Introduce Program and State
This commit is contained in:
parent
d77492c0c3
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14 changed files with 643 additions and 777 deletions
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@ -1,9 +1,10 @@
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use crate::{
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conversion, mouse, Cache, Clipboard, Command, Debug, Element, Executor,
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Mode, Proxy, Runtime, Settings, Size, Subscription, UserInterface,
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conversion, mouse, Clipboard, Command, Debug, Executor, Mode, Proxy,
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Runtime, Settings, Size, Subscription,
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};
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use iced_graphics::window;
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use iced_graphics::Viewport;
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use iced_native::program::{self, Program};
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/// An interactive, native cross-platform application.
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///
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@ -16,22 +17,7 @@ use iced_graphics::Viewport;
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///
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/// When using an [`Application`] with the `debug` feature enabled, a debug view
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/// can be toggled by pressing `F12`.
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pub trait Application: Sized {
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/// The graphics backend to use to draw the [`Application`].
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///
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/// [`Application`]: trait.Application.html
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type Compositor: window::Compositor;
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/// The [`Executor`] that will run commands and subscriptions.
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///
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/// [`Executor`]: trait.Executor.html
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type Executor: Executor;
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/// The type of __messages__ your [`Application`] will produce.
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///
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/// [`Application`]: trait.Application.html
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type Message: std::fmt::Debug + Send;
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pub trait Application: Program {
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/// The data needed to initialize your [`Application`].
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///
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/// [`Application`]: trait.Application.html
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@ -60,18 +46,6 @@ pub trait Application: Sized {
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/// [`Application`]: trait.Application.html
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fn title(&self) -> String;
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/// Handles a __message__ and updates the state of the [`Application`].
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///
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/// This is where you define your __update logic__. All the __messages__,
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/// produced by either user interactions or commands, will be handled by
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/// this method.
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///
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/// Any [`Command`] returned will be executed immediately in the background.
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///
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/// [`Application`]: trait.Application.html
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/// [`Command`]: struct.Command.html
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fn update(&mut self, message: Self::Message) -> Command<Self::Message>;
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/// Returns the event `Subscription` for the current state of the
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/// application.
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///
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@ -85,19 +59,6 @@ pub trait Application: Sized {
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Subscription::none()
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}
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/// Returns the widgets to display in the [`Application`].
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///
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/// These widgets can produce __messages__ based on user interaction.
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///
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/// [`Application`]: trait.Application.html
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fn view(
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&mut self,
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) -> Element<
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'_,
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Self::Message,
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<Self::Compositor as window::Compositor>::Renderer,
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>;
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/// Returns the current [`Application`] mode.
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///
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/// The runtime will automatically transition your application if a new mode
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@ -109,309 +70,237 @@ pub trait Application: Sized {
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fn mode(&self) -> Mode {
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Mode::Windowed
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}
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}
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/// Runs the [`Application`] with the provided [`Settings`].
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///
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/// On native platforms, this method will take control of the current thread
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/// and __will NOT return__.
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///
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/// It should probably be that last thing you call in your `main` function.
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///
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/// [`Application`]: trait.Application.html
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/// [`Settings`]: struct.Settings.html
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fn run(
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settings: Settings<Self::Flags>,
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backend_settings: <Self::Compositor as window::Compositor>::Settings,
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) where
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Self: 'static,
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{
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use iced_graphics::window::Compositor as _;
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use winit::{
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event::{self, WindowEvent},
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event_loop::{ControlFlow, EventLoop},
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};
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pub fn run<A, E, C>(
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settings: Settings<A::Flags>,
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compositor_settings: C::Settings,
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) where
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A: Application + 'static,
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E: Executor + 'static,
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C: window::Compositor<Renderer = A::Renderer> + 'static,
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{
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use winit::{
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event,
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event_loop::{ControlFlow, EventLoop},
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};
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let mut debug = Debug::new();
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let mut debug = Debug::new();
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debug.startup_started();
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debug.startup_started();
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let event_loop = EventLoop::with_user_event();
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let mut external_messages = Vec::new();
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let event_loop = EventLoop::with_user_event();
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let mut runtime = {
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let executor = E::new().expect("Create executor");
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let proxy = Proxy::new(event_loop.create_proxy());
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let mut runtime = {
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let executor = Self::Executor::new().expect("Create executor");
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Runtime::new(executor, proxy)
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};
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Runtime::new(executor, Proxy::new(event_loop.create_proxy()))
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};
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let flags = settings.flags;
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let (application, init_command) = runtime.enter(|| A::new(flags));
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runtime.spawn(init_command);
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let flags = settings.flags;
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let (mut application, init_command) =
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runtime.enter(|| Self::new(flags));
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runtime.spawn(init_command);
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let subscription = application.subscription();
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runtime.track(subscription);
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let subscription = application.subscription();
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runtime.track(subscription);
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let mut title = application.title();
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let mut mode = application.mode();
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let mut title = application.title();
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let mut mode = application.mode();
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let window = settings
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.window
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.into_builder(&title, mode, event_loop.primary_monitor())
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.build(&event_loop)
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.expect("Open window");
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let window = settings
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.window
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.into_builder(&title, mode, event_loop.primary_monitor())
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.build(&event_loop)
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.expect("Open window");
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let clipboard = Clipboard::new(&window);
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let mut mouse_interaction = mouse::Interaction::default();
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let mut modifiers = winit::event::ModifiersState::default();
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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 resized = false;
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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 resized = false;
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let clipboard = Clipboard::new(&window);
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let mut compositor = Self::Compositor::new(backend_settings.clone());
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let (mut compositor, mut renderer) = C::new(compositor_settings);
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let surface = compositor.create_surface(&window);
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let mut renderer = compositor.create_renderer(backend_settings);
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let surface = compositor.create_surface(&window);
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let mut swap_chain = compositor.create_swap_chain(
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&surface,
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physical_size.width,
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physical_size.height,
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);
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let mut swap_chain = compositor.create_swap_chain(
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&surface,
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physical_size.width,
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physical_size.height,
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);
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let user_interface = build_user_interface(
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&mut application,
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Cache::default(),
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&mut renderer,
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viewport.logical_size(),
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&mut debug,
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);
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let mut state = program::State::new(
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application,
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viewport.logical_size(),
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&mut renderer,
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&mut debug,
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);
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debug.startup_finished();
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debug.draw_started();
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let mut primitive = user_interface.draw(&mut renderer);
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debug.draw_finished();
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let mut cache = Some(user_interface.into_cache());
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let mut events = Vec::new();
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let mut mouse_interaction = mouse::Interaction::default();
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let mut modifiers = winit::event::ModifiersState::default();
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debug.startup_finished();
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window.request_redraw();
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event_loop.run(move |event, _, control_flow| match event {
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event::Event::MainEventsCleared => {
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if events.is_empty() && external_messages.is_empty() {
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return;
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}
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let mut user_interface = build_user_interface(
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&mut application,
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cache.take().unwrap(),
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&mut renderer,
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event_loop.run(move |event, _, control_flow| match event {
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event::Event::MainEventsCleared => {
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let command = runtime.enter(|| {
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state.update(
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clipboard.as_ref().map(|c| c as _),
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viewport.logical_size(),
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&mut debug,
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);
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debug.event_processing_started();
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events
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.iter()
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.cloned()
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.for_each(|event| runtime.broadcast(event));
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let mut messages = user_interface.update(
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events.drain(..),
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clipboard
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.as_ref()
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.map(|c| c as &dyn iced_native::Clipboard),
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&renderer,
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);
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messages.extend(external_messages.drain(..));
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debug.event_processing_finished();
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if messages.is_empty() {
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debug.draw_started();
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primitive = user_interface.draw(&mut renderer);
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debug.draw_finished();
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cache = Some(user_interface.into_cache());
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} else {
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// When there are messages, we are forced to rebuild twice
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// for now :^)
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let temp_cache = user_interface.into_cache();
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for message in messages {
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log::debug!("Updating");
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debug.log_message(&message);
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debug.update_started();
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let command =
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runtime.enter(|| application.update(message));
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runtime.spawn(command);
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debug.update_finished();
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}
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let subscription = application.subscription();
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runtime.track(subscription);
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// Update window title
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let new_title = application.title();
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if title != new_title {
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window.set_title(&new_title);
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title = new_title;
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}
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// Update window mode
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let new_mode = application.mode();
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if mode != new_mode {
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window.set_fullscreen(conversion::fullscreen(
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window.current_monitor(),
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new_mode,
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));
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mode = new_mode;
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}
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let user_interface = build_user_interface(
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&mut application,
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temp_cache,
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&mut renderer,
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viewport.logical_size(),
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&mut debug,
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);
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debug.draw_started();
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primitive = user_interface.draw(&mut renderer);
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debug.draw_finished();
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cache = Some(user_interface.into_cache());
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}
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window.request_redraw();
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}
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event::Event::UserEvent(message) => {
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external_messages.push(message);
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}
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event::Event::RedrawRequested(_) => {
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debug.render_started();
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if resized {
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let physical_size = viewport.physical_size();
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swap_chain = compositor.create_swap_chain(
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&surface,
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physical_size.width,
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physical_size.height,
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);
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resized = false;
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}
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let new_mouse_interaction = compositor.draw(
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&mut renderer,
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&mut swap_chain,
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&viewport,
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&primitive,
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&debug.overlay(),
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);
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&mut debug,
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)
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});
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debug.render_finished();
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// If the application was updated
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if let Some(command) = command {
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runtime.spawn(command);
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if new_mouse_interaction != mouse_interaction {
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window.set_cursor_icon(conversion::mouse_interaction(
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new_mouse_interaction,
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let program = state.program();
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// Update subscriptions
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let subscription = program.subscription();
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runtime.track(subscription);
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// Update window title
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let new_title = program.title();
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if title != new_title {
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window.set_title(&new_title);
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title = new_title;
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}
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// Update window mode
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let new_mode = program.mode();
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if mode != new_mode {
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window.set_fullscreen(conversion::fullscreen(
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window.current_monitor(),
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new_mode,
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));
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mouse_interaction = new_mouse_interaction;
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}
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// TODO: Handle animations!
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// Maybe we can use `ControlFlow::WaitUntil` for this.
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}
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event::Event::WindowEvent {
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event: window_event,
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..
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} => {
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match window_event {
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WindowEvent::Resized(new_size) => {
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let size = Size::new(new_size.width, new_size.height);
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viewport = Viewport::with_physical_size(
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size,
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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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WindowEvent::ModifiersChanged(new_modifiers) => {
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modifiers = new_modifiers;
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}
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#[cfg(target_os = "macos")]
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WindowEvent::KeyboardInput {
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input:
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winit::event::KeyboardInput {
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virtual_keycode:
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Some(winit::event::VirtualKeyCode::Q),
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state: winit::event::ElementState::Pressed,
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..
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},
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..
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} if modifiers.logo() => {
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*control_flow = ControlFlow::Exit;
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}
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#[cfg(feature = "debug")]
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WindowEvent::KeyboardInput {
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input:
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winit::event::KeyboardInput {
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virtual_keycode:
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Some(winit::event::VirtualKeyCode::F12),
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state: winit::event::ElementState::Pressed,
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..
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},
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..
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} => debug.toggle(),
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_ => {}
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}
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if let Some(event) = conversion::window_event(
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&window_event,
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viewport.scale_factor(),
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modifiers,
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) {
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events.push(event);
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mode = new_mode;
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}
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}
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_ => {
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*control_flow = ControlFlow::Wait;
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window.request_redraw();
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}
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event::Event::UserEvent(message) => {
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state.queue_message(message);
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}
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event::Event::RedrawRequested(_) => {
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debug.render_started();
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if resized {
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let physical_size = viewport.physical_size();
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swap_chain = compositor.create_swap_chain(
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&surface,
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physical_size.width,
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physical_size.height,
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);
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resized = false;
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}
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})
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let new_mouse_interaction = compositor.draw(
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&mut renderer,
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&mut swap_chain,
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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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debug.render_finished();
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if new_mouse_interaction != mouse_interaction {
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window.set_cursor_icon(conversion::mouse_interaction(
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new_mouse_interaction,
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));
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mouse_interaction = new_mouse_interaction;
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}
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// TODO: Handle animations!
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// Maybe we can use `ControlFlow::WaitUntil` for this.
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}
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event::Event::WindowEvent {
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event: window_event,
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..
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} => {
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handle_window_event(
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&window_event,
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&window,
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control_flow,
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&mut modifiers,
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&mut viewport,
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&mut resized,
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&mut debug,
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);
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if let Some(event) = conversion::window_event(
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&window_event,
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viewport.scale_factor(),
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modifiers,
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) {
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state.queue_event(event.clone());
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runtime.broadcast(event);
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}
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}
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_ => {
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*control_flow = ControlFlow::Wait;
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}
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})
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}
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pub fn handle_window_event(
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event: &winit::event::WindowEvent<'_>,
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window: &winit::window::Window,
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control_flow: &mut winit::event_loop::ControlFlow,
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modifiers: &mut winit::event::ModifiersState,
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viewport: &mut Viewport,
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resized: &mut bool,
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_debug: &mut Debug,
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) {
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use winit::{event::WindowEvent, event_loop::ControlFlow};
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match event {
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WindowEvent::Resized(new_size) => {
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let size = Size::new(new_size.width, new_size.height);
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*viewport =
|
||||
Viewport::with_physical_size(size, window.scale_factor());
|
||||
*resized = true;
|
||||
}
|
||||
WindowEvent::CloseRequested => {
|
||||
*control_flow = ControlFlow::Exit;
|
||||
}
|
||||
WindowEvent::ModifiersChanged(new_modifiers) => {
|
||||
*modifiers = *new_modifiers;
|
||||
}
|
||||
#[cfg(target_os = "macos")]
|
||||
WindowEvent::KeyboardInput {
|
||||
input:
|
||||
winit::event::KeyboardInput {
|
||||
virtual_keycode: Some(winit::event::VirtualKeyCode::Q),
|
||||
state: winit::event::ElementState::Pressed,
|
||||
..
|
||||
},
|
||||
..
|
||||
} if modifiers.logo() => {
|
||||
*control_flow = ControlFlow::Exit;
|
||||
}
|
||||
#[cfg(feature = "debug")]
|
||||
WindowEvent::KeyboardInput {
|
||||
input:
|
||||
winit::event::KeyboardInput {
|
||||
virtual_keycode: Some(winit::event::VirtualKeyCode::F12),
|
||||
state: winit::event::ElementState::Pressed,
|
||||
..
|
||||
},
|
||||
..
|
||||
} => _debug.toggle(),
|
||||
_ => {}
|
||||
}
|
||||
}
|
||||
|
||||
fn build_user_interface<'a, A: Application>(
|
||||
application: &'a mut A,
|
||||
cache: Cache,
|
||||
renderer: &mut <A::Compositor as window::Compositor>::Renderer,
|
||||
size: Size,
|
||||
debug: &mut Debug,
|
||||
) -> UserInterface<
|
||||
'a,
|
||||
A::Message,
|
||||
<A::Compositor as window::Compositor>::Renderer,
|
||||
> {
|
||||
debug.view_started();
|
||||
let view = application.view();
|
||||
debug.view_finished();
|
||||
|
||||
debug.layout_started();
|
||||
let user_interface = UserInterface::build(view, size, cache, renderer);
|
||||
debug.layout_finished();
|
||||
|
||||
user_interface
|
||||
}
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue