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@ -4,7 +4,7 @@ use std::time::{Duration, Instant};
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use image::{load_from_memory, GenericImageView, Pixel};
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use skulpin::{CoordinateSystem, RendererBuilder, PresentMode};
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use skulpin::skia_safe::icu;
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use skulpin::winit::dpi::LogicalSize;
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use skulpin::winit::dpi::{LogicalSize, LogicalPosition};
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use skulpin::winit::event::{ElementState, Event, MouseScrollDelta, StartCause, WindowEvent};
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use skulpin::winit::event_loop::{ControlFlow, EventLoop};
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use skulpin::winit::window::{Icon, WindowBuilder};
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@ -108,10 +108,12 @@ pub fn ui_loop() {
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},
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..
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} => {
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let grid_y = (position.x as f32 / renderer.font_width) as i64;
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let grid_x = (position.y as f32 / renderer.font_height) as i64;
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let position: LogicalPosition<f32> = position.to_logical(window.scale_factor());
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let grid_y = (position.x / renderer.font_width) as i64;
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let grid_x = (position.y / renderer.font_height) as i64;
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let (old_x, old_y) = mouse_pos;
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mouse_pos = (grid_x, grid_y);
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if mouse_down {
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if mouse_down && (old_x != grid_x || old_y != grid_y) {
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BRIDGE.queue_command(UiCommand::Drag(grid_x, grid_y));
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}
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}
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@ -123,19 +125,23 @@ pub fn ui_loop() {
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},
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..
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} => {
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let input_type = match state {
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ElementState::Pressed => {
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let input_type = match (state, mouse_down) {
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(ElementState::Pressed, false) => {
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mouse_down = true;
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"press"
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Some("press")
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},
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ElementState::Released => {
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(ElementState::Released, true) => {
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mouse_down = false;
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"release"
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}
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Some("release")
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},
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_ => None
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};
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if let Some(input_type) = input_type {
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let (grid_x, grid_y) = mouse_pos;
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BRIDGE.queue_command(UiCommand::MouseButton { action: input_type.to_string(), position: (grid_x, grid_y) });
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}
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}
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Event::WindowEvent {
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event: WindowEvent::MouseWheel {
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