mirror of
https://github.com/darkrenaissance/darkfi.git
synced 2026-01-09 14:48:08 -05:00
526 lines
17 KiB
Rust
526 lines
17 KiB
Rust
/* This file is part of DarkFi (https://dark.fi)
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*
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* Copyright (C) 2020-2026 Dyne.org foundation
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU Affero General Public License as
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* published by the Free Software Foundation, either version 3 of the
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* License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU Affero General Public License for more details.
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*
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* You should have received a copy of the GNU Affero General Public License
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* along with this program. If not, see <https://www.gnu.org/licenses/>.
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*/
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use miniquad::{KeyCode, KeyMods, MouseButton, TouchPhase};
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use parking_lot::Mutex as SyncMutex;
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use std::sync::{Arc, Weak};
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use tracing::instrument;
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use crate::{
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app::locale::read_locale_ftl,
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gfx::{
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gfxtag, DrawCall, DrawInstruction, GraphicsEventCharSub, GraphicsEventKeyDownSub,
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GraphicsEventKeyUpSub, GraphicsEventMouseButtonDownSub, GraphicsEventMouseButtonUpSub,
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GraphicsEventMouseMoveSub, GraphicsEventMouseWheelSub, GraphicsEventPublisherPtr,
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GraphicsEventTouchSub, Point, Rectangle, RenderApi,
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},
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prop::{
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BatchGuardPtr, PropertyAtomicGuard, PropertyDimension, PropertyFloat32, PropertyStr, Role,
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},
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scene::{Pimpl, SceneNodePtr, SceneNodeWeak},
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util::i18n::I18nBabelFish,
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ExecutorPtr,
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};
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#[cfg(target_os = "android")]
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use crate::{android, prop::PropertyRect};
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use super::{get_children_ordered, get_ui_object3, get_ui_object_ptr, OnModify};
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macro_rules! i { ($($arg:tt)*) => { info!(target: "ui::window", $($arg)*); } }
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macro_rules! d { ($($arg:tt)*) => { debug!(target: "ui::window", $($arg)*); } }
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macro_rules! t { ($($arg:tt)*) => { trace!(target: "ui::window", $($arg)*); } }
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#[cfg(feature = "emulate-android")]
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const EMULATE_TOUCH: bool = true;
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#[cfg(not(feature = "emulate-android"))]
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const EMULATE_TOUCH: bool = false;
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pub type WindowPtr = Arc<Window>;
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pub struct Window {
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node: SceneNodeWeak,
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render_api: RenderApi,
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i18n_fish: I18nBabelFish,
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tasks: SyncMutex<Vec<smol::Task<()>>>,
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locale: PropertyStr,
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screen_size: PropertyDimension,
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scale: PropertyFloat32,
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#[cfg(target_os = "android")]
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insets: PropertyRect,
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}
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impl Window {
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pub async fn new(
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node: SceneNodeWeak,
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render_api: RenderApi,
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i18n_fish: I18nBabelFish,
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setting_root: SceneNodePtr,
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) -> Pimpl {
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let node_ref = &node.upgrade().unwrap();
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let locale = PropertyStr::wrap(node_ref, Role::Internal, "locale", 0).unwrap();
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let screen_size = PropertyDimension::wrap(node_ref, Role::Internal, "screen_size").unwrap();
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let scale = PropertyFloat32::wrap(
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&setting_root.lookup_node("/scale").unwrap(),
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Role::Internal,
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"value",
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0,
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)
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.unwrap();
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let self_ = Arc::new(Self {
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node,
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render_api,
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i18n_fish,
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tasks: SyncMutex::new(vec![]),
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locale,
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screen_size,
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scale,
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#[cfg(target_os = "android")]
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insets: PropertyRect::wrap(node_ref, Role::Internal, "insets").unwrap(),
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});
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Pimpl::Window(self_)
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}
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pub fn init(&self) {
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for child in self.get_children() {
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let obj = get_ui_object3(&child);
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obj.init();
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}
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}
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pub async fn start(self: Arc<Self>, event_pub: GraphicsEventPublisherPtr, ex: ExecutorPtr) {
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let me = Arc::downgrade(&self);
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// Start a task monitoring for window resize events
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// which updates screen_size
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let ev_sub = event_pub.subscribe_resize();
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let screen_size2 = self.screen_size.clone();
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let me2 = me.clone();
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let resize_task = ex.spawn(async move {
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loop {
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let Ok(size) = ev_sub.recv().await else {
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t!("Event relayer closed");
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break
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};
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d!("Window resized {size:?}");
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let Some(self_) = me2.upgrade() else {
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// Should not happen
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panic!("self destroyed before modify_task was stopped!");
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};
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let atom = &mut self_.render_api.make_guard(gfxtag!("Window::resize_task"));
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// Now update the properties
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screen_size2.set(atom, size);
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self_.draw(atom).await;
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}
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});
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let ev_sub = event_pub.subscribe_char();
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let me2 = me.clone();
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let char_task = ex.spawn(async move { while Self::process_char(&me2, &ev_sub).await {} });
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let ev_sub = event_pub.subscribe_key_down();
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let me2 = me.clone();
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let key_down_task =
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ex.spawn(async move { while Self::process_key_down(&me2, &ev_sub).await {} });
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let ev_sub = event_pub.subscribe_key_up();
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let me2 = me.clone();
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let key_up_task =
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ex.spawn(async move { while Self::process_key_up(&me2, &ev_sub).await {} });
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let ev_sub = event_pub.subscribe_mouse_btn_down();
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let me2 = me.clone();
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let mouse_btn_down_task =
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ex.spawn(async move { while Self::process_mouse_btn_down(&me2, &ev_sub).await {} });
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let ev_sub = event_pub.subscribe_mouse_btn_up();
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let me2 = me.clone();
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let mouse_btn_up_task =
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ex.spawn(async move { while Self::process_mouse_btn_up(&me2, &ev_sub).await {} });
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let ev_sub = event_pub.subscribe_mouse_move();
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let me2 = me.clone();
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let mouse_move_task =
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ex.spawn(async move { while Self::process_mouse_move(&me2, &ev_sub).await {} });
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let ev_sub = event_pub.subscribe_mouse_wheel();
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let me2 = me.clone();
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let mouse_wheel_task =
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ex.spawn(async move { while Self::process_mouse_wheel(&me2, &ev_sub).await {} });
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let ev_sub = event_pub.subscribe_touch();
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let me2 = me.clone();
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let touch_task = ex.spawn(async move { while Self::process_touch(&me2, &ev_sub).await {} });
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#[cfg(target_os = "android")]
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let insets_task = {
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let (insets_tx, insets_rx) = async_channel::unbounded();
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android::insets::set_sender(insets_tx);
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let me = me.clone();
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let insets = self.insets.clone();
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ex.spawn(async move {
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while let Ok(insets_val) = insets_rx.recv().await {
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let Some(self_) = me.upgrade() else { break };
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let atom = &mut self_.render_api.make_guard(gfxtag!("Window::insets_task"));
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let insets_val = Rectangle::from(insets_val);
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t!("Insets changed: {insets_val:?}");
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insets.set(atom, &insets_val);
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}
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})
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};
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async fn reload_locale(self_: Arc<Window>, batch: BatchGuardPtr) {
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let atom = &mut batch.spawn();
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self_.reload_locale(atom).await;
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}
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async fn redraw(self_: Arc<Window>, batch: BatchGuardPtr) {
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let atom = &mut batch.spawn();
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self_.draw(atom).await;
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}
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let mut on_modify = OnModify::new(ex.clone(), self.node.clone(), me.clone());
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on_modify.when_change(self.locale.prop(), reload_locale);
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on_modify.when_change(self.scale.prop(), redraw);
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let mut tasks = vec![
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resize_task,
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char_task,
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key_down_task,
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key_up_task,
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mouse_btn_down_task,
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mouse_btn_up_task,
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mouse_move_task,
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mouse_wheel_task,
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touch_task,
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];
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tasks.append(&mut on_modify.tasks);
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#[cfg(target_os = "android")]
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tasks.push(insets_task);
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*self.tasks.lock() = tasks;
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for child in self.get_children() {
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let obj = get_ui_object_ptr(&child);
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obj.start(ex.clone()).await;
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}
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}
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pub fn stop(&self) {
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self.tasks.lock().clear();
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for child in self.get_children() {
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let obj = get_ui_object3(&child);
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obj.stop();
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}
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}
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async fn process_char(me: &Weak<Self>, ev_sub: &GraphicsEventCharSub) -> bool {
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let Ok((key, mods, repeat)) = ev_sub.recv().await else {
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t!("Event relayer closed");
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return false
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};
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let Some(self_) = me.upgrade() else {
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// Should not happen
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panic!("self destroyed before char_task was stopped!");
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};
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self_.handle_char(key, mods, repeat).await;
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true
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}
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async fn process_key_down(me: &Weak<Self>, ev_sub: &GraphicsEventKeyDownSub) -> bool {
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let Ok((key, mods, repeat)) = ev_sub.recv().await else {
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t!("Event relayer closed");
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return false
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};
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let Some(self_) = me.upgrade() else {
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// Should not happen
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panic!("self destroyed before char_task was stopped!");
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};
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self_.handle_key_down(key, mods, repeat).await;
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true
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}
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async fn process_key_up(me: &Weak<Self>, ev_sub: &GraphicsEventKeyUpSub) -> bool {
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let Ok((key, mods)) = ev_sub.recv().await else {
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t!("Event relayer closed");
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return false
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};
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let Some(self_) = me.upgrade() else {
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// Should not happen
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panic!("self destroyed before char_task was stopped!");
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};
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self_.handle_key_up(key, mods).await;
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true
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}
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async fn process_mouse_btn_down(
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me: &Weak<Self>,
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ev_sub: &GraphicsEventMouseButtonDownSub,
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) -> bool {
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let Ok((btn, mouse_pos)) = ev_sub.recv().await else {
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t!("Event relayer closed");
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return false
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};
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let Some(self_) = me.upgrade() else {
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// Should not happen
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panic!("self destroyed before mouse_btn_down_task was stopped!");
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};
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self_.handle_mouse_btn_down(btn, mouse_pos).await;
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true
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}
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async fn process_mouse_btn_up(me: &Weak<Self>, ev_sub: &GraphicsEventMouseButtonUpSub) -> bool {
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let Ok((btn, mouse_pos)) = ev_sub.recv().await else {
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t!("Event relayer closed");
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return false
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};
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let Some(self_) = me.upgrade() else {
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// Should not happen
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panic!("self destroyed before mouse_btn_up_task was stopped!");
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};
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self_.handle_mouse_btn_up(btn, mouse_pos).await;
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true
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}
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async fn process_mouse_move(me: &Weak<Self>, ev_sub: &GraphicsEventMouseMoveSub) -> bool {
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let Ok(mouse_pos) = ev_sub.recv().await else {
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t!("Event relayer closed");
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return false
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};
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let Some(self_) = me.upgrade() else {
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// Should not happen
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panic!("self destroyed before mouse_move_task was stopped!");
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};
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self_.handle_mouse_move(mouse_pos).await;
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true
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}
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async fn process_mouse_wheel(me: &Weak<Self>, ev_sub: &GraphicsEventMouseWheelSub) -> bool {
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let Ok(wheel_pos) = ev_sub.recv().await else {
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t!("Event relayer closed");
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return false
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};
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let Some(self_) = me.upgrade() else {
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// Should not happen
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panic!("self destroyed before mouse_wheel_task was stopped!");
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};
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self_.handle_mouse_wheel(wheel_pos).await;
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true
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}
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async fn process_touch(me: &Weak<Self>, ev_sub: &GraphicsEventTouchSub) -> bool {
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let Ok((phase, id, touch_pos)) = ev_sub.recv().await else {
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t!("Event relayer closed");
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return false
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};
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let Some(self_) = me.upgrade() else {
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// Should not happen
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panic!("self destroyed before touch_task was stopped!");
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};
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self_.handle_touch(phase, id, touch_pos).await;
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true
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}
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fn get_children(&self) -> Vec<SceneNodePtr> {
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let node = self.node.upgrade().unwrap();
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get_children_ordered(&node)
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}
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async fn handle_char(&self, key: char, mods: KeyMods, repeat: bool) {
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for child in self.get_children() {
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let obj = get_ui_object3(&child);
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if obj.handle_char(key, mods, repeat).await {
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return
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}
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}
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}
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async fn handle_key_down(&self, key: KeyCode, mods: KeyMods, repeat: bool) {
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for child in self.get_children() {
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let obj = get_ui_object3(&child);
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if obj.handle_key_down(key, mods, repeat).await {
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return
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}
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}
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}
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async fn handle_key_up(&self, key: KeyCode, mods: KeyMods) {
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for child in self.get_children() {
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let obj = get_ui_object3(&child);
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if obj.handle_key_up(key, mods).await {
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return
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}
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}
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}
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/// Converts from screen to local coords
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fn local_scale(&self, point: &mut Point) {
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point.x /= self.scale.get();
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point.y /= self.scale.get();
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}
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async fn handle_mouse_btn_down(&self, btn: MouseButton, mut mouse_pos: Point) {
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self.local_scale(&mut mouse_pos);
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for child in self.get_children() {
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let obj = get_ui_object3(&child);
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if EMULATE_TOUCH {
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if obj.handle_touch(TouchPhase::Started, 0, mouse_pos).await {
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return
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}
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} else {
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if obj.handle_mouse_btn_down(btn.clone(), mouse_pos).await {
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return
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}
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}
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}
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}
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async fn handle_mouse_btn_up(&self, btn: MouseButton, mut mouse_pos: Point) {
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self.local_scale(&mut mouse_pos);
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for child in self.get_children() {
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let obj = get_ui_object3(&child);
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if EMULATE_TOUCH {
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if obj.handle_touch(TouchPhase::Ended, 0, mouse_pos).await {
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return
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}
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} else {
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if obj.handle_mouse_btn_up(btn.clone(), mouse_pos).await {
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return
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}
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}
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}
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}
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async fn handle_mouse_move(&self, mut mouse_pos: Point) {
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self.local_scale(&mut mouse_pos);
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for child in self.get_children() {
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let obj = get_ui_object3(&child);
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if EMULATE_TOUCH {
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if obj.handle_touch(TouchPhase::Moved, 0, mouse_pos).await {
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return
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}
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} else {
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if obj.handle_mouse_move(mouse_pos).await {
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return
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}
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}
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}
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}
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async fn handle_mouse_wheel(&self, mut wheel_pos: Point) {
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self.local_scale(&mut wheel_pos);
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for child in self.get_children() {
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let obj = get_ui_object3(&child);
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if obj.handle_mouse_wheel(wheel_pos).await {
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return
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}
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}
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}
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async fn handle_touch(&self, phase: TouchPhase, id: u64, mut touch_pos: Point) {
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self.local_scale(&mut touch_pos);
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for child in self.get_children() {
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let obj = get_ui_object3(&child);
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if obj.handle_touch(phase, id, touch_pos).await {
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return
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}
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}
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}
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#[instrument(target = "ui::win")]
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pub async fn draw(&self, atom: &mut PropertyAtomicGuard) {
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let virt_size = self.screen_size.get() / self.scale.get();
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let rect = Rectangle::from([0., 0., virt_size.w, virt_size.h]);
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let mut draw_calls = vec![];
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let mut child_calls = vec![];
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for child in self.get_children() {
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let obj = get_ui_object3(&child);
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let Some(mut draw_update) = obj.draw(rect, atom).await else {
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//t!("{child:?} draw returned none");
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continue
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};
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draw_calls.append(&mut draw_update.draw_calls);
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child_calls.push(draw_update.key);
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}
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let dc =
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DrawCall::new(vec![DrawInstruction::SetScale(self.scale.get())], child_calls, 0, "win");
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draw_calls.push((0, dc));
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//t!(" => {:?}", draw_calls);
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self.render_api.replace_draw_calls(atom.batch_id, draw_calls);
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}
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async fn reload_locale(&self, atom: &mut PropertyAtomicGuard) {
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/*
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let i18n_src = indoc::indoc! {"
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hello-world = Hello, world!
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channels-label = KANALLAR
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"}
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.to_owned();
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*/
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let locale = self.locale.get();
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let i18n_src = read_locale_ftl(&locale);
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i!("Changed locale to: {locale}");
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i!("loaded {i18n_src}");
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assert_eq!(locale, "tr");
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let i18n_fish = I18nBabelFish::new(i18n_src, &locale);
|
|
self.i18n_fish.set(&i18n_fish);
|
|
for child in self.get_children() {
|
|
let obj = get_ui_object3(&child);
|
|
obj.set_i18n(&i18n_fish);
|
|
}
|
|
// Just redraw everything lol
|
|
self.draw(atom).await;
|
|
}
|
|
}
|
|
|
|
impl std::fmt::Debug for Window {
|
|
fn fmt(&self, f: &mut std::fmt::Formatter) -> std::fmt::Result {
|
|
write!(f, "{:?}", self.node.upgrade().unwrap())
|
|
}
|
|
}
|