# Objective In Bevy 0.13, `BackgroundColor` simply tinted the image of any `UiImage`. This was confusing: in every other case (e.g. Text), this added a solid square behind the element. #11165 changed this, but removed `BackgroundColor` from `ImageBundle` to avoid confusion, since the semantic meaning had changed. However, this resulted in a serious UX downgrade / inconsistency, as this behavior was no longer part of the bundle (unlike for `TextBundle` or `NodeBundle`), leaving users with a relatively frustrating upgrade path. Additionally, adding both `BackgroundColor` and `UiImage` resulted in a bizarre effect, where the background color was seemingly ignored as it was covered by a solid white placeholder image. Fixes #13969. ## Solution Per @viridia's design: > - if you don't specify a background color, it's transparent. > - if you don't specify an image color, it's white (because it's a multiplier). > - if you don't specify an image, no image is drawn. > - if you specify both a background color and an image color, they are independent. > - the background color is drawn behind the image (in whatever pixels are transparent) As laid out by @benfrankel, this involves: 1. Changing the default `UiImage` to use a transparent texture but a pure white tint. 2. Adding `UiImage::solid_color` to quickly set placeholder images. 3. Changing the default `BorderColor` and `BackgroundColor` to transparent. 4. Removing the default overrides for these values in the other assorted UI bundles. 5. Adding `BackgroundColor` back to `ImageBundle` and `ButtonBundle`. 6. Adding a 1x1 `Image::transparent`, which can be accessed from `Assets<Image>` via the `TRANSPARENT_IMAGE_HANDLE` constant. Huge thanks to everyone who helped out with the design in the linked issue and [the Discord thread](https://discord.com/channels/691052431525675048/1255209923890118697/1255209999278280844): this was very much a joint design. @cart helped me figure out how to set the UiImage's default texture to a transparent 1x1 image, which is a much nicer fix. ## Testing I've checked the examples modified by this PR, and the `ui` example as well just to be sure. ## Migration Guide - `BackgroundColor` no longer tints the color of images in `ImageBundle` or `ButtonBundle`. Set `UiImage::color` to tint images instead. - The default texture for `UiImage` is now a transparent white square. Use `UiImage::solid_color` to quickly draw debug images. - The default value for `BackgroundColor` and `BorderColor` is now transparent. Set the color to white manually to return to previous behavior.
		
			
				
	
	
		
			210 lines
		
	
	
		
			7.0 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			210 lines
		
	
	
		
			7.0 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
//! Renders two cameras to the same window to accomplish "split screen".
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use std::f32::consts::PI;
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use bevy::{
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    pbr::CascadeShadowConfigBuilder, prelude::*, render::camera::Viewport, window::WindowResized,
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};
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fn main() {
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    App::new()
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        .add_plugins(DefaultPlugins)
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        .add_systems(Startup, setup)
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        .add_systems(Update, (set_camera_viewports, button_system))
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        .run();
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}
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/// set up a simple 3D scene
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fn setup(
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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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    // plane
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    commands.spawn(PbrBundle {
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        mesh: meshes.add(Plane3d::default().mesh().size(100.0, 100.0)),
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        material: materials.add(Color::srgb(0.3, 0.5, 0.3)),
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        ..default()
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    });
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    commands.spawn(SceneBundle {
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        scene: asset_server.load(GltfAssetLabel::Scene(0).from_asset("models/animated/Fox.glb")),
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        ..default()
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    });
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    // Light
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    commands.spawn(DirectionalLightBundle {
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        transform: Transform::from_rotation(Quat::from_euler(EulerRot::ZYX, 0.0, 1.0, -PI / 4.)),
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        directional_light: DirectionalLight {
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            shadows_enabled: true,
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            ..default()
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        },
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        cascade_shadow_config: CascadeShadowConfigBuilder {
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            num_cascades: 2,
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            first_cascade_far_bound: 200.0,
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            maximum_distance: 280.0,
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            ..default()
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        }
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        .into(),
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        ..default()
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    });
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    // Cameras and their dedicated UI
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    for (index, (camera_name, camera_pos)) in [
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        ("Player 1", Vec3::new(0.0, 200.0, -150.0)),
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        ("Player 2", Vec3::new(150.0, 150., 50.0)),
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        ("Player 3", Vec3::new(100.0, 150., -150.0)),
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        ("Player 4", Vec3::new(-100.0, 80., 150.0)),
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    ]
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    .iter()
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    .enumerate()
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    {
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        let camera = commands
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            .spawn((
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                Camera3dBundle {
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                    transform: Transform::from_translation(*camera_pos)
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                        .looking_at(Vec3::ZERO, Vec3::Y),
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                    camera: Camera {
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                        // Renders cameras with different priorities to prevent ambiguities
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                        order: index as isize,
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                        // Don't clear after the first camera because the first camera already cleared the entire window
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                        clear_color: if index > 0 {
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                            ClearColorConfig::None
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                        } else {
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                            ClearColorConfig::default()
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                        },
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                        ..default()
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                    },
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                    ..default()
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                },
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                CameraPosition {
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                    pos: UVec2::new((index % 2) as u32, (index / 2) as u32),
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                },
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            ))
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            .id();
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        // Set up UI
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        commands
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            .spawn((
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                TargetCamera(camera),
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                NodeBundle {
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                    style: Style {
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                        width: Val::Percent(100.),
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                        height: Val::Percent(100.),
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                        padding: UiRect::all(Val::Px(20.)),
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                        ..default()
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                    },
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                    ..default()
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                },
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            ))
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            .with_children(|parent| {
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                parent.spawn(TextBundle::from_section(*camera_name, TextStyle::default()));
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                buttons_panel(parent);
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            });
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    }
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    fn buttons_panel(parent: &mut ChildBuilder) {
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        parent
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            .spawn(NodeBundle {
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                style: Style {
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                    position_type: PositionType::Absolute,
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                    width: Val::Percent(100.),
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                    height: Val::Percent(100.),
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                    display: Display::Flex,
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                    flex_direction: FlexDirection::Row,
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                    justify_content: JustifyContent::SpaceBetween,
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                    align_items: AlignItems::Center,
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                    padding: UiRect::all(Val::Px(20.)),
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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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                rotate_button(parent, "<", Direction::Left);
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                rotate_button(parent, ">", Direction::Right);
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            });
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    }
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    fn rotate_button(parent: &mut ChildBuilder, caption: &str, direction: Direction) {
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        parent
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            .spawn((
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                RotateCamera(direction),
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                ButtonBundle {
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                    style: Style {
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                        width: Val::Px(40.),
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                        height: Val::Px(40.),
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                        border: UiRect::all(Val::Px(2.)),
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                        justify_content: JustifyContent::Center,
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                        align_items: AlignItems::Center,
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                        ..default()
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                    },
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                    border_color: Color::WHITE.into(),
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                    background_color: Color::srgb(0.25, 0.25, 0.25).into(),
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                    ..default()
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                },
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            ))
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            .with_children(|parent| {
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                parent.spawn(TextBundle::from_section(caption, TextStyle::default()));
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            });
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    }
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}
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#[derive(Component)]
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struct CameraPosition {
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    pos: UVec2,
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}
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#[derive(Component)]
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struct RotateCamera(Direction);
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enum Direction {
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    Left,
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    Right,
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}
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fn set_camera_viewports(
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    windows: Query<&Window>,
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    mut resize_events: EventReader<WindowResized>,
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    mut query: Query<(&CameraPosition, &mut Camera)>,
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) {
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    // We need to dynamically resize the camera's viewports whenever the window size changes
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    // so then each camera always takes up half the screen.
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    // A resize_event is sent when the window is first created, allowing us to reuse this system for initial setup.
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    for resize_event in resize_events.read() {
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        let window = windows.get(resize_event.window).unwrap();
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        let size = window.physical_size() / 2;
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        for (camera_position, mut camera) in &mut query {
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            camera.viewport = Some(Viewport {
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                physical_position: camera_position.pos * size,
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                physical_size: size,
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                ..default()
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            });
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        }
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    }
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}
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#[allow(clippy::type_complexity)]
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fn button_system(
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    interaction_query: Query<
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        (&Interaction, &TargetCamera, &RotateCamera),
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        (Changed<Interaction>, With<Button>),
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    >,
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    mut camera_query: Query<&mut Transform, With<Camera>>,
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) {
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    for (interaction, target_camera, RotateCamera(direction)) in &interaction_query {
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        if let Interaction::Pressed = *interaction {
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            // Since TargetCamera propagates to the children, we can use it to find
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            // which side of the screen the button is on.
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            if let Ok(mut camera_transform) = camera_query.get_mut(target_camera.entity()) {
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                let angle = match direction {
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                    Direction::Left => -0.1,
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                    Direction::Right => 0.1,
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                };
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                camera_transform.rotate_around(Vec3::ZERO, Quat::from_axis_angle(Vec3::Y, angle));
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            }
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        }
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    }
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}
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