Remove trait-specific draw logic in iced_native
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3aae45c191
commit
03b3493138
71 changed files with 641 additions and 3126 deletions
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@ -11,8 +11,7 @@ mod circle {
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// implemented by `iced_wgpu` and other renderers.
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use iced_graphics::{Backend, Defaults, Primitive, Renderer};
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use iced_native::{
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layout, mouse, Background, Color, Element, Hasher, Layout, Length,
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Point, Rectangle, Size, Widget,
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layout, Element, Hasher, Layout, Length, Point, Rectangle, Size, Widget,
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};
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pub struct Circle {
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@ -55,20 +54,20 @@ mod circle {
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&self,
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_renderer: &mut Renderer<B>,
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_defaults: &Defaults,
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layout: Layout<'_>,
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_layout: Layout<'_>,
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_cursor_position: Point,
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_viewport: &Rectangle,
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) -> (Primitive, mouse::Interaction) {
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(
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Primitive::Quad {
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bounds: layout.bounds(),
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background: Background::Color(Color::BLACK),
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border_radius: self.radius,
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border_width: 0.0,
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border_color: Color::TRANSPARENT,
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},
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mouse::Interaction::default(),
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)
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) {
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// (
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// Primitive::Quad {
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// bounds: layout.bounds(),
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// background: Background::Color(Color::BLACK),
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// border_radius: self.radius,
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// border_width: 0.0,
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// border_color: Color::TRANSPARENT,
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// },
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// mouse::Interaction::default(),
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// )
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}
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}
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@ -55,98 +55,99 @@ mod rainbow {
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&self,
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_renderer: &mut Renderer<B>,
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_defaults: &Defaults,
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layout: Layout<'_>,
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cursor_position: Point,
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_layout: Layout<'_>,
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_cursor_position: Point,
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_viewport: &Rectangle,
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) -> (Primitive, mouse::Interaction) {
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let b = layout.bounds();
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) {
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// let b = layout.bounds();
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// R O Y G B I V
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let color_r = [1.0, 0.0, 0.0, 1.0];
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let color_o = [1.0, 0.5, 0.0, 1.0];
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let color_y = [1.0, 1.0, 0.0, 1.0];
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let color_g = [0.0, 1.0, 0.0, 1.0];
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let color_gb = [0.0, 1.0, 0.5, 1.0];
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let color_b = [0.0, 0.2, 1.0, 1.0];
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let color_i = [0.5, 0.0, 1.0, 1.0];
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let color_v = [0.75, 0.0, 0.5, 1.0];
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// // R O Y G B I V
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// let color_r = [1.0, 0.0, 0.0, 1.0];
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// let color_o = [1.0, 0.5, 0.0, 1.0];
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// let color_y = [1.0, 1.0, 0.0, 1.0];
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// let color_g = [0.0, 1.0, 0.0, 1.0];
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// let color_gb = [0.0, 1.0, 0.5, 1.0];
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// let color_b = [0.0, 0.2, 1.0, 1.0];
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// let color_i = [0.5, 0.0, 1.0, 1.0];
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// let color_v = [0.75, 0.0, 0.5, 1.0];
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let posn_center = {
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if b.contains(cursor_position) {
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[cursor_position.x - b.x, cursor_position.y - b.y]
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} else {
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[b.width / 2.0, b.height / 2.0]
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}
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};
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// let posn_center = {
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// if b.contains(cursor_position) {
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// [cursor_position.x - b.x, cursor_position.y - b.y]
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// } else {
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// [b.width / 2.0, b.height / 2.0]
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// }
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// };
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let posn_tl = [0.0, 0.0];
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let posn_t = [b.width / 2.0, 0.0];
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let posn_tr = [b.width, 0.0];
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let posn_r = [b.width, b.height / 2.0];
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let posn_br = [b.width, b.height];
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let posn_b = [(b.width / 2.0), b.height];
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let posn_bl = [0.0, b.height];
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let posn_l = [0.0, b.height / 2.0];
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// let posn_tl = [0.0, 0.0];
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// let posn_t = [b.width / 2.0, 0.0];
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// let posn_tr = [b.width, 0.0];
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// let posn_r = [b.width, b.height / 2.0];
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// let posn_br = [b.width, b.height];
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// let posn_b = [(b.width / 2.0), b.height];
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// let posn_bl = [0.0, b.height];
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// let posn_l = [0.0, b.height / 2.0];
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(
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Primitive::Translate {
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translation: Vector::new(b.x, b.y),
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content: Box::new(Primitive::Mesh2D {
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size: b.size(),
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buffers: Mesh2D {
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vertices: vec![
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Vertex2D {
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position: posn_center,
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color: [1.0, 1.0, 1.0, 1.0],
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},
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Vertex2D {
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position: posn_tl,
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color: color_r,
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},
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Vertex2D {
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position: posn_t,
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color: color_o,
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},
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Vertex2D {
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position: posn_tr,
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color: color_y,
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},
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Vertex2D {
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position: posn_r,
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color: color_g,
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},
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Vertex2D {
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position: posn_br,
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color: color_gb,
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},
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Vertex2D {
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position: posn_b,
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color: color_b,
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},
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Vertex2D {
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position: posn_bl,
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color: color_i,
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},
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Vertex2D {
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position: posn_l,
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color: color_v,
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},
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],
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indices: vec![
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0, 1, 2, // TL
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0, 2, 3, // T
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0, 3, 4, // TR
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0, 4, 5, // R
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0, 5, 6, // BR
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0, 6, 7, // B
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0, 7, 8, // BL
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0, 8, 1, // L
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],
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},
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}),
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},
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mouse::Interaction::default(),
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)
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// (
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// Primitive::Translate {
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// translation: Vector::new(b.x, b.y),
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// content: Box::new(Primitive::Mesh2D {
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// size: b.size(),
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// buffers: Mesh2D {
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// vertices: vec![
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// Vertex2D {
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// position: posn_center,
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// color: [1.0, 1.0, 1.0, 1.0],
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// },
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// Vertex2D {
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// position: posn_tl,
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// color: color_r,
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// },
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// Vertex2D {
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// position: posn_t,
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// color: color_o,
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// },
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// Vertex2D {
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// position: posn_tr,
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// color: color_y,
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// },
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// Vertex2D {
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// position: posn_r,
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// color: color_g,
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// },
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// Vertex2D {
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// position: posn_br,
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// color: color_gb,
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// },
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// Vertex2D {
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// position: posn_b,
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// color: color_b,
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// },
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// Vertex2D {
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// position: posn_bl,
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// color: color_i,
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// },
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// Vertex2D {
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// position: posn_l,
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// color: color_v,
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// },
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// ],
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// indices: vec![
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// 0, 1, 2, // TL
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// 0, 2, 3, // T
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// 0, 3, 4, // TR
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// 0, 4, 5, // R
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// 0, 5, 6, // BR
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// 0, 6, 7, // B
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// 0, 7, 8, // BL
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// 0, 8, 1, // L
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// ],
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// },
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// }),
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// },
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// mouse::Interaction::default(),
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// )
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// TODO
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}
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}
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@ -160,18 +160,22 @@ pub fn main() {
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}
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// And then iced on top
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let mouse_interaction = renderer.backend_mut().draw(
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&gl,
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&viewport,
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state.primitive(),
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&debug.overlay(),
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);
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renderer.present(|backend, primitive| {
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backend.present(
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&gl,
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primitive,
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&viewport,
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&debug.overlay(),
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);
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});
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// Update the mouse cursor
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windowed_context.window().set_cursor_icon(
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iced_winit::conversion::mouse_interaction(
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mouse_interaction,
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),
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);
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// TODO
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// windowed_context.window().set_cursor_icon(
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// iced_winit::conversion::mouse_interaction(
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// mouse_interaction,
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// ),
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// );
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windowed_context.swap_buffers().unwrap();
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}
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@ -195,26 +195,28 @@ pub fn main() {
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}
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// And then iced on top
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let mouse_interaction = renderer.backend_mut().draw(
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&mut device,
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&mut staging_belt,
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&mut encoder,
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&view,
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&viewport,
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state.primitive(),
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&debug.overlay(),
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);
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renderer.present(|backend, primitive| {
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backend.present(
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&mut device,
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&mut staging_belt,
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&mut encoder,
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&view,
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primitive,
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&viewport,
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&debug.overlay(),
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);
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});
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// Then we submit the work
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staging_belt.finish();
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queue.submit(Some(encoder.finish()));
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// Update the mouse cursor
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window.set_cursor_icon(
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iced_winit::conversion::mouse_interaction(
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mouse_interaction,
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),
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);
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// window.set_cursor_icon(
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// iced_winit::conversion::mouse_interaction(
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// mouse_interaction,
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// ),
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// );
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// And recall staging buffers
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local_pool
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