brainstorming on how to bucket and hand out events
This commit is contained in:
113
src/main.rs
113
src/main.rs
@@ -10,20 +10,24 @@ extern crate nalgebra as na;
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extern crate rand;
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extern crate time;
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use std::path::Path;
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use std::sync::Arc;
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use gilrs::{Button, Event as GilEvent, Gamepad, GamepadId, Gilrs};
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use vulkano::instance::debug::DebugCallback;
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use vulkano::instance::Instance;
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use vulkano::sync;
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use vulkano::sync::GpuFuture;
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use vulkano_win::VkSurfaceBuild;
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use winit::dpi::LogicalSize;
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use winit::event::{DeviceEvent, ElementState, Event, VirtualKeyCode, WindowEvent, MouseButton};
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use winit::event_loop::{EventLoop, ControlFlow, EventLoopProxy};
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use winit::event::{DeviceEvent, ElementState, Event, MouseButton, VirtualKeyCode, WindowEvent};
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use winit::event_loop::{ControlFlow, EventLoop, EventLoopProxy};
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use winit::platform::unix::WindowBuilderExtUnix;
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use winit::window::WindowBuilder;
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use crate::button_m::Slider;
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use crate::canvas::canvas_frame::{CanvasFrame, Drawable, Eventable};
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use crate::canvas::canvas_state::CanvasState;
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use crate::canvas::managed::handles::{CanvasFontHandle, CanvasTextureHandle, Handle};
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use crate::compute::compu_frame::CompuFrame;
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use crate::compute::managed::handles::{CompuBufferHandle, CompuKernelHandle};
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@@ -33,13 +37,9 @@ use crate::drawables::sprite::Sprite;
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use crate::drawables::text::Text;
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use crate::util::load_raw;
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use crate::util::timer::Timer;
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use crate::util::tr_event::TrEvent;
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use crate::util::vertex::{TextureVertex3D, VertexType};
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use crate::vkprocessor::VkProcessor;
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use std::path::Path;
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use gilrs::{Gilrs, Button, Event as GilEvent, GamepadId, Gamepad};
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use crate::util::tr_event::TrEvent;
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use crate::button_m::Slider;
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use crate::canvas::canvas_state::CanvasState;
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pub mod util;
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pub mod vkprocessor;
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@@ -48,16 +48,18 @@ pub mod canvas;
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pub mod compute;
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pub mod button_m {
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use crate::drawables::rect::Rect;
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use crate::drawables::sprite::Sprite;
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use std::collections::HashSet;
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use crate::canvas::canvas_frame::{Drawable, Eventable};
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use crate::util::vertex::VertexType;
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use winit::event::Event;
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use crate::canvas::canvas_frame::{Drawable, Eventable};
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use crate::drawables::rect::Rect;
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use crate::drawables::sprite::Sprite;
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use crate::util::vertex::VertexType;
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pub struct Slider {
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handle : Rect,
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guide : Vec<Rect>,
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handle: Rect,
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guide: Vec<Rect>,
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scaler: u32,
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position: (f32, f32),
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@@ -66,7 +68,7 @@ pub mod button_m {
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}
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impl Slider {
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pub fn new(size: (f32, f32), position : (f32, f32), value: u16) -> Slider {
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pub fn new(size: (f32, f32), position: (f32, f32), value: u16) -> Slider {
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// render the guide first
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@@ -89,7 +91,7 @@ pub mod button_m {
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scaler: 255,
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position,
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size,
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value
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value,
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}
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}
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}
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@@ -109,8 +111,8 @@ pub mod button_m {
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unimplemented!()
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}
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}
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}
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pub fn main() {
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hprof::start_frame();
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@@ -185,10 +187,10 @@ pub fn main() {
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let sfml_sprite = Sprite::new((0.0, -0.5), (0.5, 0.5), 1, sfml_handle.clone());
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let slider = button_m::Slider::new((0.3, 0.04), (-0.5,-0.3), 30000);
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let slider = button_m::Slider::new((0.3, 0.04), (-0.5, -0.3), 30000);
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// how do i register a sprite to get events...
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// explicit is much easier
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// explicit is much easieri.lo
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//let sfml_sprite = Sprite::new((0.0, -0.5), (0.5, 0.5), 1, sfml_handle.clone());
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// let text_sprite = Text::new((-0.1, -0.1), (10.0, 10.0), 1);
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@@ -202,10 +204,9 @@ pub fn main() {
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let event_loop_proxy = events_loop.create_proxy();
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std::thread::spawn(move || {
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let mut gilrs = Gilrs::new().unwrap();
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// Iterate over all connected gamepads
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let mut gamepad : Option<Gamepad> = None;
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let mut gamepad: Option<Gamepad> = None;
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for (_id, gamepad_) in gilrs.gamepads() {
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if gamepad_.name() == "PS4" {
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gamepad = Some(gamepad_);
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@@ -215,12 +216,11 @@ pub fn main() {
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let mut active_gamepad = None;
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loop {
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while let Some(GilEvent { id, event, time }) = gilrs.next_event() {
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println!("{:?} New event from {}: {:?}", time, id, event);
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active_gamepad = Some(id);
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event_loop_proxy.send_event(TrEvent::GamepadEvent {
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gil_event: GilEvent {id, event, time}
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gil_event: GilEvent { id, event, time }
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}).ok();
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}
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@@ -232,10 +232,11 @@ pub fn main() {
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// }
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std::thread::sleep(std::time::Duration::from_millis(50));
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}
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});
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let mut event_stack = Vec::new();
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// Events loop is borrowed from the surface
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events_loop.run(move |event, _, control_flow| {
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*control_flow = ControlFlow::Poll;
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@@ -243,28 +244,32 @@ pub fn main() {
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let mut previous_canvas = CanvasFrame::default();
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match event {
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Event::WindowEvent { event: WindowEvent::CloseRequested, .. } =>
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{
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Event::WindowEvent { event: WindowEvent::CloseRequested, .. } => {
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*control_flow = ControlFlow::Exit
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}
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Event::WindowEvent { event: WindowEvent::Resized(_), .. } => {
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processor.swapchain_recreate_needed = true;
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}
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Event::UserEvent(TrEvent::KeyHeldEvent { }) => {
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}
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Event::UserEvent(TrEvent::MouseHeldEvent { }) => {
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}
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Event::UserEvent(TrEvent::GamepadEvent { gil_event }) => {
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Event::WindowEvent {
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event: WindowEvent::MouseInput {
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device_id, state, button, modifiers
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}, ..
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} => {
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event_stack.push(event.clone());
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}
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Event::UserEvent(TrEvent::KeyHeldEvent {}) => {}
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Event::UserEvent(TrEvent::MouseHeldEvent {}) => {}
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Event::UserEvent(TrEvent::GamepadEvent { gil_event }) => {}
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Event::DeviceEvent { event: DeviceEvent::Key(keyboard_input), .. } => {
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event_stack.push(event);
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match keyboard_input.virtual_keycode.unwrap() {
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VirtualKeyCode::A => {
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if keyboard_input.state == ElementState::Pressed {
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// processor.save_edges_image();
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}
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},
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}
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VirtualKeyCode::P => {
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if keyboard_input.state == ElementState::Pressed {
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let data = processor.read_compute_buffer(compute_buffer.clone());
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@@ -309,29 +314,22 @@ pub fn main() {
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canvas_frame,
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compu_frame);
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}
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}
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_ => ()
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}
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// bucket the events out, but not really
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match event {
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Event::NewEvents(_) => {},
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Event::WindowEvent { window_id, event } => {
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},
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Event::DeviceEvent { device_id, event } => {
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},
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Event::UserEvent(tr_event) => {
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},
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Event::Suspended => {},
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Event::Resumed => {},
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Event::MainEventsCleared => {},
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Event::RedrawRequested(_) => {},
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Event::RedrawEventsCleared => {},
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Event::LoopDestroyed => {},
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Event::NewEvents(_) => {}
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Event::WindowEvent { window_id, event } => {}
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Event::DeviceEvent { device_id, event } => {}
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Event::UserEvent(tr_event) => {}
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Event::Suspended => {}
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Event::Resumed => {}
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Event::MainEventsCleared => {}
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Event::RedrawRequested(_) => {}
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Event::RedrawEventsCleared => {}
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Event::LoopDestroyed => {}
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}
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});
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@@ -342,18 +340,13 @@ pub fn main() {
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}
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pub fn click_test(event_loop_proxy : EventLoopProxy<TrEvent>, canvas_state: &CanvasState) {
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for i in canvas_state. {
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event_loop_proxy.send_event(TrEvent::MouseClickEvent {
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position: (0.0, 0.0),
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button: MouseButton::Left
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}).ok();
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}
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pub fn click_test(event_loop_proxy: EventLoopProxy<TrEvent>, canvas_state: &CanvasState) {
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// for i in canvas_state. {
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// event_loop_proxy.send_event(TrEvent::MouseClickEvent {
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// position: (0.0, 0.0),
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// button: MouseButton::Left,
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// }).ok();
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// }
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}
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