learn how workspaces + proc macros work & restructure everything
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@@ -0,0 +1,167 @@
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use image::DynamicImage;
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use crate::{
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layout::{
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IdLike, PainterData, PixelRegion, TextureHandle, Vec2, Widget, WidgetInstance, WidgetLike,
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WidgetRef, WidgetUpdate,
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},
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util::{HashSet, Id},
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};
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use std::sync::mpsc::{Receiver, channel};
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pub struct Ui {
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pub(crate) data: PainterData,
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root: Option<WidgetRef>,
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updates: HashSet<Id>,
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free: Vec<Id>,
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recv: Receiver<WidgetUpdate>,
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full_redraw: bool,
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resized: bool,
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}
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impl Ui {
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pub fn add<W: Widget, Tag>(&mut self, w: impl WidgetLike<Tag, Widget = W>) -> WidgetRef<W> {
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w.add(self)
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}
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pub fn add_widget<W: Widget>(&mut self, w: W) -> WidgetRef<W> {
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self.data.widgets.insert(w)
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}
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pub fn set_root<Tag>(&mut self, w: impl WidgetLike<Tag>) {
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self.root = Some(w.add(self));
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self.full_redraw = true;
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}
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pub fn new() -> Self {
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Self::default()
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}
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pub fn add_texture(&mut self, image: DynamicImage) -> TextureHandle {
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self.data.textures.add(image)
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}
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pub fn resize(&mut self, size: impl Into<Vec2>) {
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self.data.output_size = size.into();
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self.resized = true;
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}
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fn redraw_all(&mut self) {
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for (_, inst) in self.data.active.drain() {
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for m in self.data.modules.iter_mut() {
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m.on_undraw(&inst);
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}
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}
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// free before bc nothing should exist
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self.free();
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if let Some(root) = &self.root {
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self.data.draw(root);
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}
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}
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pub fn update(&mut self) -> bool {
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for update in self.recv.try_iter() {
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match update {
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WidgetUpdate::Drop(id) => {
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self.free.push(id);
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}
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WidgetUpdate::Mutate(id) => {
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self.updates.insert(id);
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}
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}
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}
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if self.full_redraw {
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self.redraw_all();
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self.full_redraw = false;
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true
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} else if self.resized {
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self.resized = false;
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self.redraw_all();
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true
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} else if !self.updates.is_empty() {
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self.redraw_updates();
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true
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} else {
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false
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}
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}
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fn redraw_updates(&mut self) {
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self.data.redraw(std::mem::take(&mut self.updates));
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self.free();
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}
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/// free any resources that don't have references anymore
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fn free(&mut self) {
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for id in self.free.drain(..) {
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for m in self.data.modules.iter_mut() {
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m.on_remove(&id);
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}
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self.data.widgets.delete(id);
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}
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self.data.textures.free();
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}
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pub fn needs_redraw(&self) -> bool {
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self.full_redraw || !self.updates.is_empty()
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}
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pub fn num_widgets(&self) -> usize {
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self.data.widgets.len()
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}
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pub fn active_widgets(&self) -> usize {
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self.data.active.len()
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}
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pub fn debug_layers(&self) {
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for ((idx, depth), primitives) in self.data.layers.iter_depth() {
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let indent = " ".repeat(depth * 2);
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let len = primitives.instances().len();
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print!("{indent}{idx}: {len} primitives");
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if len >= 1 {
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print!(" ({})", primitives.instances()[0].binding);
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}
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println!();
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}
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}
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pub fn window_region<W>(&self, id: &impl IdLike<W>) -> Option<PixelRegion> {
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let region = self.data.active.get(&id.id())?.region;
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Some(region.to_px(self.data.output_size))
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}
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pub fn debug(&self, label: &str) -> impl Iterator<Item = &WidgetInstance> {
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self.data.active.iter().filter_map(move |(id, inst)| {
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let widget = &self.data.widgets.get(*id);
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if widget.get_label().as_str() == label {
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Some(inst)
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} else {
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None
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}
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})
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}
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pub fn data(&self) -> &PainterData {
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&self.data
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}
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pub fn data_mut(&mut self) -> &mut PainterData {
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&mut self.data
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}
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}
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impl Default for Ui {
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fn default() -> Self {
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let (send, recv) = channel();
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Self {
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data: PainterData::new(send),
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root: Default::default(),
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updates: Default::default(),
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free: Default::default(),
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full_redraw: false,
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recv,
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resized: false,
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}
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}
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}
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