Rename integration examples
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a646b11109
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13 changed files with 9 additions and 7 deletions
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@ -1,239 +0,0 @@
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mod controls;
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mod scene;
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use controls::Controls;
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use scene::Scene;
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use iced_wgpu::{wgpu, Backend, Renderer, Settings, Viewport};
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use iced_winit::{conversion, futures, program, winit, Clipboard, Debug, Size};
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use futures::task::SpawnExt;
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use winit::{
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dpi::PhysicalPosition,
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event::{Event, ModifiersState, WindowEvent},
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event_loop::{ControlFlow, EventLoop},
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};
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pub fn main() {
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env_logger::init();
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// Initialize winit
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let event_loop = EventLoop::new();
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let window = winit::window::Window::new(&event_loop).unwrap();
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let physical_size = window.inner_size();
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let mut viewport = Viewport::with_physical_size(
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Size::new(physical_size.width, physical_size.height),
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window.scale_factor(),
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);
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let mut cursor_position = PhysicalPosition::new(-1.0, -1.0);
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let mut modifiers = ModifiersState::default();
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let mut clipboard = Clipboard::connect(&window);
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// Initialize wgpu
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let instance = wgpu::Instance::new(wgpu::BackendBit::PRIMARY);
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let surface = unsafe { instance.create_surface(&window) };
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let (format, (mut device, queue)) = futures::executor::block_on(async {
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let adapter = instance
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.request_adapter(&wgpu::RequestAdapterOptions {
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power_preference: wgpu::PowerPreference::HighPerformance,
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compatible_surface: Some(&surface),
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})
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.await
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.expect("Request adapter");
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(
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adapter
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.get_swap_chain_preferred_format(&surface)
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.expect("Get preferred format"),
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adapter
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.request_device(
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&wgpu::DeviceDescriptor {
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label: None,
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features: wgpu::Features::empty(),
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limits: wgpu::Limits::default(),
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},
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None,
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)
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.await
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.expect("Request device"),
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)
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});
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let mut swap_chain = {
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let size = window.inner_size();
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device.create_swap_chain(
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&surface,
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&wgpu::SwapChainDescriptor {
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usage: wgpu::TextureUsage::RENDER_ATTACHMENT,
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format,
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width: size.width,
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height: size.height,
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present_mode: wgpu::PresentMode::Mailbox,
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},
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)
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};
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let mut resized = false;
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// Initialize staging belt and local pool
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let mut staging_belt = wgpu::util::StagingBelt::new(5 * 1024);
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let mut local_pool = futures::executor::LocalPool::new();
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// Initialize scene and GUI controls
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let scene = Scene::new(&mut device);
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let controls = Controls::new();
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// Initialize iced
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let mut debug = Debug::new();
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let mut renderer =
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Renderer::new(Backend::new(&mut device, Settings::default(), format));
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let mut state = program::State::new(
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controls,
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viewport.logical_size(),
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conversion::cursor_position(cursor_position, viewport.scale_factor()),
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&mut renderer,
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&mut debug,
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);
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// Run event loop
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event_loop.run(move |event, _, control_flow| {
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// You should change this if you want to render continuosly
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*control_flow = ControlFlow::Wait;
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match event {
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Event::WindowEvent { event, .. } => {
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match event {
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WindowEvent::CursorMoved { position, .. } => {
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cursor_position = position;
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}
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WindowEvent::ModifiersChanged(new_modifiers) => {
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modifiers = new_modifiers;
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}
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WindowEvent::Resized(new_size) => {
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viewport = Viewport::with_physical_size(
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Size::new(new_size.width, new_size.height),
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window.scale_factor(),
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);
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resized = true;
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}
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WindowEvent::CloseRequested => {
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*control_flow = ControlFlow::Exit;
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}
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_ => {}
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}
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// Map window event to iced event
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if let Some(event) = iced_winit::conversion::window_event(
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&event,
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window.scale_factor(),
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modifiers,
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) {
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state.queue_event(event);
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}
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}
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Event::MainEventsCleared => {
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// If there are events pending
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if !state.is_queue_empty() {
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// We update iced
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let _ = state.update(
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viewport.logical_size(),
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conversion::cursor_position(
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cursor_position,
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viewport.scale_factor(),
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),
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&mut renderer,
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&mut clipboard,
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&mut debug,
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);
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// and request a redraw
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window.request_redraw();
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}
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}
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Event::RedrawRequested(_) => {
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if resized {
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let size = window.inner_size();
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swap_chain = device.create_swap_chain(
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&surface,
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&wgpu::SwapChainDescriptor {
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usage: wgpu::TextureUsage::RENDER_ATTACHMENT,
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format: format,
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width: size.width,
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height: size.height,
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present_mode: wgpu::PresentMode::Mailbox,
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},
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);
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resized = false;
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}
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match swap_chain.get_current_frame() {
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Ok(frame) => {
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let mut encoder = device.create_command_encoder(
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&wgpu::CommandEncoderDescriptor { label: None },
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);
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let program = state.program();
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{
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// We clear the frame
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let mut render_pass = scene.clear(
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&frame.output.view,
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&mut encoder,
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program.background_color(),
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);
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// Draw the scene
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scene.draw(&mut render_pass);
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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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&frame.output.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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// 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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// And recall staging buffers
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local_pool
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.spawner()
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.spawn(staging_belt.recall())
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.expect("Recall staging buffers");
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local_pool.run_until_stalled();
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}
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Err(error) => match error {
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wgpu::SwapChainError::OutOfMemory => {
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panic!("Swapchain error: {}. Rendering cannot continue.", error)
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}
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_ => {
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// Try rendering again next frame.
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window.request_redraw();
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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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