Split local state from Engine in iced_wgpu
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parent
4b075b9731
commit
576dd22733
22 changed files with 768 additions and 641 deletions
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@ -35,11 +35,9 @@ pub fn main() -> Result<(), winit::error::EventLoopError> {
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Loading,
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Ready {
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window: Arc<winit::window::Window>,
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device: wgpu::Device,
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queue: wgpu::Queue,
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surface: wgpu::Surface<'static>,
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format: wgpu::TextureFormat,
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engine: Engine,
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device: wgpu::Device,
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renderer: Renderer,
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scene: Scene,
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state: program::State<Controls>,
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@ -146,13 +144,9 @@ pub fn main() -> Result<(), winit::error::EventLoopError> {
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// Initialize iced
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let mut debug = Debug::new();
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let engine =
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Engine::new(&adapter, &device, &queue, format, None);
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let mut renderer = Renderer::new(
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&device,
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&engine,
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Font::default(),
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Pixels::from(16),
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);
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Engine::new(&adapter, device.clone(), queue, format, None);
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let mut renderer =
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Renderer::new(engine, Font::default(), Pixels::from(16));
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let state = program::State::new(
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controls,
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@ -166,11 +160,9 @@ pub fn main() -> Result<(), winit::error::EventLoopError> {
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*self = Self::Ready {
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window,
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device,
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queue,
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surface,
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format,
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engine,
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device,
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renderer,
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scene,
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state,
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@ -193,10 +185,8 @@ pub fn main() -> Result<(), winit::error::EventLoopError> {
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let Self::Ready {
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window,
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device,
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queue,
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surface,
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format,
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engine,
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renderer,
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scene,
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state,
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@ -264,10 +254,6 @@ pub fn main() -> Result<(), winit::error::EventLoopError> {
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// And then iced on top
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renderer.present(
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engine,
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device,
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queue,
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&mut encoder,
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None,
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frame.texture.format(),
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&view,
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@ -276,7 +262,6 @@ pub fn main() -> Result<(), winit::error::EventLoopError> {
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);
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// Then we submit the work
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engine.submit(queue, encoder);
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frame.present();
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// Update the mouse cursor
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@ -1 +1 @@
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0e355b080ad33905145e9f70a3b29e2481197c8fc8f42491acd5358238ebbd5f
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804a1bb6d49e3b3158463202960447d9e7820b967280f41dd0c34c00d3edf2c3
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