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@ -7,10 +7,10 @@ use std::time::{Duration, Instant};
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use log::{debug, error, trace};
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use log::{debug, error, trace};
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use skulpin::ash::prelude::VkResult;
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use skulpin::ash::prelude::VkResult;
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use skulpin::sdl2;
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use skulpin::sdl2;
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use skulpin::sdl2::EventPump;
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use skulpin::sdl2::event::{Event, WindowEvent};
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use skulpin::sdl2::event::{Event, WindowEvent};
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use skulpin::sdl2::keyboard::Keycode;
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use skulpin::sdl2::keyboard::Keycode;
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use skulpin::sdl2::video::FullscreenType;
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use skulpin::sdl2::video::FullscreenType;
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use skulpin::sdl2::EventPump;
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use skulpin::sdl2::Sdl;
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use skulpin::sdl2::Sdl;
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use skulpin::{
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use skulpin::{
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CoordinateSystem, LogicalSize, PhysicalSize, PresentMode, Renderer as SkulpinRenderer,
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CoordinateSystem, LogicalSize, PhysicalSize, PresentMode, Renderer as SkulpinRenderer,
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@ -163,25 +163,26 @@ impl Sdl2WindowWrapper {
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let mut top_window_position = (0.0, 0.0);
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let mut top_window_position = (0.0, 0.0);
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let mut top_grid_position = None;
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let mut top_grid_position = None;
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for (grid_id, window_region) in self.renderer.window_regions.iter() {
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for details in self.renderer.window_regions.iter() {
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if logical_position.width >= window_region.left as u32
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if logical_position.width >= details.region.left as u32
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&& logical_position.width < window_region.right as u32
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&& logical_position.width < details.region.right as u32
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&& logical_position.height >= window_region.top as u32
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&& logical_position.height >= details.region.top as u32
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&& logical_position.height < window_region.bottom as u32
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&& logical_position.height < details.region.bottom as u32
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{
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{
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top_window_position = (window_region.left, window_region.top);
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top_window_position = (details.region.left, details.region.top);
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top_grid_position = Some((
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top_grid_position = Some((
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grid_id,
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details.id,
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LogicalSize::new(
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LogicalSize::new(
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logical_position.width - window_region.left as u32,
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logical_position.width - details.region.left as u32,
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logical_position.height - window_region.top as u32,
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logical_position.height - details.region.top as u32,
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),
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),
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details.floating,
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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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if let Some((grid_id, grid_position)) = top_grid_position {
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if let Some((grid_id, grid_position, grid_floating)) = top_grid_position {
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self.grid_id_under_mouse = *grid_id;
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self.grid_id_under_mouse = grid_id;
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self.mouse_position = LogicalSize::new(
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self.mouse_position = LogicalSize::new(
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(grid_position.width as f32 / self.renderer.font_width) as u32,
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(grid_position.width as f32 / self.renderer.font_width) as u32,
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(grid_position.height as f32 / self.renderer.font_height) as u32,
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(grid_position.height as f32 / self.renderer.font_height) as u32,
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@ -189,15 +190,24 @@ impl Sdl2WindowWrapper {
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if self.mouse_enabled && self.mouse_down && previous_position != self.mouse_position {
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if self.mouse_enabled && self.mouse_down && previous_position != self.mouse_position {
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let (window_left, window_top) = top_window_position;
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let (window_left, window_top) = top_window_position;
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let adjusted_drag_left =
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self.mouse_position.width + (window_left / self.renderer.font_width) as u32;
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// Until https://github.com/neovim/neovim/pull/12667 is merged, we have to special
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let adjusted_drag_top =
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// case non floating windows. Floating windows correctly transform mouse positions
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self.mouse_position.height + (window_top / self.renderer.font_height) as u32;
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// into grid coordinates, but non floating windows do not.
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let position = if grid_floating {
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(self.mouse_position.width, self.mouse_position.height)
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} else {
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let adjusted_drag_left =
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self.mouse_position.width + (window_left / self.renderer.font_width) as u32;
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let adjusted_drag_top = self.mouse_position.height
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+ (window_top / self.renderer.font_height) as u32;
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(adjusted_drag_left, adjusted_drag_top)
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};
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self.ui_command_sender
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self.ui_command_sender
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.send(UiCommand::Drag {
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.send(UiCommand::Drag {
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grid_id: self.grid_id_under_mouse,
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grid_id: self.grid_id_under_mouse,
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position: (adjusted_drag_left, adjusted_drag_top),
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position,
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})
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})
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.ok();
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.ok();
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}
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}
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@ -289,7 +299,9 @@ impl Sdl2WindowWrapper {
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match event {
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match event {
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Event::Quit { .. } => self.handle_quit(),
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Event::Quit { .. } => self.handle_quit(),
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Event::DropFile { filename, .. } => {
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Event::DropFile { filename, .. } => {
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self.ui_command_sender.send(UiCommand::FileDrop(filename)).ok();
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self.ui_command_sender
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.send(UiCommand::FileDrop(filename))
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.ok();
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}
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}
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Event::KeyDown {
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Event::KeyDown {
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keycode: received_keycode,
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keycode: received_keycode,
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@ -326,9 +338,7 @@ impl Sdl2WindowWrapper {
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for window_command in window_commands.into_iter() {
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for window_command in window_commands.into_iter() {
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match window_command {
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match window_command {
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WindowCommand::TitleChanged(new_title) => self.handle_title_changed(new_title),
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WindowCommand::TitleChanged(new_title) => self.handle_title_changed(new_title),
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WindowCommand::SetMouseEnabled(mouse_enabled) => {
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WindowCommand::SetMouseEnabled(mouse_enabled) => self.mouse_enabled = mouse_enabled,
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self.mouse_enabled = mouse_enabled
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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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@ -365,12 +375,12 @@ impl Sdl2WindowWrapper {
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}
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}
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pub fn start_loop(
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pub fn start_loop(
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window_command_receiver: Receiver<WindowCommand>,
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window_command_receiver: Receiver<WindowCommand>,
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ui_command_sender: Sender<UiCommand>,
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ui_command_sender: Sender<UiCommand>,
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running: Arc<AtomicBool>,
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running: Arc<AtomicBool>,
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logical_size: LogicalSize,
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logical_size: LogicalSize,
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renderer: Renderer
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renderer: Renderer,
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) {
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) {
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sdl2::hint::set("SDL_MOUSE_FOCUS_CLICKTHROUGH", "1");
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sdl2::hint::set("SDL_MOUSE_FOCUS_CLICKTHROUGH", "1");
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let context = sdl2::init().expect("Failed to initialize sdl2");
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let context = sdl2::init().expect("Failed to initialize sdl2");
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