wgpu-renderer/src/core/updater.rs

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use std::time::Instant;
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use super::state::State;
use winit::{
event::*,
event_loop::{ControlFlow, EventLoop},
window::WindowBuilder,
};
pub async fn run() {
let event_loop = EventLoop::new();
let window = WindowBuilder::new().build(&event_loop).unwrap();
let mut state = State::new(&window).await;
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let mut last_render = Instant::now();
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// Event loop
event_loop.run(move |event, _, control_flow| {
match event {
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Event::DeviceEvent { ref event, .. } => {
state.input(None, Some(event));
}
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Event::WindowEvent {
ref event,
window_id,
} if window_id == window.id() => {
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if !state.input(Some(event), None) {
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match event {
WindowEvent::CloseRequested
| WindowEvent::KeyboardInput {
input:
KeyboardInput {
state: ElementState::Pressed,
virtual_keycode: Some(VirtualKeyCode::Escape),
..
},
..
} => *control_flow = ControlFlow::Exit,
WindowEvent::Resized(physical_size) => {
state.resize(*physical_size);
}
WindowEvent::ScaleFactorChanged { new_inner_size, .. } => {
state.resize(**new_inner_size);
}
WindowEvent::Focused(focused) => {
// window.set_cursor_grab(*focused).unwrap();
window.set_cursor_visible(!*focused);
window.set_decorations(!*focused);
}
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_ => {}
}
}
}
Event::RedrawRequested(window_id) if window_id == window.id() => {
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let now = Instant::now();
let dt = now - last_render;
last_render = now;
state.update(dt);
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match state.render() {
Ok(_) => {}
// Reconfigure the surface if lost
Err(wgpu::SurfaceError::Lost) => state.resize(state.size),
// The system is out of memory, we should probably quit
Err(wgpu::SurfaceError::OutOfMemory) => *control_flow = ControlFlow::Exit,
// All other errors (Outdated, Timeout) should be resolved by the next frame
Err(e) => eprintln!("{:?}", e),
}
}
Event::MainEventsCleared => {
// RedrawRequested will only trigger once, unless we manually
// request it.
window.request_redraw();
}
_ => {}
}
});
}