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https://github.com/emilk/egui.git
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Add native glium backend
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277
example_glium/src/main.rs
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277
example_glium/src/main.rs
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// #![deny(warnings)]
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use {
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emigui::{
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label,
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math::vec2,
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widgets::{Button, Label},
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Emigui, Mesh,
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},
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glium::{glutin, implement_vertex, index::PrimitiveType, program, texture, uniform, Surface},
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};
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struct Painter {
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program: glium::Program,
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texture: texture::texture2d::Texture2d,
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current_texture_id: Option<u64>,
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}
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impl Painter {
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fn new(facade: &glium::backend::Facade) -> Painter {
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let program = program!(facade,
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140 => {
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vertex: "
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#version 140
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uniform vec2 u_screen_size;
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uniform vec2 u_tex_size;
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in vec2 a_pos;
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in vec4 a_color;
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in vec2 a_tc;
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out vec4 v_color;
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out vec2 v_tc;
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void main() {
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gl_Position = vec4(
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2.0 * a_pos.x / u_screen_size.x - 1.0,
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1.0 - 2.0 * a_pos.y / u_screen_size.y,
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0.0,
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1.0);
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v_color = a_color / 255.0;
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v_tc = a_tc / u_tex_size;
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}
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",
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fragment: "
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#version 140
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uniform sampler2D u_sampler;
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in vec4 v_color;
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in vec2 v_tc;
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out vec4 f_color;
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void main() {
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f_color = v_color;
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f_color.a *= texture(u_sampler, v_tc).r;
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}
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"
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},
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110 => {
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vertex: "
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#version 110
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uniform vec2 u_screen_size;
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uniform vec2 u_tex_size;
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attribute vec2 a_pos;
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attribute vec4 a_color;
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attribute vec2 a_tc;
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varying vec4 v_color;
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varying vec2 v_tc;
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void main() {
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gl_Position = vec4(
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2.0 * a_pos.x / u_screen_size.x - 1.0,
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1.0 - 2.0 * a_pos.y / u_screen_size.y,
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0.0,
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1.0);
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v_color = a_color / 255.0;
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v_tc = a_tc / u_tex_size;
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}
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",
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fragment: "
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#version 110
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uniform sampler2D u_sampler;
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varying vec4 v_color;
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varying vec2 v_tc;
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void main() {
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gl_FragColor = v_color;
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gl_FragColor.a *= texture2D(u_sampler, v_tc).r;
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}
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",
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},
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100 => {
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vertex: "
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#version 100
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uniform mediump vec2 u_screen_size;
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uniform mediump vec2 u_tex_size;
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attribute mediump vec2 a_pos;
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attribute mediump vec4 a_color;
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attribute mediump vec2 a_tc;
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varying mediump vec4 v_color;
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varying mediump vec2 v_tc;
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void main() {
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gl_Position = vec4(
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2.0 * a_pos.x / u_screen_size.x - 1.0,
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1.0 - 2.0 * a_pos.y / u_screen_size.y,
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0.0,
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1.0);
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v_color = a_color / 255.0;
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v_tc = a_tc / u_tex_size;
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}
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",
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fragment: "
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#version 100
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uniform sampler2D u_sampler;
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varying mediump vec4 v_color;
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varying mediump vec2 v_tc;
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void main() {
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gl_FragColor = v_color;
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gl_FragColor.a *= texture2D(u_sampler, v_tc).r;
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}
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",
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},
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)
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.unwrap();
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let pixels = vec![vec![255u8, 0u8], vec![0u8, 255u8]];
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let format = texture::UncompressedFloatFormat::U8;
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let mipmaps = texture::MipmapsOption::NoMipmap;
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let texture =
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texture::texture2d::Texture2d::with_format(facade, pixels, format, mipmaps).unwrap();
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Painter {
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program,
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texture,
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current_texture_id: None,
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}
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}
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fn upload_texture(&mut self, facade: &glium::backend::Facade, texture: &emigui::Texture) {
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if self.current_texture_id == Some(texture.id) {
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return; // No change
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}
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let pixels: Vec<Vec<u8>> = texture
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.pixels
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.chunks(texture.width as usize)
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.map(|row| row.to_vec())
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.collect();
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let format = texture::UncompressedFloatFormat::U8;
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let mipmaps = texture::MipmapsOption::NoMipmap;
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self.texture =
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texture::texture2d::Texture2d::with_format(facade, pixels, format, mipmaps).unwrap();
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self.current_texture_id = Some(texture.id);
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}
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fn paint(&mut self, display: &glium::Display, mesh: Mesh, texture: &emigui::Texture) {
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self.upload_texture(display, texture);
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let vertex_buffer = {
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#[derive(Copy, Clone)]
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struct Vertex {
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a_pos: [f32; 2],
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a_color: [u8; 4],
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a_tc: [u16; 2],
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}
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implement_vertex!(Vertex, a_pos, a_color, a_tc);
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let vertices: Vec<Vertex> = mesh
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.vertices
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.iter()
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.map(|v| Vertex {
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a_pos: [v.pos.x, v.pos.y],
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a_color: [v.color.r, v.color.g, v.color.b, v.color.a],
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a_tc: [v.uv.0, v.uv.1],
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})
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.collect();
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glium::VertexBuffer::new(display, &vertices).unwrap()
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};
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let indices: Vec<u16> = mesh.indices.iter().map(|idx| *idx as u16).collect();
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let index_buffer =
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glium::IndexBuffer::new(display, PrimitiveType::TrianglesList, &indices).unwrap();
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let (width, height) = display.get_framebuffer_dimensions();
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let uniforms = uniform! {
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u_screen_size: [width as f32, height as f32],
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u_tex_size: [texture.width as f32, texture.height as f32],
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u_sampler: &self.texture,
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};
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let params = glium::DrawParameters {
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blend: glium::Blend::alpha_blending(),
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..Default::default()
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};
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let mut target = display.draw();
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target.clear_color(0.0, 0.0, 0.0, 0.0);
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target
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.draw(
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&vertex_buffer,
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&index_buffer,
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&self.program,
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&uniforms,
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¶ms,
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)
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.unwrap();
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target.finish().unwrap();
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}
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}
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fn main() {
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let mut events_loop = glutin::EventsLoop::new();
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let window = glutin::WindowBuilder::new().with_title("Emigui example");
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let context = glutin::ContextBuilder::new();
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let display = glium::Display::new(window, context, &events_loop).unwrap();
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let pixels_per_point = display.gl_window().get_hidpi_factor() as f32;
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let mut emigui = Emigui::new(pixels_per_point);
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let mut painter = Painter::new(&display);
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let mut raw_input = emigui::RawInput {
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mouse_down: false,
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mouse_pos: None,
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screen_size: {
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let (width, height) = display.get_framebuffer_dimensions();
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vec2(width as f32, height as f32)
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},
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pixels_per_point,
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};
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let mut paint = |raw_input| {
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emigui.new_frame(raw_input);
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let mut region = emigui.whole_screen_region();
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let mut region = region.left_column(region.width().min(480.0));
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region.add(label!("Emigui!").text_style(emigui::TextStyle::Heading));
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let exit = region.add(Button::new("Quit")).clicked;
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emigui.example(&mut region);
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let mesh = emigui.paint();
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painter.paint(&display, mesh, emigui.texture());
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exit
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};
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paint(raw_input);
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events_loop.run_forever(|event| {
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match event {
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glutin::Event::WindowEvent { event, .. } => match event {
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glutin::WindowEvent::CloseRequested => return glutin::ControlFlow::Break,
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glutin::WindowEvent::Resized(glutin::dpi::LogicalSize { width, height }) => {
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raw_input.screen_size = vec2(width as f32, height as f32);
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if paint(raw_input) {
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return glutin::ControlFlow::Break;
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}
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}
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glutin::WindowEvent::MouseInput { state, .. } => {
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raw_input.mouse_down = state == glutin::ElementState::Pressed;
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if paint(raw_input) {
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return glutin::ControlFlow::Break;
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}
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}
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glutin::WindowEvent::CursorMoved { position, .. } => {
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raw_input.mouse_pos = Some(vec2(position.x as f32, position.y as f32));
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if paint(raw_input) {
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return glutin::ControlFlow::Break;
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}
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}
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_ => (),
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},
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_ => (),
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}
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glutin::ControlFlow::Continue
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});
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}
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