anvil: Update to new apis
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fafbf300dc
commit
36d910056c
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@ -178,6 +178,7 @@ where
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buffer_scale,
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output_scale as f64,
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Transform::Normal, /* TODO */
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&[Rectangle::from_loc_and_size((0, 0), (i32::MAX, i32::MAX))],
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1.0,
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) {
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result = Err(err.into());
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@ -355,6 +356,7 @@ where
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_ => unreachable!(),
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},
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Rectangle::from_loc_and_size((offset_x, 0.0), (22.0 * output_scale, 35.0 * output_scale)),
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&[Rectangle::from_loc_and_size((0, 0), (i32::MAX, i32::MAX))],
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Transform::Normal,
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1.0,
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)
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@ -24,7 +24,10 @@ pub fn render_layers_and_windows(
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output_scale: f32,
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logger: &Logger,
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) -> Result<(), SwapBuffersError> {
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frame.clear([0.8, 0.8, 0.9, 1.0], None)?;
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frame.clear(
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[0.8, 0.8, 0.9, 1.0],
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&[Rectangle::from_loc_and_size((0, 0), (i32::MAX, i32::MAX))],
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)?;
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for layer in [Layer::Background, Layer::Bottom] {
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draw_layers(
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@ -50,7 +50,7 @@ use smithay::{
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},
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utils::{
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signaling::{Linkable, SignalToken, Signaler},
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Logical, Point,
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Logical, Point, Rectangle,
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},
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wayland::{
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output::{Mode, PhysicalProperties},
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@ -797,6 +797,7 @@ fn render_surface(
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1,
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output_scale as f64,
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Transform::Normal,
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&[Rectangle::from_loc_and_size((0, 0), (i32::MAX, i32::MAX))],
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1.0,
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)?;
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}
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@ -862,7 +863,10 @@ fn initial_render(surface: &mut RenderSurface, renderer: &mut Gles2Renderer) ->
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renderer
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.render((1, 1).into(), Transform::Normal, |_, frame| {
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frame
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.clear([0.8, 0.8, 0.9, 1.0], None)
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.clear(
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[0.8, 0.8, 0.9, 1.0],
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&[Rectangle::from_loc_and_size((0, 0), (i32::MAX, i32::MAX))],
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)
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.map_err(Into::<SwapBuffersError>::into)
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})
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.map_err(Into::<SwapBuffersError>::into)
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@ -9,6 +9,7 @@ use smithay::{
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};
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use smithay::{
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backend::{
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renderer::{Renderer, Transform},
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winit::{self, WinitEvent},
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SwapBuffersError,
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},
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@ -46,39 +47,39 @@ pub fn run_winit(log: Logger) {
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let mut event_loop = EventLoop::try_new().unwrap();
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let display = Rc::new(RefCell::new(Display::new()));
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let (renderer, mut winit) = match winit::init(log.clone()) {
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let (backend, mut winit) = match winit::init(log.clone()) {
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Ok(ret) => ret,
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Err(err) => {
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slog::crit!(log, "Failed to initialize Winit backend: {}", err);
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return;
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}
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};
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let renderer = Rc::new(RefCell::new(renderer));
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let backend = Rc::new(RefCell::new(backend));
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#[cfg(feature = "egl")]
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if renderer
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if backend
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.borrow_mut()
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.renderer()
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.bind_wl_display(&display.borrow())
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.is_ok()
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{
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info!(log, "EGL hardware-acceleration enabled");
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let dmabuf_formats = renderer
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let dmabuf_formats = backend
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.borrow_mut()
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.renderer()
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.dmabuf_formats()
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.cloned()
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.collect::<Vec<_>>();
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let renderer = renderer.clone();
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let backend = backend.clone();
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init_dmabuf_global(
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&mut *display.borrow_mut(),
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dmabuf_formats,
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move |buffer, _| renderer.borrow_mut().renderer().import_dmabuf(buffer).is_ok(),
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move |buffer, _| backend.borrow_mut().renderer().import_dmabuf(buffer).is_ok(),
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log.clone(),
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);
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};
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let size = renderer.borrow().window_size().physical_size;
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let size = backend.borrow().window_size().physical_size;
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/*
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* Initialize the globals
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@ -87,7 +88,7 @@ pub fn run_winit(log: Logger) {
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let data = WinitData {
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#[cfg(feature = "debug")]
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fps_texture: import_bitmap(
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renderer.borrow_mut().renderer(),
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backend.borrow_mut().renderer(),
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&image::io::Reader::with_format(std::io::Cursor::new(FPS_NUMBERS_PNG), image::ImageFormat::Png)
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.decode()
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.unwrap()
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@ -153,7 +154,7 @@ pub fn run_winit(log: Logger) {
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// drawing logic
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{
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let mut renderer = renderer.borrow_mut();
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let mut backend = backend.borrow_mut();
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// This is safe to do as with winit we are guaranteed to have exactly one output
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let (output_geometry, output_scale) = state
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.output_map
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@ -162,82 +163,88 @@ pub fn run_winit(log: Logger) {
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.map(|output| (output.geometry(), output.scale()))
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.unwrap();
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let result = renderer
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.render(|renderer, frame| {
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render_layers_and_windows(
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renderer,
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frame,
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&*state.window_map.borrow(),
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output_geometry,
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output_scale,
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&log,
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)?;
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let (x, y) = state.pointer_location.into();
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// draw the dnd icon if any
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{
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let guard = state.dnd_icon.lock().unwrap();
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if let Some(ref surface) = *guard {
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if surface.as_ref().is_alive() {
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draw_dnd_icon(
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renderer,
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frame,
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surface,
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(x as i32, y as i32).into(),
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output_scale,
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&log,
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)?;
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}
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}
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}
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// draw the cursor as relevant
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{
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let mut guard = state.cursor_status.lock().unwrap();
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// reset the cursor if the surface is no longer alive
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let mut reset = false;
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if let CursorImageStatus::Image(ref surface) = *guard {
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reset = !surface.as_ref().is_alive();
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}
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if reset {
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*guard = CursorImageStatus::Default;
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}
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// draw as relevant
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if let CursorImageStatus::Image(ref surface) = *guard {
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cursor_visible = false;
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draw_cursor(
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let result = backend
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.bind()
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.and_then(|_| {
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backend
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.renderer()
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.render(size, Transform::Flipped180, |renderer, frame| {
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render_layers_and_windows(
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renderer,
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frame,
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surface,
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(x as i32, y as i32).into(),
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&*state.window_map.borrow(),
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output_geometry,
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output_scale,
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&log,
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)?;
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} else {
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cursor_visible = true;
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}
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}
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#[cfg(feature = "debug")]
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{
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let fps = state.backend_data.fps.avg().round() as u32;
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let (x, y) = state.pointer_location.into();
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draw_fps(
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renderer,
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frame,
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&state.backend_data.fps_texture,
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output_scale as f64,
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fps,
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)?;
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}
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// draw the dnd icon if any
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{
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let guard = state.dnd_icon.lock().unwrap();
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if let Some(ref surface) = *guard {
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if surface.as_ref().is_alive() {
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draw_dnd_icon(
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renderer,
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frame,
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surface,
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(x as i32, y as i32).into(),
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output_scale,
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&log,
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)?;
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}
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}
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}
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// draw the cursor as relevant
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{
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let mut guard = state.cursor_status.lock().unwrap();
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// reset the cursor if the surface is no longer alive
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let mut reset = false;
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if let CursorImageStatus::Image(ref surface) = *guard {
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reset = !surface.as_ref().is_alive();
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}
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if reset {
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*guard = CursorImageStatus::Default;
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}
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Ok(())
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// draw as relevant
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if let CursorImageStatus::Image(ref surface) = *guard {
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cursor_visible = false;
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draw_cursor(
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renderer,
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frame,
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surface,
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(x as i32, y as i32).into(),
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output_scale,
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&log,
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)?;
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} else {
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cursor_visible = true;
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}
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}
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#[cfg(feature = "debug")]
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{
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let fps = state.backend_data.fps.avg().round() as u32;
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draw_fps(
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renderer,
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frame,
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&state.backend_data.fps_texture,
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output_scale as f64,
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fps,
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)?;
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}
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Ok(())
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})
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.map_err(Into::<SwapBuffersError>::into)
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.and_then(|x| x)
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})
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.map_err(Into::<SwapBuffersError>::into)
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.and_then(|x| x);
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.and_then(|_| backend.submit(None, 1.0));
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renderer.window().set_cursor_visible(cursor_visible);
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backend.window().set_cursor_visible(cursor_visible);
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if let Err(SwapBuffersError::ContextLost(err)) = result {
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error!(log, "Critical Rendering Error: {}", err);
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