Refactored event handling
This commit is contained in:
127
src/main.rs
127
src/main.rs
@@ -14,8 +14,8 @@ use pixels::{Error, Pixels, SurfaceTexture};
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use std::env;
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use std::env;
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use std::rc::Rc;
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use std::rc::Rc;
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use std::sync::Arc;
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use std::sync::Arc;
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use winit::dpi::LogicalSize;
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use winit::dpi::{LogicalSize, PhysicalSize};
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use winit::event::{Event, VirtualKeyCode};
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use winit::event::{Event, KeyboardInput, MouseButton, VirtualKeyCode, WindowEvent};
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use winit::event_loop::{ControlFlow, EventLoop};
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use winit::event_loop::{ControlFlow, EventLoop};
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use winit::window::WindowBuilder;
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use winit::window::WindowBuilder;
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use winit_input_helper::WinitInputHelper;
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use winit_input_helper::WinitInputHelper;
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@@ -47,11 +47,19 @@ struct State {
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width: i32,
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width: i32,
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height: i32,
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height: i32,
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gui: Gui,
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gui: Gui,
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pixels: Pixels,
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}
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}
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impl State {
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impl State {
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/// Create a new `World` instance that can draw a moving box.
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/// Create a new `World` instance that can draw a moving box.
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fn new(width: i32, height: i32, scene: Scene, camera: Camera, gui: Gui) -> Self {
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fn new(
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width: i32,
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height: i32,
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scene: Scene,
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camera: Camera,
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pixels: Pixels,
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gui: Gui,
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) -> Self {
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let rays = camera.cast_rays(width, height);
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let rays = camera.cast_rays(width, height);
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Self {
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Self {
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width,
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width,
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@@ -60,6 +68,7 @@ impl State {
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rays,
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rays,
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scene,
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scene,
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camera,
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camera,
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pixels,
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gui,
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gui,
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}
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}
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}
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}
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@@ -73,15 +82,32 @@ impl State {
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}
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}
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/// Resize the world
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/// Resize the world
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fn resize(&mut self, width: i32, height: i32) {
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fn resize(&mut self, size: &PhysicalSize<u32>) -> bool {
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self.width = width;
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if let Err(err) = self.pixels.resize_surface(size.width, size.height) {
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self.height = height;
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log_error("pixels.resize_surface", err);
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return false;
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}
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}
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self.width = size.width as i32;
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self.height = size.height as i32;
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true
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}
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fn keyboard_input(&mut self, key: &KeyboardInput) {
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match key.virtual_keycode {
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Some(key) => match key {
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VirtualKeyCode::A => {}
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_ => {}
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},
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None => {}
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}
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}
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fn mouse_input(&mut self, button: &MouseButton) {}
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/// Draw the `World` state to the frame buffer.
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/// Draw the `World` state to the frame buffer.
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///
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///
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/// Assumes the default texture format: `wgpu::TextureFormat::Rgba8UnormSrgb`
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/// Assumes the default texture format: `wgpu::TextureFormat::Rgba8UnormSrgb`
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fn draw(&mut self, frame: &mut [u8]) {
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fn draw(&mut self) {
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let frame = self.pixels.frame_mut();
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for i in 0..self.gui.num_rays {
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for i in 0..self.gui.num_rays {
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let ray = &self.rays[self.index];
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let ray = &self.rays[self.index];
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let colour = raytracer::shade_ray(&self.scene, &ray);
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let colour = raytracer::shade_ray(&self.scene, &ray);
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@@ -93,25 +119,12 @@ impl State {
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self.index = self.index + 1;
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self.index = self.index + 1;
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}
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}
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}
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}
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fn draw_all(&mut self, frame: &mut [u8]) {
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let rays = self.camera.cast_rays(self.width, self.height);
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let colours = raytracer::shade_rays(&self.scene, &rays, self.width, self.height);
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for (i, colour) in colours.iter().enumerate() {
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let colour = colours[i];
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// pixel[0] = colour.x;
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// pixel[1] = colour.y;
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// pixel[2] = colour.z;
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// pixel[3] = 255;
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}
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}
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}
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}
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fn main() -> Result<(), Error> {
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fn main() -> Result<(), Error> {
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env_logger::init();
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env_logger::init();
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//Window
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//Window
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let event_loop = EventLoop::new();
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let event_loop = EventLoop::new();
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let mut input = WinitInputHelper::new();
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let window = {
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let window = {
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let size = LogicalSize::new(START_WIDTH as f64, START_HEIGHT as f64);
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let size = LogicalSize::new(START_WIDTH as f64, START_HEIGHT as f64);
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WindowBuilder::new()
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WindowBuilder::new()
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@@ -122,7 +135,7 @@ fn main() -> Result<(), Error> {
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.unwrap()
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.unwrap()
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};
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};
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//Pixel surface
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//Pixel surface
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let mut pixels = {
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let pixels = {
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let window_size = window.inner_size();
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let window_size = window.inner_size();
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let surface_texture = SurfaceTexture::new(window_size.width, window_size.height, &window);
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let surface_texture = SurfaceTexture::new(window_size.width, window_size.height, &window);
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Pixels::new(START_WIDTH as u32, START_HEIGHT as u32, surface_texture)?
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Pixels::new(START_WIDTH as u32, START_HEIGHT as u32, surface_texture)?
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@@ -162,59 +175,49 @@ fn main() -> Result<(), Error> {
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// Set up Dear ImGui
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// Set up Dear ImGui
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let gui = Gui::new(&window, &pixels);
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let gui = Gui::new(&window, &pixels);
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let scene = Scene::new(primitives, lights, cameras, ambient_light);
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let scene = Scene::new(primitives, lights, cameras, ambient_light);
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let mut state = State::new(START_WIDTH, START_HEIGHT, scene, camera, gui);
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let pixels = {
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let window_size = window.inner_size();
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let surface_texture = SurfaceTexture::new(window_size.width, window_size.height, &window);
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Pixels::new(START_WIDTH as u32, START_HEIGHT as u32, surface_texture)?
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};
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let mut state = State::new(START_WIDTH, START_HEIGHT, scene, camera, pixels, gui);
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event_loop.run(move |event, _, control_flow| {
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event_loop.run(move |event, _, control_flow| {
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// Draw the current frame
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// Draw the current frame
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if let Event::RedrawRequested(_) = event {
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state.gui.handle_event(&window, &event); //Let gui handle its events
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state.draw(pixels.frame_mut());
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match event {
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// Draw the world
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Event::WindowEvent { event, .. } => match event {
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// Prepare Dear ImGui
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WindowEvent::CloseRequested => {
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state.gui.prepare(&window).expect("gui.prepare() failed");
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*control_flow = ControlFlow::Exit;
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// Render everything together
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}
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let render_result = pixels.render_with(|encoder, render_target, context| {
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WindowEvent::Resized(size) => {
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// Render the world texture
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state.resize(&size);
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context.scaling_renderer.render(encoder, render_target);
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}
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// Render Dear ImGui
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WindowEvent::KeyboardInput { input, .. } => {
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state.keyboard_input(&input);
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}
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WindowEvent::MouseInput { button, .. } => {
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state.mouse_input(&button);
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}
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_ => {}
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},
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Event::RedrawRequested(_) => {
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state.draw(); //Draw to pixels
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state.gui.prepare(&window).expect("gui.prepare() failed"); //Prepare imgui
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let render_result = state.pixels.render_with(|encoder, render_target, context| {
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context.scaling_renderer.render(encoder, render_target); // Render pixels
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state.gui.render(&window, encoder, render_target, context)?;
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state.gui.render(&window, encoder, render_target, context)?;
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// *control_flow = ControlFlow::Exit;
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Ok(())
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Ok(())
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});
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});
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// Basic error handling
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if let Err(err) = render_result {
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if let Err(err) = render_result {
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log_error("pixels.render", err);
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log_error("pixels.render", err);
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*control_flow = ControlFlow::Exit;
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*control_flow = ControlFlow::Exit;
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return;
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}
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}
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}
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}
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_ => {}
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// Handle input events
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state.gui.handle_event(&window, &event);
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if input.update(&event) {
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// Close events
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if input.key_pressed(VirtualKeyCode::Escape) || input.quit() {
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*control_flow = ControlFlow::Exit;
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return;
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}
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if input.key_pressed(VirtualKeyCode::A) {}
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// Resize the window
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if let Some(size) = input.window_resized() {
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if size.width > 0 && size.height > 0 {
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// Resize the surface texture
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if let Err(err) = pixels.resize_surface(size.width, size.height) {
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log_error("pixels.resize_surface", err);
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*control_flow = ControlFlow::Exit;
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return;
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}
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state.resize(size.width as i32, size.height as i32);
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}
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}
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// Update internal state and request a redraw
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state.update();
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window.request_redraw();
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}
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}
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state.update(); //Update state
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window.request_redraw(); //Redraw window
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});
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});
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}
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}
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