delete old run_sensors
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@@ -96,49 +96,6 @@ pub struct SenseData {
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pub trait SenseFn<Ctx>: FnMut(&mut Ctx, SenseData) + 'static {}
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pub trait SenseFn<Ctx>: FnMut(&mut Ctx, SenseData) + 'static {}
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impl<F: FnMut(&mut Ctx, SenseData) + 'static, Ctx> SenseFn<Ctx> for F {}
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impl<F: FnMut(&mut Ctx, SenseData) + 'static, Ctx> SenseFn<Ctx> for F {}
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// pub fn run_sensors<Ctx: UiCtx>(ctx: &mut Ctx, cursor: &CursorState, window_size: Vec2) {
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// let mut layers = std::mem::take(&mut ctx.ui().layers);
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// let mut map = std::mem::take(&mut ctx.ui().event_map);
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// // temp solution, should probably cache somewhere
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// let mut bruh = Vec::new();
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// for (i, _) in layers.iter_mut() {
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// bruh.push(i)
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// }
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// for i in bruh.into_iter().rev() {
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// let layer = &layers[i];
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// let mut ran = false;
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// for (id, shape) in &layer.sensors {
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// let group = &mut map.get_mut(id).unwrap();
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// let region = shape.to_screen(window_size);
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// let in_shape = cursor.exists && region.contains(cursor.pos);
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// group.hover.update(in_shape);
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// if group.hover == ActivationState::Off {
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// continue;
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// }
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//
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// for sensor in &mut group.sensors {
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// if should_run(&sensor.senses, &cursor.buttons, group.hover) {
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// ran = true;
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// let sctx = SenseCtx {
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// cursor: cursor.pos - region.top_left,
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// size: region.bot_right - region.top_left,
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// };
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// (sensor.f)(ctx, sctx);
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// }
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// }
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// }
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// if ran {
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// break;
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// }
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// }
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// let ui = ctx.ui();
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// std::mem::swap(&mut ui.event_map, &mut map);
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// // TODO: this removes existing sensors (if a new one is added to an id) lol
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// // the proper code is easy but writing this comment is easier and I'm tired
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// ui.event_map.extend(map);
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// ui.layers = layers;
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// }
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pub struct SensorModule<Ctx> {
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pub struct SensorModule<Ctx> {
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map: SensorMap<Ctx>,
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map: SensorMap<Ctx>,
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active: HashMap<usize, HashMap<Id, SenseShape>>,
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active: HashMap<usize, HashMap<Id, SenseShape>>,
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