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@@ -1,35 +1,221 @@
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+use std::iter;
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+
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use winit::{
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use winit::{
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event::*,
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event::*,
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event_loop::EventLoop,
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event_loop::EventLoop,
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keyboard::{KeyCode, PhysicalKey},
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keyboard::{KeyCode, PhysicalKey},
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- window::WindowBuilder,
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+ window::{Window, WindowBuilder},
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};
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};
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-pub fn run() {
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+#[cfg(target_arch = "wasm32")]
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+use wasm_bindgen::prelude::*;
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+
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+struct State<'a> {
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+ surface: wgpu::Surface<'a>,
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+ device: wgpu::Device,
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+ queue: wgpu::Queue,
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+ config: wgpu::SurfaceConfiguration,
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+ size: winit::dpi::PhysicalSize<u32>,
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+ // The window must be declared after the surface so
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+ // it gets dropped after it as the surface contains
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+ // unsafe references to the window's resources.
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+ window: &'a Window,
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+}
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+
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+impl<'a> State<'a> {
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+ async fn new(window: &'a Window) -> State<'a> {
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+ let size = window.inner_size();
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+
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+ // The instance is a handle to our GPU
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+ // BackendBit::PRIMARY => Vulkan + Metal + DX12 + Browser WebGPU
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+ let instance = wgpu::Instance::new(wgpu::InstanceDescriptor {
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+ backends: wgpu::Backends::all(),
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+ ..Default::default()
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+ });
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+
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+ let surface = instance.create_surface(window).unwrap();
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+
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+ let adapter = instance
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+ .request_adapter(&wgpu::RequestAdapterOptions {
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+ power_preference: wgpu::PowerPreference::default(),
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+ compatible_surface: Some(&surface),
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+ force_fallback_adapter: false,
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+ })
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+ .await
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+ .unwrap();
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+
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+ let (device, queue) = adapter
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+ .request_device(
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+ &wgpu::DeviceDescriptor {
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+ label: None,
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+ required_features: wgpu::Features::empty(),
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+ // WebGL doesn't support all of wgpu's features, so if
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+ // we're building for the web we'll have to disable some.
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+ required_limits: if cfg!(target_arch = "wasm32") {
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+ wgpu::Limits::downlevel_webgl2_defaults()
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+ } else {
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+ wgpu::Limits::default()
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+ },
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+ },
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+ // Some(&std::path::Path::new("trace")), // Trace path
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+ None,
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+ )
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+ .await
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+ .unwrap();
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+
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+ let surface_caps = surface.get_capabilities(&adapter);
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+ // Shader code in this tutorial assumes an Srgb surface texture. Using a different
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+ // one will result all the colors comming out darker. If you want to support non
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+ // Srgb surfaces, you'll need to account for that when drawing to the frame.
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+ let surface_format = surface_caps
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+ .formats
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+ .iter()
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+ .copied()
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+ .find(|f| f.is_srgb())
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+ .unwrap_or(surface_caps.formats[0]);
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+ let config = wgpu::SurfaceConfiguration {
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+ usage: wgpu::TextureUsages::RENDER_ATTACHMENT,
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+ format: surface_format,
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+ width: size.width,
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+ height: size.height,
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+ present_mode: surface_caps.present_modes[0],
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+ alpha_mode: surface_caps.alpha_modes[0],
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+ desired_maximum_frame_latency: 2,
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+ view_formats: vec![],
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+ };
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+ surface.configure(&device, &config);
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+
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+ Self {
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+ surface,
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+ device,
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+ queue,
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+ config,
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+ size,
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+ window,
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+ }
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+ }
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+
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+ fn window(&self) -> &Window {
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+ &self.window
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+ }
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+
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+ pub fn resize(&mut self, new_size: winit::dpi::PhysicalSize<u32>) {
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+ if new_size.width > 0 && new_size.height > 0 {
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+ self.size = new_size;
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+ self.config.width = new_size.width;
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+ self.config.height = new_size.height;
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+ self.surface.configure(&self.device, &self.config);
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+ }
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+ }
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+
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+ #[allow(unused_variables)]
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+ fn input(&mut self, event: &WindowEvent) -> bool {
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+ false
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+ }
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+
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+ fn update(&mut self) {}
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+
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+ fn render(&mut self) -> Result<(), wgpu::SurfaceError> {
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+ let output = self.surface.get_current_texture()?;
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+ let view = output
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+ .texture
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+ .create_view(&wgpu::TextureViewDescriptor::default());
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+
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+ let mut encoder = self
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+ .device
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+ .create_command_encoder(&wgpu::CommandEncoderDescriptor {
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+ label: Some("Render Encoder"),
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+ });
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+
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+ {
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+ let _render_pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
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+ label: Some("Render Pass"),
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+ color_attachments: &[Some(wgpu::RenderPassColorAttachment {
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+ view: &view,
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+ resolve_target: None,
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+ ops: wgpu::Operations {
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+ load: wgpu::LoadOp::Clear(wgpu::Color {
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+ r: 0.1,
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+ g: 0.2,
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+ b: 0.3,
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+ a: 1.0,
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+ }),
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+ store: wgpu::StoreOp::Store,
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+ },
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+ })],
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+ depth_stencil_attachment: None,
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+ occlusion_query_set: None,
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+ timestamp_writes: None,
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+ });
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+ }
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+
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+ self.queue.submit(iter::once(encoder.finish()));
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+ output.present();
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+
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+ Ok(())
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+ }
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+}
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+
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+pub async fn run() {
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env_logger::init();
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env_logger::init();
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let event_loop = EventLoop::new().unwrap();
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let event_loop = EventLoop::new().unwrap();
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let window = WindowBuilder::new().build(&event_loop).unwrap();
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let window = WindowBuilder::new().build(&event_loop).unwrap();
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+ // State::new uses async code, so we're going to wait for it to finish
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+ let mut state = State::new(&window).await;
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+
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event_loop
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event_loop
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- .run(move |event, control_flow| match event {
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- Event::WindowEvent {
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- ref event,
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- window_id,
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- } if window_id == window.id() => match event {
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- WindowEvent::CloseRequested
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- | WindowEvent::KeyboardInput {
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- event:
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- KeyEvent {
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- state: ElementState::Pressed,
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- physical_key: PhysicalKey::Code(KeyCode::Escape),
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- ..
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- },
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- ..
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- } => control_flow.exit(),
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+ .run(move |event, control_flow| {
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+ match event {
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+ Event::WindowEvent {
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+ ref event,
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+ window_id,
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+ } if window_id == state.window().id() => {
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+ if !state.input(event) {
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+ // UPDATED!
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+ match event {
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+ WindowEvent::CloseRequested
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+ | WindowEvent::KeyboardInput {
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+ event:
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+ KeyEvent {
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+ state: ElementState::Pressed,
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+ physical_key: PhysicalKey::Code(KeyCode::Escape),
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+ ..
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+ },
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+ ..
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+ } => control_flow.exit(),
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+ WindowEvent::Resized(physical_size) => {
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+ state.resize(*physical_size);
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+ }
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+ WindowEvent::RedrawRequested => {
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+ // This tells winit that we want another frame after this one
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+ state.window().request_redraw();
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+ state.update();
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+ match state.render() {
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+ Ok(_) => {}
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+ // Reconfigure the surface if it's lost or outdated
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+ Err(
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+ wgpu::SurfaceError::Lost | wgpu::SurfaceError::Outdated,
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+ ) => state.resize(state.size),
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+ // The system is out of memory, we should probably quit
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+ Err(wgpu::SurfaceError::OutOfMemory) => {
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+ log::error!("OutOfMemory");
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+ control_flow.exit();
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+ }
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+
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+ // This happens when the a frame takes too long to present
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+ Err(wgpu::SurfaceError::Timeout) => {
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+ log::warn!("Surface timeout")
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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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_ => {}
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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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.unwrap();
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.unwrap();
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}
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}
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