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use skulpin::skia_safe::gpu::SurfaceOrigin;
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use skulpin::skia_safe::{
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Budgeted, Canvas, ImageInfo, Rect, Surface, Point, Paint, Color, BlendMode, image_filters::blur
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};
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use skulpin::skia_safe::canvas::{
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SaveLayerRec,
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SrcRectConstraint
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};
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use super::{Renderer, RendererSettings};
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use super::animation_utils::*;
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use crate::editor::WindowDrawCommand;
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use crate::redraw_scheduler::REDRAW_SCHEDULER;
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fn build_window_surface(
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parent_canvas: &mut Canvas,
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renderer: &Renderer,
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grid_width: u64,
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grid_height: u64,
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) -> Surface {
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let dimensions = ((grid_width as f32 * renderer.font_width) as i32, (grid_height as f32 * renderer.font_height) as i32);
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let mut context = parent_canvas.gpu_context().unwrap();
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let budgeted = Budgeted::Yes;
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let parent_image_info = parent_canvas.image_info();
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let image_info = ImageInfo::new(
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dimensions,
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parent_image_info.color_type(),
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parent_image_info.alpha_type(),
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parent_image_info.color_space(),
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);
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let surface_origin = SurfaceOrigin::TopLeft;
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let mut surface = Surface::new_render_target(
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&mut context,
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budgeted,
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&image_info,
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None,
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surface_origin,
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None,
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None,
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)
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.expect("Could not create surface");
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let canvas = surface.canvas();
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canvas.clear(renderer.default_style.colors.background.clone().unwrap().to_color());
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surface
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}
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pub struct RenderedWindow {
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background_surface: Surface,
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foreground_surface: Surface,
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pub id: u64,
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pub hidden: bool,
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pub floating: bool,
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grid_width: u64, grid_height: u64,
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grid_start_position: Point,
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grid_current_position: Point,
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grid_destination: Point,
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t: f32
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}
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impl RenderedWindow {
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pub fn new(parent_canvas: &mut Canvas, renderer: &Renderer, id: u64, grid_position: Point, grid_width: u64, grid_height: u64) -> RenderedWindow {
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let background_surface = build_window_surface(parent_canvas, renderer, grid_width, grid_height);
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let foreground_surface = build_window_surface(parent_canvas, renderer, grid_width, grid_height);
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RenderedWindow {
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background_surface,
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foreground_surface,
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id,
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hidden: false,
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floating: false,
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grid_width,
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grid_height,
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grid_start_position: grid_position,
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grid_current_position: grid_position,
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grid_destination: grid_position,
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t: 2.0 // 2.0 is out of the 0.0 to 1.0 range and stops animation
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}
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}
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pub fn update(
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&mut self,
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settings: &RendererSettings,
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dt: f32
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) -> bool {
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if (self.t - 1.0).abs() < std::f32::EPSILON {
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return false;
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}
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if (self.t - 1.0).abs() < std::f32::EPSILON {
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// We are at destination, move t out of 0-1 range to stop the animation
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self.t = 2.0;
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} else {
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self.t = (self.t + dt / settings.animation_length).min(1.0);
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}
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self.grid_current_position = ease_point(
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ease_out_expo,
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self.grid_start_position,
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self.grid_destination,
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self.t,
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);
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true
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}
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pub fn draw(
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&mut self,
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root_canvas: &mut Canvas,
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settings: &RendererSettings,
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font_width: f32,
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font_height: f32,
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dt: f32
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) -> (u64, Rect) {
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let current_pixel_position = Point::new(self.grid_current_position.x * font_width, self.grid_current_position.y * font_height);
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let image_width = (self.grid_width as f32 * font_width) as i32;
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let image_height = (self.grid_height as f32 * font_height) as i32;
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if self.update(settings, dt) {
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REDRAW_SCHEDULER.queue_next_frame();
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}
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root_canvas.save();
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let region = Rect::from_point_and_size(current_pixel_position, (image_width, image_height));
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root_canvas.clip_rect(®ion, None, Some(false));
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if self.floating && settings.floating_blur {
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let blur = blur((2.0, 2.0), None, None, None).unwrap();
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let save_layer_rec = SaveLayerRec::default()
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.backdrop(&blur)
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.bounds(®ion);
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root_canvas.save_layer(&save_layer_rec);
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}
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let mut paint = Paint::default();
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if self.floating {
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let a = (settings.floating_opacity.min(1.0).max(0.0) * 255.0) as u8;
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paint.set_color(Color::from_argb(a, 255, 255, 255));
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}
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self.background_surface.draw(root_canvas.as_mut(), (current_pixel_position.x, current_pixel_position.y), Some(&paint));
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let mut paint = Paint::default();
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paint.set_blend_mode(BlendMode::SrcOver);
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self.foreground_surface.draw(root_canvas.as_mut(), (current_pixel_position.x, current_pixel_position.y), Some(&paint));
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if self.floating {
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root_canvas.restore();
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}
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root_canvas.restore();
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let window_position = current_pixel_position.clone();
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(self.id, Rect::from_point_and_size(window_position, (image_width as f32, image_height as f32)))
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}
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pub fn handle_window_draw_command(mut self, renderer: &mut Renderer, draw_command: WindowDrawCommand) -> Self {
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match draw_command {
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WindowDrawCommand::Position {
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grid_left, grid_top,
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width: grid_width,
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height: grid_height,
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floating
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} => {
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let new_destination: Point = (grid_left as f32, grid_top as f32).into();
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if self.grid_destination != new_destination {
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if self.grid_start_position.x.abs() > f32::EPSILON || self.grid_start_position.y.abs() > f32::EPSILON {
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self.t = 0.0; // Reset animation as we have a new destination.
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self.grid_start_position = self.grid_current_position;
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self.grid_destination = new_destination;
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} else {
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// We don't want to animate since the window is animating out of the start location,
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// so we set t to 2.0 to stop animations.
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self.t = 2.0;
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self.grid_start_position = new_destination;
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self.grid_destination = new_destination;
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}
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}
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if grid_width != self.grid_width || grid_height != self.grid_height {
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{
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let mut old_background = self.background_surface;
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self.background_surface = build_window_surface(old_background.canvas(), &renderer, grid_width, grid_height);
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old_background.draw(self.background_surface.canvas(), (0.0, 0.0), None);
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}
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{
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let mut old_foreground = self.foreground_surface;
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self.foreground_surface = build_window_surface(old_foreground.canvas(), &renderer, grid_width, grid_height);
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old_foreground.draw(self.foreground_surface.canvas(), (0.0, 0.0), None);
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}
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self.grid_width = grid_width;
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self.grid_height = grid_height;
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}
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self.floating = floating;
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if self.hidden {
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self.hidden = false;
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self.t = 2.0; // We don't want to animate since the window is becoming visible, so we set t to 2.0 to stop animations.
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self.grid_start_position = new_destination;
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self.grid_destination = new_destination;
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}
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},
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WindowDrawCommand::Cell {
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text, cell_width, window_left, window_top, style
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} => {
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let grid_position = (window_left, window_top);
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{
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let mut background_canvas = self.background_surface.canvas();
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renderer.draw_background(
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&mut background_canvas,
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grid_position,
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cell_width,
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&style
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);
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}
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{
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let mut foreground_canvas = self.foreground_surface.canvas();
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renderer.draw_foreground(
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&mut foreground_canvas,
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&text,
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grid_position,
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cell_width,
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&style,
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);
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}
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},
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WindowDrawCommand::Scroll {
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top, bot, left, right, rows, cols
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} => {
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let scrolled_region = Rect::new(
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left as f32 * renderer.font_width,
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top as f32 * renderer.font_height,
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right as f32 * renderer.font_width,
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bot as f32 * renderer.font_height);
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{
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let background_snapshot = self.background_surface.image_snapshot();
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let background_canvas = self.background_surface.canvas();
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background_canvas.save();
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background_canvas.clip_rect(scrolled_region, None, Some(false));
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let mut translated_region = scrolled_region.clone();
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translated_region.offset((-cols as f32 * renderer.font_width, -rows as f32 * renderer.font_height));
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background_canvas.draw_image_rect(background_snapshot, Some((&scrolled_region, SrcRectConstraint::Fast)), translated_region, &renderer.paint);
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background_canvas.restore();
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}
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{
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let foreground_snapshot = self.foreground_surface.image_snapshot();
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let foreground_canvas = self.foreground_surface.canvas();
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foreground_canvas.save();
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foreground_canvas.clip_rect(scrolled_region, None, Some(false));
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let mut translated_region = scrolled_region.clone();
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translated_region.offset((-cols as f32 * renderer.font_width, -rows as f32 * renderer.font_height));
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foreground_canvas.draw_image_rect(foreground_snapshot, Some((&scrolled_region, SrcRectConstraint::Fast)), translated_region, &renderer.paint);
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foreground_canvas.restore();
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}
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},
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WindowDrawCommand::Clear => {
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let background_canvas = self.background_surface.canvas();
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self.background_surface = build_window_surface(background_canvas, &renderer, self.grid_width, self.grid_height);
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let foreground_canvas = self.foreground_surface.canvas();
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self.foreground_surface = build_window_surface(foreground_canvas, &renderer, self.grid_width, self.grid_height);
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},
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WindowDrawCommand::Show => {
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if self.hidden {
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self.hidden = false;
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self.t = 2.0; // We don't want to animate since the window is becoming visible, so we set t to 2.0 to stop animations.
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self.grid_start_position = self.grid_destination;
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self.grid_destination = self.grid_destination;
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}
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},
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WindowDrawCommand::Hide => self.hidden = true,
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_ => {}
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};
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self
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}
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}
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