event work + mulling over sprite containers and event notification
This commit is contained in:
@@ -11,7 +11,7 @@ use winit::event::Event;
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/// Trait which may be inherited by objects that wish to be drawn to the screen
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/// Trait which may be inherited by objects that wish to be drawn to the screen
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pub trait Drawable {
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pub trait Drawable {
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fn get(&self) -> VertexTypes;
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fn get(&self) -> Vec<VertexTypes>;
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}
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}
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/// Trait which may be inherited by objects that wish to receive events
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/// Trait which may be inherited by objects that wish to receive events
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@@ -29,7 +29,7 @@ impl CanvasFrame {
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/// Push this drawable onto the back of the accumulator
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/// Push this drawable onto the back of the accumulator
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pub fn draw(&mut self, drawable: &dyn Drawable) {
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pub fn draw(&mut self, drawable: &dyn Drawable) {
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self.map.push(drawable.get());
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drawable.get().iter().map(|x| {self.map.push(x.clone())});
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}
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}
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}
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}
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@@ -54,8 +54,12 @@ impl CompuFrame {
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kernel: Arc<CompuKernelHandle>,
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kernel: Arc<CompuKernelHandle>,
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sprite: &CompuSprite) {
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sprite: &CompuSprite) {
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if let VertexTypes::ImageType(a, b) = sprite.get() {
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let compu_sprites = sprite.get();
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self.swapped_to_image.push((buffer, b, kernel))
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if compu_sprites.len() == 1 {
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if let VertexTypes::ImageType(a, b) = compu_sprites.first().unwrap() {
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self.swapped_to_image.push((buffer, b.clone(), kernel))
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};
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}
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}
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}
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}
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@@ -53,7 +53,7 @@ impl CompuSprite {
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}
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}
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impl Drawable for CompuSprite {
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impl Drawable for CompuSprite {
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fn get(&self) -> VertexTypes {
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fn get(&self) -> Vec<VertexTypes> {
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self.verts.clone()
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vec![self.verts.clone()]
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}
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}
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}
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}
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@@ -61,8 +61,8 @@ impl Polygon {
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}
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}
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}
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}
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impl Drawable for Polygon {
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impl Drawable for Polygon {
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fn get(&self) -> VertexTypes {
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fn get(&self) -> Vec<VertexTypes> {
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self.verts.clone()
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vec![self.verts.clone()]
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}
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}
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}
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}
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@@ -50,8 +50,8 @@ impl Rect {
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}
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}
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}
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}
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impl Drawable for Rect {
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impl Drawable for Rect {
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fn get(&self) -> VertexTypes {
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fn get(&self) -> Vec<VertexTypes> {
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self.verts.clone()
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vec![self.verts.clone()]
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}
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}
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}
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}
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@@ -18,9 +18,7 @@ pub struct Sprite {
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/// Container class which implements drawable.
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/// Container class which implements drawable.
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impl Sprite {
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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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fn generate_verts(position: (f32, f32), size: (f32, f32), depth: f32,) -> Vec<TextureVertex3D> {
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vec![
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vec![
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TextureVertex3D {
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TextureVertex3D {
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v_position: [position.0, position.1, depth], // top left
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v_position: [position.0, position.1, depth], // top left
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@@ -54,7 +52,6 @@ impl Sprite {
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size: (f32, f32),
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size: (f32, f32),
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depth: u32,
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depth: u32,
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texture_handle: Arc<CanvasTextureHandle>) -> Sprite {
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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 normalized_depth = (depth as f32 / 255.0);
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Sprite {
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Sprite {
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@@ -68,24 +65,26 @@ impl Sprite {
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}
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}
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impl Drawable for Sprite {
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impl Drawable for Sprite {
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fn get(&self) -> VertexTypes {
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fn get(&self) -> Vec<VertexTypes> {
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VertexTypes::TextureType(Sprite::generate_verts(self.position, self.size, self.depth), self.texture_handle.clone())
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vec![
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VertexTypes::TextureType(
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Sprite::generate_verts(self.position, self.size, self.depth),
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self.texture_handle.clone())
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]
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}
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}
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}
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}
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impl<T> Eventable<T> for Sprite {
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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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fn notify(&mut self, event: &Event<T>) -> () {
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match event {
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match event {
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Event::WindowEvent { event: WindowEvent::MouseInput{ device_id, state, button, modifiers }, .. } => {
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Event::WindowEvent { event: WindowEvent::MouseInput { device_id, state, button, modifiers }, .. } => {
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match button {
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match button {
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MouseButton::Left => {
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MouseButton::Left => {
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if *state == ElementState::Pressed {
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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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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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}
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}
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}
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_ => {}
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_ => {}
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@@ -137,7 +137,7 @@ impl Text {
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}
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}
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impl Drawable for Text {
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impl Drawable for Text {
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fn get(&self) -> VertexTypes {
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fn get(&self) -> Vec<VertexTypes> {
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self.verts.clone()
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vec![self.verts.clone()]
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}
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}
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}
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}
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152
src/main.rs
152
src/main.rs
@@ -36,7 +36,8 @@ use crate::util::timer::Timer;
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use crate::util::vertex::{TextureVertex3D, VertexTypes};
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use crate::util::vertex::{TextureVertex3D, VertexTypes};
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use crate::vkprocessor::VkProcessor;
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use crate::vkprocessor::VkProcessor;
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use std::path::Path;
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use std::path::Path;
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use gilrs::{Gilrs, Button, Event as GilEvent};
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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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pub mod util;
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pub mod util;
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pub mod vkprocessor;
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pub mod vkprocessor;
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@@ -44,6 +45,36 @@ pub mod drawables;
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pub mod canvas;
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pub mod canvas;
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pub mod compute;
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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;
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use crate::util::vertex::VertexTypes;
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// Should I force these to be drawables
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// or better, how do I force these to be drawables
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enum GuiElements {
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HANDLE(Rect),
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GUIDE(Sprite)
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}
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pub struct Slider {
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sprites: HashSet<GuiElements>,
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}
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impl Drawable for Slider {
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fn get(&self) -> Vec<VertexTypes> {
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self.sprites.into()
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// self.sprites.iter().map(|v| {
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//
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// })
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}
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}
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}
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pub fn main() {
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pub fn main() {
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hprof::start_frame();
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hprof::start_frame();
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@@ -58,7 +89,7 @@ pub fn main() {
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println!("Debug callback: {:?}", msg.description);
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println!("Debug callback: {:?}", msg.description);
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}).ok();
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}).ok();
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let mut events_loop = EventLoop::new();
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let mut events_loop = EventLoop::<TrEvent>::with_user_event();
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let mut surface = WindowBuilder::new()
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let mut surface = WindowBuilder::new()
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.with_inner_size(LogicalSize::new(800, 800))
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.with_inner_size(LogicalSize::new(800, 800))
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@@ -69,7 +100,6 @@ pub fn main() {
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{
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{
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let g = hprof::enter("vulkan preload");
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let g = hprof::enter("vulkan preload");
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processor.create_swapchain(instance.clone(), surface.clone());
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processor.create_swapchain(instance.clone(), surface.clone());
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processor.preload_kernels();
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processor.preload_kernels();
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processor.preload_shaders();
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processor.preload_shaders();
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processor.preload_textures();
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processor.preload_textures();
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@@ -119,6 +149,8 @@ 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 sfml_sprite = Sprite::new((0.0, -0.5), (0.5, 0.5), 1, sfml_handle.clone());
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let rect = Rect::new((-0.5, -0.5), (0.5, 0.5), 1);
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let rect = Rect::new((-0.5, -0.5), (0.5, 0.5), 1);
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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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//let sfml_sprite = Sprite::new((0.0, -0.5), (0.5, 0.5), 1, sfml_handle.clone());
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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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let text_sprite = Text::new((-0.1, -0.1), (10.0, 10.0), 1);
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@@ -129,33 +161,47 @@ pub fn main() {
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let l = hprof::enter("Loop");
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let l = hprof::enter("Loop");
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// while let true = processor.is_open() {
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let event_loop_proxy = events_loop.create_proxy();
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//
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// // Take care of our timing
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// {
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// elapsed_time = timer.elap_time();
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// delta_time = elapsed_time - current_time;
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// current_time = elapsed_time;
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// if delta_time > 0.02 {
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// delta_time = 0.02;
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// }
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// accumulator_time += delta_time;
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// }
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//
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// while (accumulator_time - step_size) >= step_size {
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// accumulator_time -= step_size;
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// }
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let mut gilrs = Gilrs::new().unwrap();
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// Iterate over all connected gamepads
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for (_id, gamepad) in gilrs.gamepads() {
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println!("{} is {:?}", gamepad.name(), gamepad.power_info());
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}
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let mut active_gamepad = None;
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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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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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}
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println!("{} is {:?} {:?}", gamepad_.name(), gamepad_.power_info(), gamepad_.id());
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}
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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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}).ok();
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}
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// // You can also use cached gamepad state
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// if let Some(gamepad) = active_gamepad.map(|id| gilrs.gamepad(id)) {
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// if gamepad.is_pressed(Button::South) {
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// println!("Button South is pressed (XBox - A, PS - X)");
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// }
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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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// Events loop is borrowed from the surface
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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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events_loop.run(move |event, _, control_flow| {
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*control_flow = ControlFlow::Poll;
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match event {
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match event {
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Event::WindowEvent { event: WindowEvent::CloseRequested, .. } =>
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Event::WindowEvent { event: WindowEvent::CloseRequested, .. } =>
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{
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{
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@@ -164,7 +210,27 @@ pub fn main() {
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Event::WindowEvent { event: WindowEvent::Resized(_), .. } => {
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Event::WindowEvent { event: WindowEvent::Resized(_), .. } => {
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processor.swapchain_recreate_needed = true;
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processor.swapchain_recreate_needed = true;
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}
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}
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Event::UserEvent(TrEvent::KeyHeldEvent { }) => {
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}
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Event::MainEventsCleared => {
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Event::MainEventsCleared => {
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// while let true = processor.is_open() {
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//
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// // Take care of our timing
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// {
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// elapsed_time = timer.elap_time();
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// delta_time = elapsed_time - current_time;
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// current_time = elapsed_time;
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// if delta_time > 0.02 {
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// delta_time = 0.02;
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// }
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// accumulator_time += delta_time;
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// }
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//
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// while (accumulator_time - step_size) >= step_size {
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// accumulator_time -= step_size;
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// }
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let mut canvas_frame = CanvasFrame::default();
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let mut canvas_frame = CanvasFrame::default();
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canvas_frame.draw(&funky_sprite);
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canvas_frame.draw(&funky_sprite);
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canvas_frame.draw(&text_sprite);
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canvas_frame.draw(&text_sprite);
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@@ -181,18 +247,6 @@ pub fn main() {
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compu_frame);
|
compu_frame);
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}
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}
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|
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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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}
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|
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// You can also use cached gamepad state
|
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if let Some(gamepad) = active_gamepad.map(|id| gilrs.gamepad(id)) {
|
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if gamepad.is_pressed(Button::South) {
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println!("Button South is pressed (XBox - A, PS - X)");
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}
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}
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|
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}
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}
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Event::DeviceEvent { event: DeviceEvent::Key(keyboard_input), .. } => {
|
Event::DeviceEvent { event: DeviceEvent::Key(keyboard_input), .. } => {
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match keyboard_input.virtual_keycode.unwrap() {
|
match keyboard_input.virtual_keycode.unwrap() {
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@@ -210,13 +264,29 @@ pub fn main() {
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_ => ()
|
_ => ()
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}
|
}
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}
|
}
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|
Event::UserEvent(TrEvent::GamepadEvent { gil_event }) => {
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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 {
|
match event {
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_ => {
|
Event::NewEvents(_) => {},
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||||||
funky_sprite.notify(&event);
|
Event::WindowEvent { window_id, event } => {
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}
|
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|
},
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|
Event::DeviceEvent { device_id, event } => {
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|
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|
},
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||||||
|
Event::UserEvent(tr_event) => {
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||||||
|
|
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|
},
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|
Event::Suspended => {},
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||||||
|
Event::Resumed => {},
|
||||||
|
Event::MainEventsCleared => {},
|
||||||
|
Event::RedrawRequested(_) => {},
|
||||||
|
Event::RedrawEventsCleared => {},
|
||||||
|
Event::LoopDestroyed => {},
|
||||||
}
|
}
|
||||||
});
|
});
|
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|
|
||||||
|
|||||||
@@ -40,4 +40,5 @@ pub fn load_raw(filename: String) -> (Vec<u8>, (u32,u32)) {
|
|||||||
}
|
}
|
||||||
|
|
||||||
(image_buffer, xy)
|
(image_buffer, xy)
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|||||||
@@ -1,18 +1,18 @@
|
|||||||
use winit::window::WindowId;
|
use winit::window::WindowId;
|
||||||
use winit::event::{WindowEvent, DeviceId, DeviceEvent};
|
use winit::event::{WindowEvent, DeviceId, DeviceEvent, KeyboardInput, ModifiersState, MouseScrollDelta, TouchPhase, ElementState, MouseButton, AxisId, Touch};
|
||||||
|
use std::path::PathBuf;
|
||||||
|
use winit::dpi::{PhysicalPosition, PhysicalSize};
|
||||||
|
use gilrs::Event as GilEvent;
|
||||||
|
|
||||||
enum TrEvent {
|
pub enum TrEvent {
|
||||||
|
MouseHeldEvent {
|
||||||
|
|
||||||
// WindowEvent {
|
|
||||||
// window_id: WindowId,
|
|
||||||
// event: WindowEvent<'a>,
|
|
||||||
// },
|
|
||||||
|
|
||||||
/// Emitted when the OS sends an event to a device.
|
|
||||||
DeviceEvent {
|
|
||||||
device_id: DeviceId,
|
|
||||||
event: DeviceEvent,
|
|
||||||
},
|
},
|
||||||
|
KeyHeldEvent {
|
||||||
|
|
||||||
|
},
|
||||||
|
GamepadEvent {
|
||||||
|
gil_event: GilEvent,
|
||||||
|
|
||||||
|
}
|
||||||
}
|
}
|
||||||
Reference in New Issue
Block a user