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11
Cargo.toml
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11
Cargo.toml
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[package]
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name = "rust_opengl_helloworld"
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version = "1.0.0"
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edition = "2021"
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[dependencies]
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gl = "0.14.0"
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glfw = { version = "0.57.0", features = ["wayland"] }
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#bytemuck = "1"
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#ogl33 = { version = "0.2.0", features = ["debug_error_checks"]}
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#beryllium = "0.13.3"
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9
config.toml
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9
config.toml
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[build]
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rustflags = ["-C", "target-feature=+crt-static"]
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[profile.release]
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opt-level = 'z' # Optimize for size
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lto = true # Enable link-time optimization
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codegen-units = 1 # Reduce number of codegen units to increase optimizations
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panic = 'abort' # Abort on panic
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strip = true # Strip symbols from binary*
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273
src/main.rs
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273
src/main.rs
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use std::convert::TryInto;
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use glfw;
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use glfw::Context;
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use gl;
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const WIDTH: u32 = 480;
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const HEIGHT: u32 = 320;
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const TITLE: &str = "Hello From OpenGL World!";
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fn main() {
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use glfw::fail_on_errors;
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let mut glfw = glfw::init(fail_on_errors!()).unwrap();
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glfw.window_hint(glfw::WindowHint::ContextVersion(3, 3));
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glfw.window_hint(glfw::WindowHint::OpenGlProfile(glfw::OpenGlProfileHint::Core));
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glfw.window_hint(glfw::WindowHint::OpenGlForwardCompat(true));
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glfw.window_hint(glfw::WindowHint::Resizable(true));
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let (mut window, events) = glfw.create_window(WIDTH, HEIGHT, TITLE, glfw::WindowMode::Windowed).unwrap();
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let (screen_width, screen_height) = window.get_framebuffer_size();
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window.make_current();
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window.set_key_polling(true);
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window.set_pos_polling(true);
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window.set_all_polling(true);
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window.set_size_polling(true);
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window.set_close_polling(true);
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window.set_refresh_polling(true);
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window.set_focus_polling(true);
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window.set_iconify_polling(true);
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window.set_framebuffer_size_polling(true);
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window.set_char_polling(true);
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window.set_char_mods_polling(true);
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window.set_mouse_button_polling(true);
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window.set_cursor_pos_polling(true);
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window.set_cursor_enter_polling(true);
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window.set_scroll_polling(true);
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window.set_maximize_polling(true);
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window.set_content_scale_polling(true);
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gl::load_with(|ptr| window.get_proc_address(ptr) as *const _);
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unsafe {
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gl::Viewport(0, 0, screen_width, screen_height);
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clear_color(Color(0.4, 0.4, 0.4, 1.0));
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}
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// -------------------------------------------
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const VERT_SHADER: &str = "#version 330 core
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layout (location = 0) in vec3 position;
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void main()
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{
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gl_Position = vec4(position, 1.0);
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// gl_Position = vec4(position.xyz, 1.0);
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// gl_Position = vec4(position.x, position.y, position.z, 1.0);
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}";
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const FRAG_SHADER: &str = "#version 330 core
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out vec4 Color;
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void main()
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{
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Color = vec4(0.9, 0.5, 0.2, 1.0);
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}";
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let vertex_shader = unsafe { gl::CreateShader(gl::VERTEX_SHADER) };
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unsafe {
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gl::ShaderSource(vertex_shader, 1, &VERT_SHADER.as_bytes().as_ptr().cast(), &VERT_SHADER.len().try_into().unwrap());
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gl::CompileShader(vertex_shader);
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let mut success = 0;
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gl::GetShaderiv(vertex_shader, gl::COMPILE_STATUS, &mut success);
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if success == 0 {
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let mut log_len = 0_i32;
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// gl::GetShaderiv(vertex_shader, gl::INFO_LOG_LENGTH, &mut log_len);
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// let mut v: Vec<u8> = Vec::with_capacity(log_len as usize);
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// gl::GetShaderInfoLog(vertex_shader, log_len, &mut log_len, v.as_mut_ptr().cast());
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let mut v: Vec<u8> = Vec::with_capacity(1024);
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gl::GetShaderInfoLog(vertex_shader, 1024, &mut log_len, v.as_mut_ptr().cast());
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v.set_len(log_len.try_into().unwrap());
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panic!("Vertex Shader Compile Error: {}", String::from_utf8_lossy(&v));
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}
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}
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let fragment_shader = unsafe { gl::CreateShader(gl::FRAGMENT_SHADER) };
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unsafe {
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gl::ShaderSource(fragment_shader, 1, &FRAG_SHADER.as_bytes().as_ptr().cast(), &FRAG_SHADER.len().try_into().unwrap());
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gl::CompileShader(fragment_shader);
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let mut success = 0;
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gl::GetShaderiv(fragment_shader, gl::COMPILE_STATUS, &mut success);
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if success == 0 {
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let mut v: Vec<u8> = Vec::with_capacity(1024);
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let mut log_len = 0_i32;
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gl::GetShaderInfoLog(fragment_shader, 1024, &mut log_len, v.as_mut_ptr().cast());
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v.set_len(log_len.try_into().unwrap());
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panic!("Fragment Shader Compile Error: {}", String::from_utf8_lossy(&v));
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}
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}
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let shader_program = unsafe { gl::CreateProgram() };
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unsafe {
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gl::AttachShader(shader_program, vertex_shader);
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gl::AttachShader(shader_program, fragment_shader);
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gl::LinkProgram(shader_program);
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let mut success = 0;
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gl::GetProgramiv(shader_program, gl::LINK_STATUS, &mut success);
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if success == 0 {
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let mut v: Vec<u8> = Vec::with_capacity(1024);
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let mut log_len = 0_i32;
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gl::GetProgramInfoLog(shader_program, 1024, &mut log_len, v.as_mut_ptr().cast());
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v.set_len(log_len.try_into().unwrap());
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panic!("Program Link Error: {}", String::from_utf8_lossy(&v));
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}
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gl::DetachShader(shader_program, vertex_shader);
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gl::DetachShader(shader_program, fragment_shader);
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gl::DeleteShader(vertex_shader);
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gl::DeleteShader(fragment_shader);
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}
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let vertecies = [
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-0.5f32, -0.5, 0.0,
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0.5, -0.5, 0.0,
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0.0, 0.5, 0.0,
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];
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let mut vao = 0;
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unsafe { gl::GenVertexArrays(1, &mut vao) };
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let mut vbo = 0;
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unsafe { gl::GenBuffers(1, &mut vbo) };
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unsafe {
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gl::BindVertexArray(vao);
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gl::BindBuffer(gl::ARRAY_BUFFER, vbo);
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gl::BufferData(gl::ARRAY_BUFFER, std::mem::size_of_val(&vertecies) as isize, vertecies.as_ptr().cast(), gl::STATIC_DRAW);
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gl::VertexAttribPointer(0, 3, gl::FLOAT, gl::FALSE, 3 * std::mem::size_of::<f32>() as i32, 0 as *const _);
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gl::EnableVertexAttribArray(0);
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gl::BindBuffer(gl::ARRAY_BUFFER, 0);
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gl::BindVertexArray(0);
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}
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// -------------------------------------------
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println!("OpenGL version: {}", gl_get_string(gl::VERSION));
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println!("GLSL version: {}", gl_get_string(gl::SHADING_LANGUAGE_VERSION));
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while !window.should_close() {
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glfw.poll_events();
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for (time, event) in glfw::flush_messages(&events) {
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glfw_handle_event(&mut window, time, event);
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}
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clear_color(Color(0.3, 0.4, 0.6, 1.0));
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unsafe {
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gl::Clear(gl::COLOR_BUFFER_BIT);
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}
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unsafe {
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gl::UseProgram(shader_program);
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gl::BindVertexArray(vao);
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gl::DrawArrays(gl::TRIANGLES, 0, 3);
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gl::BindVertexArray(0);
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}
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window.swap_buffers();
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}
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}
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pub struct Color(f32, f32, f32, f32);
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pub fn clear_color(c: Color) {
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unsafe { gl::ClearColor(c.0, c.1, c.2, c.3) }
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}
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pub fn gl_get_string<'a>(name: gl::types::GLenum) -> &'a str {
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let v = unsafe { gl::GetString(name) };
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let v: &std::ffi::CStr = unsafe { std::ffi::CStr::from_ptr(v as *const i8) };
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v.to_str().unwrap()
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}
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fn glfw_handle_event(window: &mut glfw::Window, time: f64, event: glfw::WindowEvent) {
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use glfw::WindowEvent as Event;
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use glfw::Key;
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use glfw::Action;
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match event {
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Event::Pos(x, y) => {
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window.set_title(&format!("Time: {:?}, Window pos: ({:?}, {:?})", time, x, y))
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}
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Event::Size(w, h) => window.set_title(&format!(
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"Time: {:?}, Window size: ({:?}, {:?})",
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time, w, h
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)),
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Event::Close => println!("Time: {:?}, Window close requested.", time),
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Event::Refresh => {
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println!("Time: {:?}, Window refresh callback triggered.", time)
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}
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Event::Focus(true) => println!("Time: {:?}, Window focus gained.", time),
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Event::Focus(false) => println!("Time: {:?}, Window focus lost.", time),
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Event::Iconify(true) => println!("Time: {:?}, Window was minimised", time),
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Event::Iconify(false) => println!("Time: {:?}, Window was maximised.", time),
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Event::FramebufferSize(w, h) => {
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unsafe {
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gl::Viewport(0, 0, w, h);
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}
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println!("Time: {:?}, Framebuffer size: ({:?}, {:?})", time, w, h)
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}
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Event::Char(character) => {
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println!("Time: {:?}, Character: {:?}", time, character)
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}
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Event::CharModifiers(character, mods) => println!(
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"Time: {:?}, Character: {:?}, Modifiers: [{:?}]",
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time, character, mods
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),
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Event::MouseButton(btn, action, mods) => println!(
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"Time: {:?}, Button: {:?}, Action: {:?}, Modifiers: [{:?}]",
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time,
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glfw::DebugAliases(btn),
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action,
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mods
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),
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Event::CursorPos(xpos, ypos) => window.set_title(&format!(
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"Time: {:?}, Cursor position: ({:?}, {:?})",
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time, xpos, ypos
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)),
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Event::CursorEnter(true) => {
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println!("Time: {:?}, Cursor entered window.", time)
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}
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Event::CursorEnter(false) => println!("Time: {:?}, Cursor left window.", time),
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Event::Scroll(x, y) => window.set_title(&format!(
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"Time: {:?}, Scroll offset: ({:?}, {:?})",
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time, x, y
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)),
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/*Event::Key(key, scancode, action, mods) => {
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println!(
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"Time: {:?}, Key: {:?}, ScanCode: {:?}, Action: {:?}, Modifiers: [{:?}]",
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time, key, scancode, action, mods
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);
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match (key, action) {
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(Key::Escape, Action::Press) => window.set_should_close(true),
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(Key::R, Action::Press) => {
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// Resize should cause the window to "refresh"
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let (window_width, window_height) = window.get_size();
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window.set_size(window_width + 1, window_height);
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window.set_size(window_width, window_height);
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}
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_ => {}
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}
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}*/
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Event::FileDrop(paths) => {
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println!("Time: {:?}, Files dropped: {:?}", time, paths)
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}
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Event::Maximize(maximized) => {
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println!("Time: {:?}, Window maximized: {:?}.", time, maximized)
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}
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Event::ContentScale(xscale, yscale) => println!(
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"Time: {:?}, Content scale x: {:?}, Content scale y: {:?}",
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time, xscale, yscale
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),
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Event::Key(Key::Escape, _, Action::Press, _) => {
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window.set_should_close(true);
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},
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_ => {},
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}
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}
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