Refactor the demo some
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parent
725834285b
commit
3cc8f7a11f
109
demo/src/main.rs
109
demo/src/main.rs
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@ -59,6 +59,8 @@ const SWITCH_HALF_SIZE: i32 = 96;
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const APPROX_FONT_SIZE: f32 = 16.0;
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const WORLD_SCALE: f32 = 1.0 / 800.0;
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static EFFECTS_PNG_NAME: &'static str = "demo-effects";
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static OPEN_PNG_NAME: &'static str = "demo-open";
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@ -83,6 +85,12 @@ struct DemoApp {
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camera_yaw: f32,
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camera_pitch: f32,
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frame_counter: u32,
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events: Vec<Event>,
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exit: bool,
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mouselook_enabled: bool,
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ui_event_handled_last_frame: bool,
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ui: DemoUI,
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scene_thread_proxy: SceneThreadProxy,
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renderer: Renderer,
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@ -134,6 +142,12 @@ impl DemoApp {
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camera_yaw: 0.0,
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camera_pitch: 0.0,
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frame_counter: 0,
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events: vec![],
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exit: false,
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mouselook_enabled: false,
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ui_event_handled_last_frame: false,
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ui: DemoUI::new(options),
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scene_thread_proxy,
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renderer: Renderer::new(&drawable_size),
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@ -141,17 +155,24 @@ impl DemoApp {
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}
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fn run(&mut self) {
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let mut exit = false;
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let mut events = vec![];
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let mut frame_counter = 0;
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let mut mouselook_enabled = false;
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let mut ui_event_handled_last_frame = false;
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let (drawable_width, drawable_height) = self.window.drawable_size();
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let mut drawable_size = Size2D::new(drawable_width, drawable_height);
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while !exit {
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while !self.exit {
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// Update the scene.
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self.build_scene();
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// Handle events.
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// FIXME(pcwalton): This can cause us to miss UI events if things get backed up...
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let ui_event = self.handle_events();
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// Draw the scene.
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let render_msg = self.scene_thread_proxy.receiver.recv().unwrap();
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self.draw_scene(render_msg, ui_event);
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}
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}
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fn build_scene(&mut self) {
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let (drawable_width, drawable_height) = self.window.drawable_size();
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let drawable_size = Size2D::new(drawable_width, drawable_height);
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let perspective = if self.ui.threed_enabled {
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let rotation = Transform3DF32::from_rotation(-self.camera_yaw,
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-self.camera_pitch,
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@ -162,9 +183,9 @@ impl DemoApp {
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let aspect = drawable_size.width as f32 / drawable_size.height as f32;
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let mut transform = Transform3DF32::from_perspective(FRAC_PI_4, aspect, 0.025, 100.0);
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transform = transform.post_mul(&Transform3DF32::from_scale(1.0 / 800.0,
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1.0 / 800.0,
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1.0 / 800.0));
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transform = transform.post_mul(&Transform3DF32::from_scale(WORLD_SCALE,
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WORLD_SCALE,
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WORLD_SCALE));
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transform = transform.post_mul(&Transform3DF32::from_rotation(self.camera_yaw,
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self.camera_pitch,
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0.0));
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@ -178,7 +199,7 @@ impl DemoApp {
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None
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};
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let count = if frame_counter == 0 { 2 } else { 1 };
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let count = if self.frame_counter == 0 { 2 } else { 1 };
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for _ in 0..count {
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self.scene_thread_proxy.sender.send(MainToSceneMsg::Build(BuildOptions {
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perspective,
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@ -189,31 +210,29 @@ impl DemoApp {
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},
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})).unwrap();
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}
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}
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// FIXME(pcwalton): This can cause us to miss UI events if things get backed up...
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fn handle_events(&mut self) -> UIEvent {
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let mut ui_event = UIEvent::None;
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let mut event_handled = false;
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while !event_handled {
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let wait_for_event =
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!self.camera_velocity.is_zero() &&
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frame_counter >= 2 &&
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!ui_event_handled_last_frame;
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let wait_for_event = !self.camera_velocity.is_zero() && self.frame_counter >= 2 &&
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!self.ui_event_handled_last_frame;
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if wait_for_event {
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events.push(self.sdl_event_pump.wait_event());
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self.events.push(self.sdl_event_pump.wait_event());
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}
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for event in self.sdl_event_pump.poll_iter() {
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events.push(event);
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self.events.push(event);
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}
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for event in events.drain(..) {
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for event in self.events.drain(..) {
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match event {
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Event::Quit { .. } |
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Event::KeyDown { keycode: Some(Keycode::Escape), .. } => {
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exit = true;
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self.exit = true;
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}
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Event::Window { win_event: WindowEvent::SizeChanged(..), .. } => {
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let (drawable_width, drawable_height) = self.window.drawable_size();
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drawable_size = Size2D::new(drawable_width as u32,
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let drawable_size = Size2D::new(drawable_width as u32,
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drawable_height as u32);
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self.scene_thread_proxy.set_drawable_size(&drawable_size);
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self.renderer.set_main_framebuffer_size(&drawable_size);
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@ -222,7 +241,7 @@ impl DemoApp {
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let point = Point2DI32::new(x, y).scale(self.scale_factor as i32);
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ui_event = UIEvent::MouseDown(point);
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}
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Event::MouseMotion { xrel, yrel, .. } if mouselook_enabled => {
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Event::MouseMotion { xrel, yrel, .. } if self.mouselook_enabled => {
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self.camera_yaw += xrel as f32 * MOUSELOOK_ROTATION_SPEED;
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self.camera_pitch -= yrel as f32 * MOUSELOOK_ROTATION_SPEED;
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}
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@ -248,21 +267,14 @@ impl DemoApp {
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}
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_ => continue,
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}
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event_handled = true;
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}
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// FIXME(pcwalton): This is so ugly!
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if !wait_for_event {
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event_handled = true;
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}
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ui_event
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}
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// Draw the scene.
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let SceneToMainMsg::Render {
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built_scene,
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tile_time
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} = self.scene_thread_proxy.receiver.recv().unwrap();
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fn draw_scene(&mut self, render_msg: SceneToMainMsg, mut ui_event: UIEvent) {
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let SceneToMainMsg::Render { built_scene, tile_time } = render_msg;
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unsafe {
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gl::BindFramebuffer(gl::FRAMEBUFFER, 0);
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gl::ClearColor(BACKGROUND_COLOR.r as f32 / 255.0,
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@ -291,17 +303,16 @@ impl DemoApp {
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let had_ui_event = ui_event.is_none();
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self.ui.update(&mut self.renderer.debug_ui, &mut ui_event);
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ui_event_handled_last_frame = had_ui_event && ui_event.is_none();
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self.ui_event_handled_last_frame = had_ui_event && ui_event.is_none();
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// If nothing handled the mouse-down event, toggle mouselook.
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if let UIEvent::MouseDown(_) = ui_event {
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mouselook_enabled = !mouselook_enabled;
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self.mouselook_enabled = !self.mouselook_enabled;
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}
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}
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self.window.gl_swap_window();
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frame_counter += 1;
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}
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self.frame_counter += 1;
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}
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}
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@ -468,6 +479,7 @@ fn build_scene(scene: &Scene, build_options: BuildOptions, jobs: Option<usize>)
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while let Some(batch) = scene_builder.build_batch() {
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built_scene.batches.push(batch);
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}
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built_scene
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}
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@ -527,12 +539,21 @@ impl DemoUI {
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self.threed_enabled);
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// Draw effects window, if necessary.
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if self.effects_window_visible {
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self.draw_effects_window(debug_ui, event);
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}
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fn draw_effects_window(&mut self, debug_ui: &mut DebugUI, event: &mut UIEvent) {
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if !self.effects_window_visible {
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return;
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}
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let bottom = debug_ui.framebuffer_size().height as i32 - PADDING;
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let effects_window_y = bottom - (BUTTON_HEIGHT + PADDING + EFFECTS_WINDOW_HEIGHT);
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debug_ui.draw_solid_rect(RectI32::new(Point2DI32::new(PADDING, effects_window_y),
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Point2DI32::new(EFFECTS_WINDOW_WIDTH,
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EFFECTS_WINDOW_HEIGHT)),
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WINDOW_COLOR);
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self.gamma_correction_effect_enabled =
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self.draw_effects_switch(debug_ui,
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event,
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@ -554,7 +575,7 @@ impl DemoUI {
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2,
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effects_window_y,
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self.subpixel_aa_effect_enabled);
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}
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}
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fn draw_button(&self,
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