mirror of
https://github.com/danbulant/mangui
synced 2026-06-19 22:31:03 +00:00
212 lines
No EOL
7.8 KiB
Rust
212 lines
No EOL
7.8 KiB
Rust
use std::num::NonZeroU32;
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use std::ops::Deref;
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use std::sync::{Arc, RwLock, Weak};
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use femtovg::renderer::OpenGl;
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use femtovg::{Canvas, Color};
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use glutin::surface::Surface;
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use glutin::{context::PossiblyCurrentContext, display::Display};
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use glutin_winit::DisplayBuilder;
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use raw_window_handle::HasRawWindowHandle;
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use winit::event::{Event, WindowEvent};
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use winit::event_loop::{ControlFlow, EventLoop};
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use winit::window::WindowBuilder;
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use winit::{dpi::PhysicalSize, window::Window};
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use glutin::{
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config::ConfigTemplateBuilder,
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context::ContextAttributesBuilder,
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display::GetGlDisplay,
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prelude::*,
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surface::{SurfaceAttributesBuilder, WindowSurface},
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};
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use taffy::geometry::Size;
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use taffy::style::Dimension;
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use taffy::style_helpers::TaffyMaxContent;
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use taffy::Taffy;
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use weak_table::PtrWeakKeyHashMap;
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use crate::nodes::{layout_recursively, Node, render_recursively, RenderContext, Style, TaffyStyle};
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use crate::nodes::layout::Layout;
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mod nodes;
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type TNode<T> = dyn Node<T>;
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type SharedTNode<T> = Arc<RwLock<TNode<T>>>;
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type TaffyMap<T> = PtrWeakKeyHashMap<Weak<RwLock<TNode<T>>>, taffy::node::Node>;
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type CurrentRenderer = OpenGl;
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fn main() {
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let event_loop = EventLoop::new();
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let (buffer_context, gl_display, window, surface) = create_window(&event_loop);
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let renderer = unsafe { OpenGl::new_from_function_cstr(|s| gl_display.get_proc_address(s) as *const _) }
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.expect("Cannot create renderer");
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let canvas = Canvas::new(renderer).expect("Cannot create canvas");
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let mut taffy = Taffy::new();
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let mut taffy_map = TaffyMap::new();
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let mut root = Layout::<CurrentRenderer>::new();
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root.style.layout.display = taffy::style::Display::Flex;
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root.style.layout.flex_direction = taffy::style::FlexDirection::Row;
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root.children.push(Arc::new(RwLock::new(nodes::primitives::Rectangle {
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style: Style {
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overflow: nodes::Overflow::Visible,
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layout: TaffyStyle {
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min_size: Size {
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width: Dimension::Points(100.),
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height: Dimension::Points(100.)
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},
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..Default::default()
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}
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},
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color: Color::rgb(255, 0, 0),
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radius: 10.
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})));
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root.children.push(Arc::new(RwLock::new(nodes::primitives::Rectangle {
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style: Style {
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overflow: nodes::Overflow::Visible,
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layout: TaffyStyle {
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min_size: Size {
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width: Dimension::Points(50.),
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height: Dimension::Points(100.)
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},
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..Default::default()
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}
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},
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color: Color::rgb(0, 255, 0),
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radius: 0.
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})));
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let groot: Arc<RwLock<Layout<CurrentRenderer>>> = Arc::new(RwLock::new(root));
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{
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let clonned = groot.clone();
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let root = clonned.read().unwrap();
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let root_style = TNode::<OpenGl>::style(root.deref());
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let root_layout = root_style.layout.to_owned();
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let root_node = taffy.new_leaf(root_layout).unwrap();
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taffy_map.insert(groot.clone(), root_node);
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}
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let mut context = RenderContext {
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canvas,
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node_layout: taffy_map,
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taffy
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};
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// let mut width: u32 = 0;
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// let mut height: u32 = 0;
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let mut should_recompute = true;
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event_loop.run(move |event, _target, control_flow| match event {
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Event::WindowEvent { event, .. } => match event {
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// WindowEvent::CursorMoved { position, .. } => {
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// window.request_redraw();
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// }
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WindowEvent::CloseRequested => *control_flow = ControlFlow::Exit,
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WindowEvent::Resized(size) => {
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// width = size.width;
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// height = size.height;
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let width: NonZeroU32 = NonZeroU32::new(size.width).unwrap();
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let height: NonZeroU32 = NonZeroU32::new(size.height).unwrap();
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surface.resize(&buffer_context, width, height);
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let mut groot = groot.write().unwrap();
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// let scale_factor = window.scale_factor();
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groot.style.layout.size.width = Dimension::Points(size.width as f32);
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groot.style.layout.size.height = Dimension::Points(size.height as f32);
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drop(groot);
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window.request_redraw();
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should_recompute = true;
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},
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_ => {}
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},
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Event::RedrawRequested(_) => {
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let root: SharedTNode<CurrentRenderer> = groot.clone();
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if should_recompute {
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layout_recursively(&root, &mut context);
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let src_nodes = context.node_layout.values().map(|v| v.to_owned()).collect::<Vec<_>>();
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context.node_layout.remove_expired();
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let dst_nodes = context.node_layout.values().map(|v| v.to_owned()).collect::<Vec<_>>();
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for src_node in src_nodes {
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if !dst_nodes.contains(&src_node) {
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context.taffy.remove(src_node).unwrap();
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dbg!("Removed node", src_node);
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}
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}
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for (node, taffy_node) in context.node_layout.iter() {
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let node = node.read().unwrap();
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let node_style = node.style();
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context.taffy.set_style(*taffy_node, node_style.layout.to_owned()).unwrap();
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}
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context.taffy.compute_layout(*context.node_layout.get(&root).unwrap(), Size::MAX_CONTENT).unwrap();
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should_recompute = false;
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// dbg!("recomputed");
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}
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// dbg!(&root);
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render(&buffer_context, &surface, &window, &mut context, &root);
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},
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_ => {}
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})
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}
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fn create_window(event_loop: &EventLoop<()>) -> (PossiblyCurrentContext, Display, Window, Surface<WindowSurface>) {
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let window_builder = WindowBuilder::new()
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.with_inner_size(PhysicalSize::new(1000., 600.))
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.with_title("Mangui test");
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let template = ConfigTemplateBuilder::new().with_alpha_size(8);
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let display_builder = DisplayBuilder::new().with_window_builder(Some(window_builder));
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let (window, gl_config) = display_builder
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.build(event_loop, template, |mut configs| configs.next().unwrap())
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.unwrap();
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let window = window.unwrap();
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let gl_display = gl_config.display();
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let context_attributes = ContextAttributesBuilder::new().build(Some(window.raw_window_handle()));
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let mut not_current_gl_context =
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Some(unsafe { gl_display.create_context(&gl_config, &context_attributes).unwrap() });
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let attrs = SurfaceAttributesBuilder::<WindowSurface>::new().build(
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window.raw_window_handle(),
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NonZeroU32::new(1000).unwrap(),
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NonZeroU32::new(600).unwrap(),
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);
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let surface = unsafe { gl_config.display().create_window_surface(&gl_config, &attrs).unwrap() };
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(
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not_current_gl_context.take().unwrap().make_current(&surface).unwrap(),
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gl_display,
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window,
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surface,
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)
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}
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fn render(
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buffer_context: &PossiblyCurrentContext,
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surface: &Surface<WindowSurface>,
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window: &Window,
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context: &mut RenderContext<CurrentRenderer>,
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root_node: &SharedTNode<CurrentRenderer>
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) {
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// Make sure the canvas has the right size:
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let size = window.inner_size();
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context.canvas.reset();
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context.canvas.set_size(size.width, size.height, window.scale_factor() as f32);
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// context.canvas.scale(1., -1.); // layout is bottom to top, canvas is top to bottom, this might make it easier?
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context.canvas.clear_rect(0, 0, size.width, size.height, Color::black());
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// Do the render passes here
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render_recursively(root_node, context);
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// Tell renderer to execute all drawing commands
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context.canvas.flush();
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// Display what we've just rendered
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surface.swap_buffers(buffer_context).expect("Could not swap buffers");
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} |