Reattach the close button to the rotator machine
That was much easier than I expected it to be. I'm still going to alter how the `machine_ui_base` function works so that I don't have to remember to attach a button all the time.
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@@ -2,7 +2,7 @@ use bevy::{color::palettes::css::*, prelude::*, ui::Val::*};
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use crate::{
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use crate::{
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game::machines::*,
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game::machines::*,
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widgets::{machine_ui_base, spawn_big_red_button},
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widgets::{CloseButton, machine_ui_base, spawn_big_red_button},
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};
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};
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impl CuttingMachine {
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impl CuttingMachine {
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@@ -52,6 +52,7 @@ impl RotatingMachine {
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commands
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commands
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.spawn((machine_ui_base("Rotating Machine"),))
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.spawn((machine_ui_base("Rotating Machine"),))
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.with_children(|commands| {
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.with_children(|commands| {
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commands.spawn(CloseButton::bundle(commands.target_entity()));
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commands.spawn((
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commands.spawn((
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Node {
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Node {
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padding: UiRect::all(Px(10.0)),
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padding: UiRect::all(Px(10.0)),
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@@ -38,23 +38,21 @@ fn machine_ui_base(header: impl Into<String>) -> impl Bundle {
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},
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},
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BackgroundColor(SLATE_100.into()),
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BackgroundColor(SLATE_100.into()),
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BorderRadius::all(Percent(2.0)),
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BorderRadius::all(Percent(2.0)),
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children![
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children![(
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(
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// TODO: A real node with stuff in it (buttons, maybe?)
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// TODO: A real node with stuff in it (buttons, maybe?)
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Node {
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Node {
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justify_content: JustifyContent::Center,
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justify_content: JustifyContent::Center,
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grid_column: GridPlacement::span(2),
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grid_column: GridPlacement::span(2),
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..default()
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..default()
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},
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},
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BackgroundColor(RED.into()),
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BackgroundColor(RED.into()),
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Pickable::default(),
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Pickable::default(),
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children![(
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children![(
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Text::new(header),
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Text::new(header),
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TextColor(BLACK.into()),
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TextColor(BLACK.into()),
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// TODO: Text shadow, maybe. I couldn't make it look good.
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// TODO: Text shadow, maybe. I couldn't make it look good.
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)],
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)],
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),],
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),
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],
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)
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)
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}
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}
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