# Objective Continue improving the user experience of our UI Node API in the direction specified by [Bevy's Next Generation Scene / UI System](https://github.com/bevyengine/bevy/discussions/14437) ## Solution As specified in the document above, merge `Style` fields into `Node`, and move "computed Node fields" into `ComputedNode` (I chose this name over something like `ComputedNodeLayout` because it currently contains more than just layout info. If we want to break this up / rename these concepts, lets do that in a separate PR). `Style` has been removed. This accomplishes a number of goals: ## Ergonomics wins Specifying both `Node` and `Style` is now no longer required for non-default styles Before: ```rust commands.spawn(( Node::default(), Style { width: Val::Px(100.), ..default() }, )); ``` After: ```rust commands.spawn(Node { width: Val::Px(100.), ..default() }); ``` ## Conceptual clarity `Style` was never a comprehensive "style sheet". It only defined "core" style properties that all `Nodes` shared. Any "styled property" that couldn't fit that mold had to be in a separate component. A "real" style system would style properties _across_ components (`Node`, `Button`, etc). We have plans to build a true style system (see the doc linked above). By moving the `Style` fields to `Node`, we fully embrace `Node` as the driving concept and remove the "style system" confusion. ## Next Steps * Consider identifying and splitting out "style properties that aren't core to Node". This should not happen for Bevy 0.15. --- ## Migration Guide Move any fields set on `Style` into `Node` and replace all `Style` component usage with `Node`. Before: ```rust commands.spawn(( Node::default(), Style { width: Val::Px(100.), ..default() }, )); ``` After: ```rust commands.spawn(Node { width: Val::Px(100.), ..default() }); ``` For any usage of the "computed node properties" that used to live on `Node`, use `ComputedNode` instead: Before: ```rust fn system(nodes: Query<&Node>) { for node in &nodes { let computed_size = node.size(); } } ``` After: ```rust fn system(computed_nodes: Query<&ComputedNode>) { for computed_node in &computed_nodes { let computed_size = computed_node.size(); } } ```
		
			
				
	
	
		
			206 lines
		
	
	
		
			6.4 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			206 lines
		
	
	
		
			6.4 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((
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        Mesh3d(meshes.add(Plane3d::default().mesh().size(100.0, 100.0))),
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        MeshMaterial3d(materials.add(Color::srgb(0.3, 0.5, 0.3))),
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    ));
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    commands.spawn(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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    // Light
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    commands.spawn((
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        Transform::from_rotation(Quat::from_euler(EulerRot::ZYX, 0.0, 1.0, -PI / 4.)),
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        DirectionalLight {
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            shadows_enabled: true,
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            ..default()
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        },
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        CascadeShadowConfigBuilder {
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            num_cascades: if cfg!(all(
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                feature = "webgl2",
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                target_arch = "wasm32",
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                not(feature = "webgpu")
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            )) {
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                // Limited to 1 cascade in WebGL
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                1
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            } else {
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                2
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            },
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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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        .build(),
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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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                Camera3d::default(),
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                Transform::from_translation(*camera_pos).looking_at(Vec3::ZERO, Vec3::Y),
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                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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                    ..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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                Node {
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                    width: Val::Percent(100.),
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                    height: Val::Percent(100.),
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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((
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                    Text::new(*camera_name),
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                    Node {
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                        position_type: PositionType::Absolute,
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                        top: Val::Px(12.),
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                        left: Val::Px(12.),
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                        ..default()
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                    },
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                ));
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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(Node {
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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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            .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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                Button,
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                Node {
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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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                BorderColor(Color::WHITE),
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                BackgroundColor(Color::srgb(0.25, 0.25, 0.25)),
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            ))
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            .with_children(|parent| {
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                parent.spawn(Text::new(caption));
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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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