desktop: Take ownership of `EventLoop` on `App::run`
Change `App::event_loop` to an `Option` that will be taken on `App::run` so that `App::run` can continue to call methods on `self` later. This is a little awkward, and better might be to remove `App::new` and make `App:run` return `Result<!, Error>,` but `!` types are experimental.
This commit is contained in:
parent
c00b4bf55c
commit
3f878cc869
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@ -46,7 +46,7 @@ use winit::event::{
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ElementState, KeyboardInput, ModifiersState, MouseButton, MouseScrollDelta, VirtualKeyCode,
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WindowEvent,
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};
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use winit::event_loop::{ControlFlow, EventLoop, EventLoopBuilder};
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use winit::event_loop::{ControlFlow, EventLoop, EventLoopBuilder, EventLoopProxy};
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use winit::window::{Fullscreen, Icon, Window, WindowBuilder};
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thread_local! {
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@ -278,7 +278,8 @@ fn get_screen_size(event_loop: &EventLoop<RuffleEvent>) -> PhysicalSize<u32> {
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struct App {
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opt: Opt,
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window: Rc<Window>,
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event_loop: EventLoop<RuffleEvent>,
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event_loop: Option<EventLoop<RuffleEvent>>,
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event_loop_proxy: EventLoopProxy<RuffleEvent>,
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executor: Arc<Mutex<GlutinAsyncExecutor>>,
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gui: Arc<Mutex<GuiController>>,
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player: Arc<Mutex<Player>>,
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@ -416,7 +417,8 @@ impl App {
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Ok(Self {
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opt,
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window,
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event_loop,
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event_loop_proxy: event_loop.create_proxy(),
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event_loop: Some(event_loop),
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executor,
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gui,
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player,
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@ -425,7 +427,7 @@ impl App {
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})
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}
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fn run(self) -> ! {
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fn run(mut self) -> ! {
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enum LoadingState {
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Loading,
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WaitingForResize,
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@ -440,294 +442,288 @@ impl App {
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let mut fullscreen_down = false;
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// Poll UI events.
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self.event_loop
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.run(move |event, _window_target, control_flow| {
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match event {
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winit::event::Event::LoopDestroyed => {
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self.player
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.lock()
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.expect("Cannot reenter")
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.flush_shared_objects();
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shutdown();
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let event_loop = self.event_loop.take().expect("App already running");
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event_loop.run(move |event, _window_target, control_flow| {
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match event {
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winit::event::Event::LoopDestroyed => {
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self.player
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.lock()
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.expect("Cannot reenter")
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.flush_shared_objects();
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shutdown();
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return;
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}
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// Core loop
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winit::event::Event::MainEventsCleared
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if matches!(loaded, LoadingState::Loaded) =>
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{
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let new_time = Instant::now();
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let dt = new_time.duration_since(time).as_micros();
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if dt > 0 {
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time = new_time;
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let mut player_lock = self.player.lock().expect("Cannot reenter");
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player_lock.tick(dt as f64 / 1000.0);
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next_frame_time = new_time + player_lock.time_til_next_frame();
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if player_lock.needs_render() {
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self.window.request_redraw();
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}
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}
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}
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// Render
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winit::event::Event::RedrawRequested(_) => {
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// Don't render when minimized to avoid potential swap chain errors in `wgpu`.
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if !minimized {
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self.player.lock().expect("Cannot reenter").render();
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#[cfg(feature = "tracy")]
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tracing_tracy::client::Client::running()
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.expect("tracy client must be running")
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.frame_mark();
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}
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}
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winit::event::Event::WindowEvent { event, .. } => {
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if self.gui.lock().expect("Gui lock").handle_event(&event) {
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// Event consumed by GUI.
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return;
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}
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match event {
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WindowEvent::CloseRequested => {
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*control_flow = ControlFlow::Exit;
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return;
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}
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WindowEvent::Resized(size) => {
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// TODO: Change this when winit adds a `Window::minimzed` or `WindowEvent::Minimize`.
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minimized = size.width == 0 && size.height == 0;
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// Core loop
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winit::event::Event::MainEventsCleared
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if matches!(loaded, LoadingState::Loaded) =>
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{
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let new_time = Instant::now();
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let dt = new_time.duration_since(time).as_micros();
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if dt > 0 {
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time = new_time;
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let viewport_scale_factor = self.window.scale_factor();
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let mut player_lock = self.player.lock().expect("Cannot reenter");
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player_lock.tick(dt as f64 / 1000.0);
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next_frame_time = new_time + player_lock.time_til_next_frame();
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player_lock.set_viewport_dimensions(ViewportDimensions {
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width: size.width,
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height: size.height,
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scale_factor: viewport_scale_factor,
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});
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self.window.request_redraw();
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if matches!(loaded, LoadingState::WaitingForResize) {
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loaded = LoadingState::Loaded;
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}
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}
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WindowEvent::CursorMoved { position, .. } => {
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let mut player_lock = self.player.lock().expect("Cannot reenter");
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mouse_pos = position;
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let event = PlayerEvent::MouseMove {
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x: position.x,
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y: position.y,
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};
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player_lock.handle_event(event);
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if player_lock.needs_render() {
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self.window.request_redraw();
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}
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}
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}
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// Render
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winit::event::Event::RedrawRequested(_) => {
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// Don't render when minimized to avoid potential swap chain errors in `wgpu`.
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if !minimized {
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self.player.lock().expect("Cannot reenter").render();
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#[cfg(feature = "tracy")]
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tracing_tracy::client::Client::running()
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.expect("tracy client must be running")
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.frame_mark();
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}
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}
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winit::event::Event::WindowEvent { event, .. } => {
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if self.gui.lock().expect("Gui lock").handle_event(&event) {
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// Event consumed by GUI.
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return;
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}
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match event {
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WindowEvent::CloseRequested => {
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*control_flow = ControlFlow::Exit;
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return;
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}
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WindowEvent::Resized(size) => {
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// TODO: Change this when winit adds a `Window::minimzed` or `WindowEvent::Minimize`.
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minimized = size.width == 0 && size.height == 0;
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let viewport_scale_factor = self.window.scale_factor();
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let mut player_lock = self.player.lock().expect("Cannot reenter");
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player_lock.set_viewport_dimensions(ViewportDimensions {
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width: size.width,
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height: size.height,
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scale_factor: viewport_scale_factor,
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});
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WindowEvent::MouseInput { button, state, .. } => {
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use ruffle_core::events::MouseButton as RuffleMouseButton;
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let mut player_lock = self.player.lock().expect("Cannot reenter");
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let x = mouse_pos.x;
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let y = mouse_pos.y;
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let button = match button {
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MouseButton::Left => RuffleMouseButton::Left,
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MouseButton::Right => RuffleMouseButton::Right,
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MouseButton::Middle => RuffleMouseButton::Middle,
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MouseButton::Other(_) => RuffleMouseButton::Unknown,
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};
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let event = match state {
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ElementState::Pressed => PlayerEvent::MouseDown { x, y, button },
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ElementState::Released => PlayerEvent::MouseUp { x, y, button },
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};
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player_lock.handle_event(event);
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if player_lock.needs_render() {
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self.window.request_redraw();
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if matches!(loaded, LoadingState::WaitingForResize) {
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loaded = LoadingState::Loaded;
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}
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}
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WindowEvent::CursorMoved { position, .. } => {
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let mut player_lock = self.player.lock().expect("Cannot reenter");
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mouse_pos = position;
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let event = PlayerEvent::MouseMove {
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x: position.x,
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y: position.y,
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};
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player_lock.handle_event(event);
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if player_lock.needs_render() {
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self.window.request_redraw();
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}
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WindowEvent::MouseWheel { delta, .. } => {
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use ruffle_core::events::MouseWheelDelta;
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let mut player_lock = self.player.lock().expect("Cannot reenter");
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let delta = match delta {
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MouseScrollDelta::LineDelta(_, dy) => {
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MouseWheelDelta::Lines(dy.into())
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}
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MouseScrollDelta::PixelDelta(pos) => MouseWheelDelta::Pixels(pos.y),
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};
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let event = PlayerEvent::MouseWheel { delta };
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player_lock.handle_event(event);
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if player_lock.needs_render() {
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self.window.request_redraw();
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}
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WindowEvent::MouseInput { button, state, .. } => {
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use ruffle_core::events::MouseButton as RuffleMouseButton;
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let mut player_lock = self.player.lock().expect("Cannot reenter");
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let x = mouse_pos.x;
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let y = mouse_pos.y;
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let button = match button {
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MouseButton::Left => RuffleMouseButton::Left,
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MouseButton::Right => RuffleMouseButton::Right,
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MouseButton::Middle => RuffleMouseButton::Middle,
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MouseButton::Other(_) => RuffleMouseButton::Unknown,
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};
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let event = match state {
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}
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WindowEvent::CursorEntered { .. } => {
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let mut player_lock = self.player.lock().expect("Cannot reenter");
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player_lock.set_mouse_in_stage(true);
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if player_lock.needs_render() {
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self.window.request_redraw();
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}
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}
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WindowEvent::CursorLeft { .. } => {
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let mut player_lock = self.player.lock().expect("Cannot reenter");
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player_lock.set_mouse_in_stage(false);
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player_lock.handle_event(PlayerEvent::MouseLeave);
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if player_lock.needs_render() {
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self.window.request_redraw();
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}
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}
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WindowEvent::ModifiersChanged(new_modifiers) => {
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modifiers = new_modifiers;
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}
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WindowEvent::KeyboardInput { input, .. } => {
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// Handle fullscreen keyboard shortcuts: Alt+Return, Escape.
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match input {
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KeyboardInput {
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state: ElementState::Pressed,
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virtual_keycode: Some(VirtualKeyCode::Return),
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..
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} if modifiers.alt() => {
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if !fullscreen_down {
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self.player.lock().expect("Cannot reenter").update(|uc| {
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uc.stage.toggle_display_state(uc);
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});
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}
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fullscreen_down = true;
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return;
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}
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KeyboardInput {
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state: ElementState::Released,
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virtual_keycode: Some(VirtualKeyCode::Return),
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..
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} if fullscreen_down => {
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fullscreen_down = false;
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}
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KeyboardInput {
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state: ElementState::Pressed,
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virtual_keycode: Some(VirtualKeyCode::Escape),
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..
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} => self.player.lock().expect("Cannot reenter").update(|uc| {
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uc.stage.set_display_state(uc, StageDisplayState::Normal);
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}),
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_ => (),
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}
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let mut player_lock = self.player.lock().expect("Cannot reenter");
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if let Some(key) = input.virtual_keycode {
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let key_code = winit_to_ruffle_key_code(key);
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let key_char = winit_key_to_char(key, modifiers.shift());
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match input.state {
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ElementState::Pressed => {
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PlayerEvent::MouseDown { x, y, button }
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}
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ElementState::Released => PlayerEvent::MouseUp { x, y, button },
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};
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player_lock.handle_event(event);
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if player_lock.needs_render() {
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self.window.request_redraw();
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}
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}
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WindowEvent::MouseWheel { delta, .. } => {
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use ruffle_core::events::MouseWheelDelta;
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let mut player_lock = self.player.lock().expect("Cannot reenter");
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let delta = match delta {
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MouseScrollDelta::LineDelta(_, dy) => {
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MouseWheelDelta::Lines(dy.into())
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}
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MouseScrollDelta::PixelDelta(pos) => {
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MouseWheelDelta::Pixels(pos.y)
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}
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};
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let event = PlayerEvent::MouseWheel { delta };
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player_lock.handle_event(event);
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if player_lock.needs_render() {
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self.window.request_redraw();
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}
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}
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WindowEvent::CursorEntered { .. } => {
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let mut player_lock = self.player.lock().expect("Cannot reenter");
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player_lock.set_mouse_in_stage(true);
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if player_lock.needs_render() {
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self.window.request_redraw();
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}
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}
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WindowEvent::CursorLeft { .. } => {
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let mut player_lock = self.player.lock().expect("Cannot reenter");
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player_lock.set_mouse_in_stage(false);
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player_lock.handle_event(PlayerEvent::MouseLeave);
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if player_lock.needs_render() {
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self.window.request_redraw();
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}
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}
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WindowEvent::ModifiersChanged(new_modifiers) => {
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modifiers = new_modifiers;
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}
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WindowEvent::KeyboardInput { input, .. } => {
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// Handle fullscreen keyboard shortcuts: Alt+Return, Escape.
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match input {
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KeyboardInput {
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state: ElementState::Pressed,
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virtual_keycode: Some(VirtualKeyCode::Return),
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..
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} if modifiers.alt() => {
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if !fullscreen_down {
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self.player.lock().expect("Cannot reenter").update(
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|uc| {
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uc.stage.toggle_display_state(uc);
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},
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);
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}
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fullscreen_down = true;
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return;
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}
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KeyboardInput {
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state: ElementState::Released,
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virtual_keycode: Some(VirtualKeyCode::Return),
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..
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} if fullscreen_down => {
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fullscreen_down = false;
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}
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KeyboardInput {
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state: ElementState::Pressed,
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virtual_keycode: Some(VirtualKeyCode::Escape),
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..
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} => self.player.lock().expect("Cannot reenter").update(|uc| {
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uc.stage.set_display_state(uc, StageDisplayState::Normal);
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}),
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_ => (),
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}
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let mut player_lock = self.player.lock().expect("Cannot reenter");
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if let Some(key) = input.virtual_keycode {
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let key_code = winit_to_ruffle_key_code(key);
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let key_char = winit_key_to_char(key, modifiers.shift());
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match input.state {
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ElementState::Pressed => {
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player_lock.handle_event(PlayerEvent::KeyDown {
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key_code,
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key_char,
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});
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if let Some(control_code) =
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winit_to_ruffle_text_control(key, modifiers)
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{
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player_lock.handle_event(
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PlayerEvent::TextControl { code: control_code },
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);
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}
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}
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ElementState::Released => {
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player_lock.handle_event(PlayerEvent::KeyUp {
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key_code,
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key_char,
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player_lock.handle_event(PlayerEvent::KeyDown {
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key_code,
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key_char,
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});
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if let Some(control_code) =
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winit_to_ruffle_text_control(key, modifiers)
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{
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player_lock.handle_event(PlayerEvent::TextControl {
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code: control_code,
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});
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}
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};
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if player_lock.needs_render() {
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self.window.request_redraw();
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}
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}
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}
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WindowEvent::ReceivedCharacter(codepoint) => {
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let mut player_lock = self.player.lock().expect("Cannot reenter");
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let event = PlayerEvent::TextInput { codepoint };
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player_lock.handle_event(event);
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ElementState::Released => {
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player_lock.handle_event(PlayerEvent::KeyUp {
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key_code,
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key_char,
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});
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}
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};
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if player_lock.needs_render() {
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self.window.request_redraw();
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}
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}
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_ => (),
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}
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}
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winit::event::Event::UserEvent(RuffleEvent::TaskPoll) => self
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.executor
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.lock()
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.expect("active executor reference")
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.poll_all(),
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winit::event::Event::UserEvent(RuffleEvent::OnMetadata(swf_header)) => {
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let movie_width = swf_header.stage_size().width().to_pixels();
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let movie_height = swf_header.stage_size().height().to_pixels();
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let window_size: Size = match (self.opt.width, self.opt.height) {
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(None, None) => LogicalSize::new(movie_width, movie_height).into(),
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(Some(width), None) => {
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let scale = width / movie_width;
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let height = movie_height * scale;
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PhysicalSize::new(width.max(1.0), height.max(1.0)).into()
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WindowEvent::ReceivedCharacter(codepoint) => {
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let mut player_lock = self.player.lock().expect("Cannot reenter");
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let event = PlayerEvent::TextInput { codepoint };
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player_lock.handle_event(event);
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if player_lock.needs_render() {
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self.window.request_redraw();
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}
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(None, Some(height)) => {
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let scale = height / movie_height;
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let width = movie_width * scale;
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PhysicalSize::new(width.max(1.0), height.max(1.0)).into()
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}
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(Some(width), Some(height)) => {
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PhysicalSize::new(width.max(1.0), height.max(1.0)).into()
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}
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};
|
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|
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let window_size = Size::clamp(
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window_size,
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self.min_window_size.into(),
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self.max_window_size.into(),
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self.window.scale_factor(),
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);
|
||||
|
||||
self.window.set_inner_size(window_size);
|
||||
self.window.set_fullscreen(if self.opt.fullscreen {
|
||||
Some(Fullscreen::Borderless(None))
|
||||
} else {
|
||||
None
|
||||
});
|
||||
self.window.set_visible(true);
|
||||
|
||||
let viewport_size = self.window.inner_size();
|
||||
|
||||
// On X11 (and possibly other platforms), the window size is not updated immediately.
|
||||
// Wait for the window to be resized to the requested size before we start running
|
||||
// the SWF (which can observe the viewport size in "noScale" mode)
|
||||
if window_size != viewport_size.into() {
|
||||
loaded = LoadingState::WaitingForResize;
|
||||
} else {
|
||||
loaded = LoadingState::Loaded;
|
||||
}
|
||||
_ => (),
|
||||
}
|
||||
}
|
||||
winit::event::Event::UserEvent(RuffleEvent::TaskPoll) => self
|
||||
.executor
|
||||
.lock()
|
||||
.expect("active executor reference")
|
||||
.poll_all(),
|
||||
winit::event::Event::UserEvent(RuffleEvent::OnMetadata(swf_header)) => {
|
||||
let movie_width = swf_header.stage_size().width().to_pixels();
|
||||
let movie_height = swf_header.stage_size().height().to_pixels();
|
||||
|
||||
let viewport_scale_factor = self.window.scale_factor();
|
||||
let mut player_lock = self.player.lock().expect("Cannot reenter");
|
||||
player_lock.set_viewport_dimensions(ViewportDimensions {
|
||||
width: viewport_size.width,
|
||||
height: viewport_size.height,
|
||||
scale_factor: viewport_scale_factor,
|
||||
});
|
||||
let window_size: Size = match (self.opt.width, self.opt.height) {
|
||||
(None, None) => LogicalSize::new(movie_width, movie_height).into(),
|
||||
(Some(width), None) => {
|
||||
let scale = width / movie_width;
|
||||
let height = movie_height * scale;
|
||||
PhysicalSize::new(width.max(1.0), height.max(1.0)).into()
|
||||
}
|
||||
(None, Some(height)) => {
|
||||
let scale = height / movie_height;
|
||||
let width = movie_width * scale;
|
||||
PhysicalSize::new(width.max(1.0), height.max(1.0)).into()
|
||||
}
|
||||
(Some(width), Some(height)) => {
|
||||
PhysicalSize::new(width.max(1.0), height.max(1.0)).into()
|
||||
}
|
||||
};
|
||||
|
||||
let window_size = Size::clamp(
|
||||
window_size,
|
||||
self.min_window_size.into(),
|
||||
self.max_window_size.into(),
|
||||
self.window.scale_factor(),
|
||||
);
|
||||
|
||||
self.window.set_inner_size(window_size);
|
||||
self.window.set_fullscreen(if self.opt.fullscreen {
|
||||
Some(Fullscreen::Borderless(None))
|
||||
} else {
|
||||
None
|
||||
});
|
||||
self.window.set_visible(true);
|
||||
|
||||
let viewport_size = self.window.inner_size();
|
||||
|
||||
// On X11 (and possibly other platforms), the window size is not updated immediately.
|
||||
// Wait for the window to be resized to the requested size before we start running
|
||||
// the SWF (which can observe the viewport size in "noScale" mode)
|
||||
if window_size != viewport_size.into() {
|
||||
loaded = LoadingState::WaitingForResize;
|
||||
} else {
|
||||
loaded = LoadingState::Loaded;
|
||||
}
|
||||
|
||||
winit::event::Event::UserEvent(RuffleEvent::ExitRequested) => {
|
||||
*control_flow = ControlFlow::Exit;
|
||||
return;
|
||||
}
|
||||
|
||||
_ => (),
|
||||
let viewport_scale_factor = self.window.scale_factor();
|
||||
let mut player_lock = self.player.lock().expect("Cannot reenter");
|
||||
player_lock.set_viewport_dimensions(ViewportDimensions {
|
||||
width: viewport_size.width,
|
||||
height: viewport_size.height,
|
||||
scale_factor: viewport_scale_factor,
|
||||
});
|
||||
}
|
||||
|
||||
// After polling events, sleep the event loop until the next event or the next frame.
|
||||
*control_flow = if matches!(loaded, LoadingState::Loaded) {
|
||||
ControlFlow::WaitUntil(next_frame_time)
|
||||
} else {
|
||||
ControlFlow::Wait
|
||||
};
|
||||
});
|
||||
winit::event::Event::UserEvent(RuffleEvent::ExitRequested) => {
|
||||
*control_flow = ControlFlow::Exit;
|
||||
return;
|
||||
}
|
||||
|
||||
_ => (),
|
||||
}
|
||||
|
||||
// After polling events, sleep the event loop until the next event or the next frame.
|
||||
*control_flow = if matches!(loaded, LoadingState::Loaded) {
|
||||
ControlFlow::WaitUntil(next_frame_time)
|
||||
} else {
|
||||
ControlFlow::Wait
|
||||
};
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
|
|
Loading…
Reference in New Issue