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@ -96,7 +96,6 @@ pub struct Corner {
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t: f32,
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t: f32,
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}
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}
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impl Corner {
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impl Corner {
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pub fn new() -> Corner {
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pub fn new() -> Corner {
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Corner {
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Corner {
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@ -110,7 +109,15 @@ impl Corner {
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pub fn update(&mut self, font_dimensions: Point, destination: Point, dt: f32) -> bool {
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pub fn update(&mut self, font_dimensions: Point, destination: Point, dt: f32) -> bool {
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// Update destination if needed
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// Update destination if needed
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let mut immediate_movement = false;
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if destination != self.previous_destination {
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if destination != self.previous_destination {
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let travel_distance = destination - self.previous_destination;
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let chars_travel_x = travel_distance.x / font_dimensions.x;
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if travel_distance.y == 0.0 && (chars_travel_x - 1.0).abs() < 0.1 {
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// We're moving one character to the right. Make movement immediate to avoid lag
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// while typing
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immediate_movement = true;
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}
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self.t = 0.0;
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self.t = 0.0;
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self.start_position = self.current_position;
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self.start_position = self.current_position;
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self.previous_destination = destination;
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self.previous_destination = destination;
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@ -125,11 +132,16 @@ impl Corner {
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let relative_scaled_position: Point = (
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let relative_scaled_position: Point = (
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self.relative_position.x * font_dimensions.x,
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self.relative_position.x * font_dimensions.x,
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self.relative_position.y * font_dimensions.y,
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self.relative_position.y * font_dimensions.y,
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)
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).into();
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.into();
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let corner_destination = destination + relative_scaled_position;
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let corner_destination = destination + relative_scaled_position;
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if immediate_movement {
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self.t = 1.0;
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self.current_position = corner_destination;
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return true;
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}
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// Calculate how much a corner will be lagging behind based on how much it's aligned
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// Calculate how much a corner will be lagging behind based on how much it's aligned
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// with the direction of motion. Corners in front will move faster than corners in the
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// with the direction of motion. Corners in front will move faster than corners in the
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// back
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// back
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@ -160,7 +172,8 @@ pub struct CursorRenderer {
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pub corners: Vec<Corner>,
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pub corners: Vec<Corner>,
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pub previous_position: (u64, u64),
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pub previous_position: (u64, u64),
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pub command_line_delay: u64,
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pub command_line_delay: u64,
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blink_status: BlinkStatus
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blink_status: BlinkStatus,
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previous_cursor_shape: Option<CursorShape>,
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}
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}
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impl CursorRenderer {
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impl CursorRenderer {
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@ -169,13 +182,21 @@ impl CursorRenderer {
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corners: vec![Corner::new(); 4],
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corners: vec![Corner::new(); 4],
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previous_position: (0, 0),
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previous_position: (0, 0),
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command_line_delay: 0,
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command_line_delay: 0,
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blink_status: BlinkStatus::new()
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blink_status: BlinkStatus::new(),
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previous_cursor_shape: None,
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};
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};
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renderer.set_cursor_shape(&CursorShape::Block, DEFAULT_CELL_PERCENTAGE);
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renderer.set_cursor_shape(&CursorShape::Block, DEFAULT_CELL_PERCENTAGE);
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renderer
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renderer
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}
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}
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fn set_cursor_shape(&mut self, cursor_shape: &CursorShape, cell_percentage: f32) {
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fn set_cursor_shape(&mut self, cursor_shape: &CursorShape, cell_percentage: f32) {
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let new_cursor = Some(cursor_shape.clone());
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if self.previous_cursor_shape == new_cursor {
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return;
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}
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self.previous_cursor_shape = new_cursor;
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self.corners = self.corners
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self.corners = self.corners
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.clone()
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.clone()
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.into_iter().enumerate()
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.into_iter().enumerate()
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@ -192,7 +213,10 @@ impl CursorRenderer {
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// instead of the top.
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// instead of the top.
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CursorShape::Horizontal => (x, -((-y + 0.5) * cell_percentage - 0.5)).into()
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CursorShape::Horizontal => (x, -((-y + 0.5) * cell_percentage - 0.5)).into()
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},
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},
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t: 0.0,
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start_position: corner.current_position,
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.. corner
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.. corner
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}
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}
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})
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})
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.collect::<Vec<Corner>>();
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.collect::<Vec<Corner>>();
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@ -254,7 +278,7 @@ impl CursorRenderer {
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if !center_destination.is_zero() {
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if !center_destination.is_zero() {
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for corner in self.corners.iter_mut() {
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for corner in self.corners.iter_mut() {
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let corner_animating = corner.update(font_dimensions, center_destination, dt);
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let corner_animating = corner.update(font_dimensions, center_destination, dt);
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animating = animating || corner_animating;
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animating |= corner_animating;
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}
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}
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}
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}
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