, 2) = mode.to_string();
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*writer.text(*text, 4) = frame.to_string();
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}
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/// Set up a scene with a cube and some text
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pub fn setup(
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mut commands: Commands,
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mut meshes: ResMut<Assets<Mesh>>,
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mut materials: ResMut<Assets<StandardMaterial>>,
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mut event: EventWriter<RequestRedraw>,
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) {
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commands.spawn((
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Mesh3d(meshes.add(Cuboid::new(0.5, 0.5, 0.5))),
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MeshMaterial3d(materials.add(Color::srgb(0.8, 0.7, 0.6))),
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Rotator,
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));
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commands.spawn((
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DirectionalLight::default(),
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Transform::from_xyz(1.0, 1.0, 1.0).looking_at(Vec3::ZERO, Vec3::Y),
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));
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commands.spawn((
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Camera3d::default(),
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Transform::from_xyz(-2.0, 2.0, 2.0).looking_at(Vec3::ZERO, Vec3::Y),
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));
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event.write(RequestRedraw);
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commands
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.spawn((
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Text::default(),
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Node {
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align_self: AlignSelf::FlexStart,
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position_type: PositionType::Absolute,
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top: Val::Px(12.0),
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left: Val::Px(12.0),
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..default()
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},
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ModeText,
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))
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.with_children(|p| {
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p.spawn(TextSpan::new("Press space bar to cycle modes\n"));
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p.spawn((TextSpan::default(), TextColor(LIME.into())));
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p.spawn((TextSpan::new("\nFrame: "), TextColor(YELLOW.into())));
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p.spawn((TextSpan::new(""), TextColor(YELLOW.into())));
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});
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}
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}
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