# Objective Correct spelling ## Solution Fix typos, specifically ones that I found in folders other than /crates ## Testing CI --------- Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
		
			
				
	
	
		
			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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