refactor: minor mathes refactor
parent
130059b979
commit
5cdf4d5af9
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@ -66,20 +66,14 @@ impl EventLoopHandler {
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state: &Rc<RefCell<WindowState>>,
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window: &Rc<FemtoVGWindow>,
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) -> Result<()> {
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connection
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.flush()
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.map_err(|e| anyhow!("Failed to flush connection: {}", e))?;
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connection.flush()?;
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let mut event_queue = wayland_queue.borrow_mut();
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if let Some(guard) = event_queue.prepare_read() {
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guard
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.read()
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.map_err(|e| anyhow!("Failed to read Wayland events: {}", e))?;
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guard.read()?;
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}
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event_queue
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.blocking_dispatch(&mut state.borrow_mut())
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.map_err(|e| anyhow!("Failed to dispatch Wayland events: {}", e))?;
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event_queue.blocking_dispatch(&mut state.borrow_mut())?;
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slint::platform::update_timers_and_animations();
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window.render_frame_if_dirty();
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@ -138,11 +138,10 @@ impl WindowingSystemBuilder {
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}
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pub fn build(self) -> Result<WindowingSystem> {
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if self.config.component_definition.is_none() {
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return Err(anyhow::anyhow!("Slint component not set"));
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match self.config.component_definition {
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Some(_) => WindowingSystem::new(self.config),
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None => Err(anyhow::anyhow!("Slint component not set")),
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}
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WindowingSystem::new(self.config)
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}
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}
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@ -271,17 +270,17 @@ impl WindowingSystem {
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let mut state = self.state.borrow_mut();
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self.event_queue
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.borrow_mut()
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.blocking_dispatch(&mut state)
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.context("Failed to dispatch events")?;
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.blocking_dispatch(&mut state)?;
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info!("Blocking dispatch completed");
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let size = state.output_size();
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if size.width > 1 && size.height > 1 {
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info!("Configured output size: {:?}", size);
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} else {
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return Err(anyhow::anyhow!("Invalid output size: {:?}", size));
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match (size.width, size.height) {
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(w, h) if w > 1 && h > 1 => {
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info!("Configured output size: {:?}", size);
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Ok(())
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}
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_ => Err(anyhow::anyhow!("Invalid output size: {:?}", size)),
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}
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debug!("Surface configuration complete");
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Ok(())
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}
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fn initialize_renderer_and_ui(&mut self) -> Result<()> {
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@ -143,21 +143,17 @@ impl Dispatch<WlPointer, ()> for WindowState {
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state: button_state,
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..
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} => {
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let is_press =
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matches!(button_state, WEnum::Value(wl_pointer::ButtonState::Pressed));
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let current_position = state.current_pointer_position();
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let event = match button_state {
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WEnum::Value(wl_pointer::ButtonState::Pressed) => WindowEvent::PointerPressed {
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button: PointerEventButton::Left,
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position: state.current_pointer_position(),
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},
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_ => WindowEvent::PointerReleased {
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button: PointerEventButton::Left,
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position: state.current_pointer_position(),
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},
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};
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if let Some(window) = state.window() {
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let event = if is_press {
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WindowEvent::PointerPressed {
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button: PointerEventButton::Left,
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position: current_position,
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}
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} else {
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WindowEvent::PointerReleased {
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button: PointerEventButton::Left,
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position: current_position,
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}
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};
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window.dispatch_event(event);
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}
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}
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