going to abstract the events like I did for the vkcaster
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@@ -3,78 +3,89 @@ use crate::canvas::*;
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use crate::canvas::managed::handles::{CanvasFontHandle, CanvasImageHandle, CanvasTextureHandle, Handle};
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use crate::canvas::canvas_frame::{Drawable, Eventable};
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use crate::util::vertex::{VertexTypes, TextureVertex3D, Vertex3D};
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use winit::event::{DeviceEvent, MouseButton, ElementState, Event};
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use winit::event::{DeviceEvent, MouseButton, ElementState, Event, WindowEvent};
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///
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#[derive(Debug, Clone)]
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pub struct Sprite {
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pub verts: VertexTypes,
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verts: VertexTypes,
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position: (f32, f32),
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size: (f32, f32),
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depth: f32,
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texture_handle: Arc<CanvasTextureHandle>,
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}
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/// Container class which implements drawable.
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impl Sprite {
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fn generate_verts(position: (f32, f32), size: (f32, f32), depth: f32,) -> Vec<TextureVertex3D> {
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vec![
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TextureVertex3D {
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v_position: [position.0, position.1, depth], // top left
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ti_position: [-0.0, -0.0],
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},
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TextureVertex3D {
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v_position: [position.0, position.1 + size.1, depth], // bottom left
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ti_position: [-0.0, 1.0],
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},
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TextureVertex3D {
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v_position: [position.0 + size.0, position.1 + size.1, depth], // bottom right
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ti_position: [1.0, 1.0],
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},
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TextureVertex3D {
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v_position: [position.0, position.1, depth], // top left
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ti_position: [-0.0, -0.0],
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},
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TextureVertex3D {
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v_position: [position.0 + size.0, position.1 + size.1, depth], // bottom right
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ti_position: [1.0, 1.0],
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},
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TextureVertex3D {
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v_position: [position.0 + size.0, position.1, depth], // top right
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ti_position: [1.0, -0.0],
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},
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]
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}
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///
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pub fn new(position: (f32, f32),
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size: (f32, f32),
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depth: u32,
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texture_handle: Arc<CanvasTextureHandle>) -> Sprite {
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let normalized_depth = (depth as f32 / 255.0);
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let verts = vec![
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TextureVertex3D {
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v_position: [position.0, position.1, normalized_depth], // top left
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ti_position: [-0.0, -0.0],
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},
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TextureVertex3D {
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v_position: [position.0, position.1 + size.1, normalized_depth], // bottom left
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ti_position: [-0.0, 1.0],
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},
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TextureVertex3D {
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v_position: [position.0 + size.0, position.1 + size.1, normalized_depth], // bottom right
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ti_position: [1.0, 1.0],
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},
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TextureVertex3D {
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v_position: [position.0, position.1, normalized_depth], // top left
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ti_position: [-0.0, -0.0],
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},
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TextureVertex3D {
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v_position: [position.0 + size.0, position.1 + size.1, normalized_depth], // bottom right
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ti_position: [1.0, 1.0],
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},
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TextureVertex3D {
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v_position: [position.0 + size.0, position.1, normalized_depth], // top right
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ti_position: [1.0, -0.0],
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},
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];
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Sprite {
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verts: VertexTypes::TextureType(verts, texture_handle),
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verts: VertexTypes::TextureType(Sprite::generate_verts(position, size, normalized_depth), texture_handle.clone()),
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position: position,
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size: size,
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depth: normalized_depth,
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texture_handle: texture_handle.clone(),
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}
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}
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}
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impl Drawable for Sprite {
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fn get(&self) -> VertexTypes {
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self.verts.clone()
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VertexTypes::TextureType(Sprite::generate_verts(self.position, self.size, self.depth), self.texture_handle.clone())
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}
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}
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impl Eventable<T> for Sprite {
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fn notify<T>(&self, event: &Event<T>) -> () {
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impl<T> Eventable<T> for Sprite {
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fn notify(&mut self, event: &Event<T>) -> () {
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match event {
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Event::DeviceEvent { event: DeviceEvent::Button{button, state }, .. } => {
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match button.id.unwrap() {
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Event::WindowEvent { event: WindowEvent::MouseInput{ device_id, state, button, modifiers }, .. } => {
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match button {
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MouseButton::Left => {
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if state.state == ElementState::Pressed {
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// processor.save_edges_image();
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if *state == ElementState::Pressed {
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self.position = (self.position.0, self.position.1 + 0.1);
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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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