mirror of
https://github.com/exoticorn/microw8.git
synced 2026-01-20 11:16:42 +01:00
restructure control flow of uw8-window to hopefully make it work on MacOS
This commit is contained in:
@@ -1,4 +1,4 @@
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use crate::Framebuffer;
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use crate::{Input, WindowImpl};
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use anyhow::{anyhow, Result};
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use std::{num::NonZeroU32, time::Instant};
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@@ -9,12 +9,7 @@ use winit::{
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window::{Fullscreen, WindowBuilder},
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};
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#[cfg(target_os = "macos")]
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use winit::platform::macos::EventLoopExtMacOS;
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#[cfg(target_os = "linux")]
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use winit::platform::unix::EventLoopExtUnix;
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#[cfg(target_os = "windows")]
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use winit::platform::windows::EventLoopExtWindows;
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use winit::platform::run_return::EventLoopExtRunReturn;
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mod crt;
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mod fast_crt;
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@@ -25,19 +20,26 @@ use fast_crt::FastCrtFilter;
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use square::SquareFilter;
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pub struct Window {
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event_loop: EventLoop<()>,
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window: winit::window::Window,
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instance: wgpu::Instance,
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_instance: wgpu::Instance,
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surface: wgpu::Surface,
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adapter: wgpu::Adapter,
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_adapter: wgpu::Adapter,
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device: wgpu::Device,
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queue: wgpu::Queue,
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palette_screen_mode: PaletteScreenMode,
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surface_config: wgpu::SurfaceConfiguration,
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filter: Box<dyn Filter>,
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event_loop: EventLoop<()>,
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window: winit::window::Window,
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gamepads: [u8; 4],
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next_frame: Instant,
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is_fullscreen: bool,
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is_open: bool,
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}
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impl Window {
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pub fn new() -> Result<Window> {
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async fn create() -> Result<Window> {
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let event_loop = EventLoop::new_any_thread();
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let event_loop = EventLoop::new();
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let window = WindowBuilder::new()
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.with_inner_size(PhysicalSize::new(640u32, 480))
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.with_min_inner_size(PhysicalSize::new(320u32, 240))
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@@ -61,70 +63,66 @@ impl Window {
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.request_device(&wgpu::DeviceDescriptor::default(), None)
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.await?;
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let palette_screen_mode = PaletteScreenMode::new(&device);
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let surface_config = wgpu::SurfaceConfiguration {
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usage: wgpu::TextureUsages::RENDER_ATTACHMENT,
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format: surface.get_supported_formats(&adapter)[0],
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width: window.inner_size().width,
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height: window.inner_size().height,
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present_mode: wgpu::PresentMode::AutoNoVsync,
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};
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let filter: Box<dyn Filter> = Box::new(CrtFilter::new(
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&device,
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&palette_screen_mode.screen_view,
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window.inner_size(),
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surface_config.format,
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));
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surface.configure(&device, &surface_config);
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Ok(Window {
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event_loop,
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window,
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instance,
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_instance: instance,
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surface,
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adapter,
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_adapter: adapter,
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device,
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queue,
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palette_screen_mode,
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surface_config,
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filter,
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gamepads: [0; 4],
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next_frame: Instant::now(),
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is_fullscreen: false,
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is_open: true,
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})
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}
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pollster::block_on(create())
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}
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}
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pub fn run(
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self,
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mut update: Box<dyn FnMut(&mut dyn Framebuffer, u32, bool) -> Instant + 'static>,
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) -> ! {
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let Window {
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event_loop,
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window,
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instance,
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surface,
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adapter,
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device,
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queue,
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} = self;
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let palette_screen_mode = PaletteScreenMode::new(&device);
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let mut surface_config = wgpu::SurfaceConfiguration {
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usage: wgpu::TextureUsages::RENDER_ATTACHMENT,
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format: surface.get_supported_formats(&adapter)[0],
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width: window.inner_size().width,
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height: window.inner_size().height,
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present_mode: wgpu::PresentMode::AutoNoVsync,
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};
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let mut filter: Box<dyn Filter> = Box::new(CrtFilter::new(
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&device,
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&palette_screen_mode.screen_view,
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window.inner_size(),
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surface_config.format,
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));
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surface.configure(&device, &surface_config);
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impl WindowImpl for Window {
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fn begin_frame(&mut self) -> Input {
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let mut reset = false;
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let mut gamepad = 0;
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event_loop.run(move |event, _, control_flow| {
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let _ = (&window, &instance, &surface, &adapter, &device);
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self.event_loop.run_return(|event, _, control_flow| {
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*control_flow = ControlFlow::WaitUntil(self.next_frame);
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match event {
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Event::WindowEvent { event, .. } => match event {
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WindowEvent::Resized(new_size) => {
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surface_config.width = new_size.width;
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surface_config.height = new_size.height;
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surface.configure(&device, &surface_config);
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filter.resize(&queue, new_size);
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self.surface_config.width = new_size.width;
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self.surface_config.height = new_size.height;
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self.surface.configure(&self.device, &self.surface_config);
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self.filter.resize(&self.queue, new_size);
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}
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WindowEvent::CloseRequested => {
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self.is_open = false;
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*control_flow = ControlFlow::Exit;
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}
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WindowEvent::CloseRequested => *control_flow = ControlFlow::Exit,
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WindowEvent::KeyboardInput { input, .. } => {
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fn gamepad_button(input: &winit::event::KeyboardInput) -> u32 {
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fn gamepad_button(input: &winit::event::KeyboardInput) -> u8 {
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match input.scancode {
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44 => 16,
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45 => 32,
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@@ -141,116 +139,114 @@ impl Window {
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}
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if input.state == winit::event::ElementState::Pressed {
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match input.virtual_keycode {
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Some(VirtualKeyCode::Escape) => *control_flow = ControlFlow::Exit,
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Some(VirtualKeyCode::Escape) => {
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self.is_open = false;
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*control_flow = ControlFlow::Exit;
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}
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Some(VirtualKeyCode::F) => {
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window.set_fullscreen(if window.fullscreen().is_some() {
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let fullscreen = if self.window.fullscreen().is_some() {
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None
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} else {
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Some(Fullscreen::Borderless(None))
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});
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};
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self.is_fullscreen = fullscreen.is_some();
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self.window.set_fullscreen(fullscreen);
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}
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Some(VirtualKeyCode::R) => reset = true,
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Some(VirtualKeyCode::Key1) => {
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filter = Box::new(SquareFilter::new(
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&device,
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&palette_screen_mode.screen_view,
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window.inner_size(),
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surface_config.format,
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self.filter = Box::new(SquareFilter::new(
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&self.device,
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&self.palette_screen_mode.screen_view,
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self.window.inner_size(),
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self.surface_config.format,
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))
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}
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Some(VirtualKeyCode::Key2) => {
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filter = Box::new(FastCrtFilter::new(
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&device,
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&palette_screen_mode.screen_view,
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window.inner_size(),
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surface_config.format,
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self.filter = Box::new(FastCrtFilter::new(
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&self.device,
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&self.palette_screen_mode.screen_view,
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self.window.inner_size(),
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self.surface_config.format,
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))
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}
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Some(VirtualKeyCode::Key3) => {
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filter = Box::new(CrtFilter::new(
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&device,
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&palette_screen_mode.screen_view,
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window.inner_size(),
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surface_config.format,
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self.filter = Box::new(CrtFilter::new(
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&self.device,
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&self.palette_screen_mode.screen_view,
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self.window.inner_size(),
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self.surface_config.format,
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))
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}
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_ => (),
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}
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gamepad |= gamepad_button(&input);
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self.gamepads[0] |= gamepad_button(&input);
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} else {
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gamepad &= !gamepad_button(&input);
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self.gamepads[1] &= !gamepad_button(&input);
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}
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}
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_ => (),
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},
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Event::MainEventsCleared => {
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if let ControlFlow::WaitUntil(t) = *control_flow {
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if Instant::now() < t {
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return;
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}
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}
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let next_frame = update(
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&mut GpuFramebuffer {
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queue: &queue,
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framebuffer: &palette_screen_mode,
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},
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gamepad,
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reset,
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);
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reset = false;
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*control_flow = ControlFlow::WaitUntil(next_frame);
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let output = surface.get_current_texture().unwrap();
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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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let mut encoder = device
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.create_command_encoder(&wgpu::CommandEncoderDescriptor { label: None });
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palette_screen_mode.resolve_screen(&mut encoder);
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Event::RedrawEventsCleared => {
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if Instant::now() >= self.next_frame
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&& self.window.fullscreen().is_some() == self.is_fullscreen
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{
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let mut render_pass =
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encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
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label: None,
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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: 0.0,
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g: 0.0,
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b: 0.0,
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a: 1.0,
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}),
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store: true,
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},
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})],
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depth_stencil_attachment: None,
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});
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filter.render(&mut render_pass);
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*control_flow = ControlFlow::Exit
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}
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queue.submit(std::iter::once(encoder.finish()));
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output.present();
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}
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_ => (),
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}
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});
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Input {
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gamepads: self.gamepads,
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reset,
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}
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}
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}
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struct GpuFramebuffer<'a> {
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framebuffer: &'a PaletteScreenMode,
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queue: &'a wgpu::Queue,
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}
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fn end_frame(&mut self, framebuffer: &[u8], palette: &[u8], next_frame: Instant) {
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self.next_frame = next_frame;
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self.palette_screen_mode
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.write_framebuffer(&self.queue, framebuffer);
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self.palette_screen_mode.write_palette(&self.queue, palette);
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impl<'a> Framebuffer for GpuFramebuffer<'a> {
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fn update(&mut self, pixels: &[u8], palette: &[u8]) {
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self.framebuffer.write_framebuffer(self.queue, pixels);
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self.framebuffer.write_palette(self.queue, palette);
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let output = self.surface.get_current_texture().unwrap();
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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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let mut encoder = self
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.device
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.create_command_encoder(&wgpu::CommandEncoderDescriptor { label: None });
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self.palette_screen_mode.resolve_screen(&mut encoder);
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{
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let mut render_pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
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label: None,
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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: 0.0,
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g: 0.0,
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b: 0.0,
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a: 1.0,
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}),
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store: true,
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},
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})],
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depth_stencil_attachment: None,
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});
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self.filter.render(&mut render_pass);
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}
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self.queue.submit(std::iter::once(encoder.finish()));
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output.present();
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}
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fn is_open(&self) -> bool {
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self.is_open
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}
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}
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