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use std::time::{Duration, Instant};
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use std::thread::sleep;
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use log::{info, trace, debug, error};
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use skulpin::{LogicalSize, PhysicalSize};
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use skulpin::sdl2;
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use skulpin::sdl2::Sdl;
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use skulpin::sdl2::video::Window;
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use skulpin::sdl2::event::Event;
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use skulpin::sdl2::keyboard::{Mod, Keycode};
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use skulpin::{RendererBuilder, Renderer as SkulpinRenderer, PresentMode, CoordinateSystem, dpis};
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use crate::bridge::{parse_keycode, append_modifiers, BRIDGE, UiCommand};
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use crate::renderer::Renderer;
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use crate::redraw_scheduler::REDRAW_SCHEDULER;
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use crate::editor::EDITOR;
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use crate::settings::SETTINGS;
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use crate::INITIAL_DIMENSIONS;
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#[derive(RustEmbed)]
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#[folder = "assets/"]
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struct Asset;
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#[cfg(target_os = "windows")]
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fn windows_fix_dpi() {
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use winapi::um::winuser::SetProcessDpiAwarenessContext;
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use winapi::shared::windef::DPI_AWARENESS_CONTEXT_PER_MONITOR_AWARE_V2;
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unsafe {
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SetProcessDpiAwarenessContext(DPI_AWARENESS_CONTEXT_PER_MONITOR_AWARE_V2);
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}
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}
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fn handle_new_grid_size(new_size: LogicalSize, renderer: &Renderer) {
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if new_size.width > 0 && new_size.height > 0 {
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let new_width = ((new_size.width + 1) as f32 / renderer.font_width) as u32;
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let new_height = ((new_size.height + 1) as f32 / renderer.font_height) as u32;
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// Add 1 here to make sure resizing doesn't change the grid size on startup
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BRIDGE.queue_command(UiCommand::Resize { width: new_width, height: new_height });
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}
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}
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struct WindowWrapper {
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context: Sdl,
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window: Window,
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skulpin_renderer: SkulpinRenderer,
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renderer: Renderer,
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mouse_down: bool,
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mouse_position: LogicalSize,
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title: String,
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previous_size: LogicalSize,
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previous_dpis: (f32, f32),
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ignore_text_input: bool
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}
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impl WindowWrapper {
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pub fn new() -> WindowWrapper {
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let context = sdl2::init().expect("Failed to initialize sdl2");
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let video_subsystem = context.video().expect("Failed to create sdl video subsystem");
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let (width, height) = INITIAL_DIMENSIONS;
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let renderer = Renderer::new();
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let logical_size = LogicalSize {
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width: (width as f32 * renderer.font_width) as u32,
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height: (height as f32 * renderer.font_height + 1.0) as u32
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};
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#[cfg(target_os = "windows")]
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windows_fix_dpi();
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sdl2::hint::set("SDL_MOUSE_FOCUS_CLICKTHROUGH", "1");
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// let icon = {
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// let icon_data = Asset::get("nvim.ico").expect("Failed to read icon data");
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// let icon = load_from_memory(&icon_data).expect("Failed to parse icon data");
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// let (width, height) = icon.dimensions();
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// let mut rgba = Vec::with_capacity((width * height) as usize * 4);
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// for (_, _, pixel) in icon.pixels() {
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// rgba.extend_from_slice(&pixel.to_rgba().0);
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// }
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// Icon::from_rgba(rgba, width, height).expect("Failed to create icon object")
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// };
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// info!("icon created");
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let window = video_subsystem.window("Neovide", logical_size.width, logical_size.height)
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.position_centered()
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.allow_highdpi()
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.resizable()
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.vulkan()
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.build()
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.expect("Failed to create window");
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info!("window created");
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let skulpin_renderer = RendererBuilder::new()
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.prefer_integrated_gpu()
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.use_vulkan_debug_layer(true)
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.present_mode_priority(vec![PresentMode::Immediate])
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.coordinate_system(CoordinateSystem::Logical)
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.build(&window)
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.expect("Failed to create renderer");
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info!("renderer created");
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let previous_size = LogicalSize::new(&window).unwrap();
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let previous_dpis = dpis(&window).unwrap();
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WindowWrapper {
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context, window, skulpin_renderer, renderer,
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mouse_down: false,
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mouse_position: LogicalSize {
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width: 0,
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height: 0
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},
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title: String::from("Neovide"),
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previous_size,
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previous_dpis,
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ignore_text_input: false
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}
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}
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pub fn synchronize_title(&mut self) {
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let editor_title = { EDITOR.lock().title.clone() };
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if self.title != editor_title {
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self.title = editor_title;
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self.window.set_title(&self.title).expect("Could not set title");
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}
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}
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pub fn handle_key_down(&mut self, keycode: Keycode, modifiers: Mod) {
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trace!("KeyDown Received: {}", keycode);
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if let Some((key_text, special)) = parse_keycode(keycode) {
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let will_text_input =
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!modifiers.contains(Mod::LCTRLMOD) &&
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!modifiers.contains(Mod::RCTRLMOD) &&
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!modifiers.contains(Mod::LALTMOD) &&
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!modifiers.contains(Mod::RALTMOD) &&
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!modifiers.contains(Mod::LGUIMOD) &&
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!modifiers.contains(Mod::RGUIMOD);
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if modifiers.contains(Mod::MODEMOD) || (will_text_input && !special) {
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self.ignore_text_input = false;
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return;
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}
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BRIDGE.queue_command(UiCommand::Keyboard(append_modifiers(modifiers, key_text, special)));
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self.ignore_text_input = true;
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}
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}
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pub fn handle_text_input(&mut self, text: String) {
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trace!("Keyboard Input Received: {}", &text);
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if self.ignore_text_input {
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self.ignore_text_input = false;
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} else {
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let text = if text == "<" {
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String::from("<lt>")
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} else {
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text
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};
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BRIDGE.queue_command(UiCommand::Keyboard(text))
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}
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}
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pub fn handle_pointer_motion(&mut self, x: i32, y: i32) {
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let previous_position = self.mouse_position;
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self.mouse_position = LogicalSize::from_physical_size_tuple((
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(x as f32 / self.renderer.font_width) as u32,
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(y as f32 / self.renderer.font_height) as u32
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),
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&self.window
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).expect("Could not calculate logical mouse position");
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if self.mouse_down && previous_position != self.mouse_position {
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BRIDGE.queue_command(UiCommand::Drag(self.mouse_position.width, self.mouse_position.height));
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}
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}
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pub fn handle_pointer_down(&mut self) {
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BRIDGE.queue_command(UiCommand::MouseButton {
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action: String::from("press"),
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position: (self.mouse_position.width, self.mouse_position.height)
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});
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self.mouse_down = true;
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}
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pub fn handle_pointer_up(&mut self) {
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BRIDGE.queue_command(UiCommand::MouseButton {
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action: String::from("release"),
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position: (self.mouse_position.width, self.mouse_position.height)
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});
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self.mouse_down = false;
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}
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pub fn handle_mouse_wheel(&mut self, x: i32, y: i32) {
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let vertical_input_type = if y > 0 {
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Some("up")
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} else if y < 0 {
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Some("down")
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} else {
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None
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};
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if let Some(input_type) = vertical_input_type {
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BRIDGE.queue_command(UiCommand::Scroll {
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direction: input_type.to_string(),
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position: (self.mouse_position.width, self.mouse_position.height)
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});
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}
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let horizontal_input_type = if x > 0 {
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Some("right")
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} else if x < 0 {
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Some("left")
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} else {
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None
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};
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if let Some(input_type) = horizontal_input_type {
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BRIDGE.queue_command(UiCommand::Scroll {
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direction: input_type.to_string(),
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position: (self.mouse_position.width, self.mouse_position.height)
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});
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}
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}
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pub fn draw_frame(&mut self) -> bool {
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let new_size = LogicalSize::new(&self.window).unwrap();
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if self.previous_size != new_size {
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handle_new_grid_size(new_size, &self.renderer);
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self.previous_size = new_size;
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}
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let new_dpis = dpis(&self.window).unwrap();
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if self.previous_dpis != new_dpis {
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let physical_size = PhysicalSize::new(&self.window);
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self.window.set_size(
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(physical_size.width as f32 * new_dpis.0 / self.previous_dpis.0) as u32,
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(physical_size.height as f32 * new_dpis.1 / self.previous_dpis.1) as u32).unwrap();
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self.previous_dpis = new_dpis;
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}
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debug!("Render Triggered");
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if REDRAW_SCHEDULER.should_draw() || SETTINGS.get("no_idle").read_bool() {
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let renderer = &mut self.renderer;
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if self.skulpin_renderer.draw(&self.window, |canvas, coordinate_system_helper| {
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if renderer.draw(canvas, coordinate_system_helper) {
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handle_new_grid_size(new_size, &renderer)
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}
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}).is_err() {
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error!("Render failed. Closing");
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return false;
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}
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}
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return true;
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}
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}
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pub fn ui_loop() {
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let mut window = WindowWrapper::new();
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info!("Starting window event loop");
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let mut event_pump = window.context.event_pump().expect("Could not create sdl event pump");
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'running: loop {
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let frame_start = Instant::now();
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window.synchronize_title();
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for event in event_pump.poll_iter() {
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match event {
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Event::Quit {..} => break 'running,
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Event::Window {..} => REDRAW_SCHEDULER.queue_next_frame(),
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Event::KeyDown { keycode: Some(keycode), keymod: modifiers, .. } => window.handle_key_down(keycode, modifiers),
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Event::TextInput { text, .. } => window.handle_text_input(text),
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Event::MouseMotion { x, y, .. } => window.handle_pointer_motion(x, y),
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Event::MouseButtonDown { .. } => window.handle_pointer_down(),
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Event::MouseButtonUp { .. } => window.handle_pointer_up(),
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Event::MouseWheel { x, y, .. } => window.handle_mouse_wheel(x, y),
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_ => {}
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}
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}
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if !window.draw_frame() {
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break;
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}
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let elapsed = frame_start.elapsed();
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let refresh_rate = SETTINGS.get("refresh_rate").read_u16() as f32;
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let frame_length = Duration::from_secs_f32(1.0 / refresh_rate);
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if elapsed < frame_length {
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sleep(frame_length - elapsed);
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}
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}
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}
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