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Texture loading in egui (#1110)
* Move texture allocation into epaint/egui proper * Add TextureHandle * egui_glow: cast using bytemuck instead of unsafe code * Optimize glium painter * Optimize WebGL * Add example of loading an image from file
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@@ -482,9 +482,9 @@ fn paint_and_schedule(runner_ref: AppRunnerRef) -> Result<(), JsValue> {
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fn paint_if_needed(runner_ref: &AppRunnerRef) -> Result<(), JsValue> {
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let mut runner_lock = runner_ref.0.lock();
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if runner_lock.needs_repaint.fetch_and_clear() {
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let (output, clipped_meshes) = runner_lock.logic()?;
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let (needs_repaint, clipped_meshes) = runner_lock.logic()?;
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runner_lock.paint(clipped_meshes)?;
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if output.needs_repaint {
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if needs_repaint {
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runner_lock.needs_repaint.set_true();
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}
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runner_lock.auto_save();
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@@ -1214,7 +1214,7 @@ fn is_mobile() -> Option<bool> {
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// candidate window moves following text element (agent),
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// so it appears that the IME candidate window moves with text cursor.
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// On mobile devices, there is no need to do that.
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fn move_text_cursor(cursor: &Option<egui::Pos2>, canvas_id: &str) -> Option<()> {
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fn move_text_cursor(cursor: Option<egui::Pos2>, canvas_id: &str) -> Option<()> {
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let style = text_agent().style();
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// Note: movint agent on mobile devices will lead to unpredictable scroll.
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if is_mobile() == Some(false) {
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