better global state structure?
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@@ -5,7 +5,7 @@ use std::{marker::Sized, sync::Arc, time::Instant};
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use winit::{
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event::{Ime, WindowEvent},
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event_loop::{ActiveEventLoop, EventLoopProxy},
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window::Window,
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window::{Window, WindowAttributes},
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};
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mod app;
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@@ -24,47 +24,7 @@ pub use sense::*;
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pub type Proxy<Event> = EventLoopProxy<Event>;
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pub struct DefaultUiRsc<State> {
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pub ui: Ui,
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pub ui_state: UiState,
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pub events: EventManager<State>,
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}
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impl<State> DefaultUiRsc<State> {
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pub fn new(window: impl Into<Arc<Window>>) -> Self {
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Self {
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ui: Ui::new(),
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ui_state: UiState::new(window),
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events: EventManager::default(),
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}
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}
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}
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impl<State: 'static> HasUi for DefaultUiRsc<State> {
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fn ui_ref(&self) -> &Ui {
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&self.ui
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}
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fn ui(&mut self) -> &mut Ui {
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&mut self.ui
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}
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}
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impl<State: 'static + HasRsc<Rsc = Self>> HasEvents for DefaultUiRsc<State> {
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type State = State;
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fn events(&mut self) -> &mut EventManager<State> {
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&mut self.events
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}
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}
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impl<State: 'static> HasUiState for DefaultUiRsc<State> {
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fn ui_state(&mut self) -> &mut UiState {
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&mut self.ui_state
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}
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}
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pub struct UiState {
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pub struct DefaultUiState {
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pub renderer: UiRenderer,
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pub input: Input,
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pub focus: Option<WidgetRef<TextEdit>>,
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@@ -74,7 +34,7 @@ pub struct UiState {
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pub last_click: Instant,
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}
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impl UiState {
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impl DefaultUiState {
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pub fn new(window: impl Into<Arc<Window>>) -> Self {
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let window = window.into();
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Self {
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@@ -89,39 +49,44 @@ impl UiState {
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}
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}
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pub trait HasUiState: Sized + 'static + HasUi {
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fn ui_state(&mut self) -> &mut UiState;
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fn ui_with_ui_state(&mut self) -> (&mut Ui, &mut UiState) {
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pub trait HasDefaultUiState: Sized + 'static + HasUi {
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fn get(&self) -> &DefaultUiState;
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fn get_mut(&mut self) -> &mut DefaultUiState;
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fn ui_state(&self) -> &DefaultUiState {
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HasDefaultUiState::get(self)
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}
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fn ui_state_mut(&mut self) -> &mut DefaultUiState {
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HasDefaultUiState::get_mut(self)
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}
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fn ui_with_state(&mut self) -> (&mut Ui, &mut DefaultUiState) {
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// as long as you're not doing anything actually unhinged this should always work safely
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(unsafe { forget_mut(self.ui()) }, self.ui_state())
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(
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unsafe { forget_mut(self.ui_mut()) },
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HasDefaultUiState::get_mut(self),
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)
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}
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}
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impl<R: HasRsc> HasUiState for R
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where
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R::Rsc: HasUiState,
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{
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fn ui_state(&mut self) -> &mut UiState {
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self.rsc_mut().ui_state()
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}
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}
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pub trait DefaultAppState: Sized + 'static + HasRsc + HasUi + HasUiState {
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pub trait DefaultAppState: RunEvents + HasDefaultUiState {
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type Event: 'static = ();
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fn new(event_loop: &ActiveEventLoop, proxy: Proxy<Self::Event>) -> Self;
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fn new(ui_state: DefaultUiState, proxy: Proxy<Self::Event>) -> Self;
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#[allow(unused_variables)]
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fn event(&mut self, event: Self::Event) {}
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#[allow(unused_variables)]
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fn exit(&mut self) {}
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#[allow(unused_variables)]
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fn window_event(&mut self, event: WindowEvent) {}
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fn window_attributes() -> WindowAttributes {
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Default::default()
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}
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}
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impl<State: DefaultAppState> AppState for State {
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type Event = State::Event;
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fn new(event_loop: &ActiveEventLoop, proxy: EventLoopProxy<Self::Event>) -> Self {
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Self::new(event_loop, proxy)
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let window = event_loop.create_window(Self::window_attributes()).unwrap();
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Self::new(DefaultUiState::new(window), proxy)
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}
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fn event(&mut self, event: Self::Event, _: &ActiveEventLoop) {
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@@ -129,8 +94,8 @@ impl<State: DefaultAppState> AppState for State {
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}
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fn window_event(&mut self, event: WindowEvent, event_loop: &ActiveEventLoop) {
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let events = unsafe { forget_mut(self.events()) };
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let ui_state = self.ui_state();
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let events = unsafe { forget_mut(self.events_mut()) };
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let ui_state = HasDefaultUiState::get_mut(self);
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let input_changed = ui_state.input.event(&event);
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let cursor_state = ui_state.cursor_state().clone();
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let old = ui_state.focus;
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@@ -141,7 +106,7 @@ impl<State: DefaultAppState> AppState for State {
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let window_size = ui_state.window_size();
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self.run_sensors(&cursor_state, window_size);
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}
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let (mut ui, mut ui_state) = self.ui_with_ui_state();
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let (mut ui, mut ui_state) = self.ui_with_state();
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if old != ui_state.focus
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&& let Some(old) = old
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{
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@@ -208,7 +173,7 @@ impl<State: DefaultAppState> AppState for State {
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_ => (),
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}
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self.window_event(event);
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(ui, ui_state) = self.ui_with_ui_state();
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(ui, ui_state) = self.ui_with_state();
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if ui.needs_redraw() {
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ui_state.renderer.window().request_redraw();
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}
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