mirror of
https://gitlab.com/veloren/veloren.git
synced 2024-08-30 18:12:32 +00:00
Apply same member order as in trait
This commit is contained in:
parent
b8b27cb5f7
commit
9abd066e53
@ -61,6 +61,16 @@ impl WorldSyncExt for specs::World {
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self.create_entity().marked::<super::Uid>()
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}
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fn delete_entity_and_clear_from_uid_allocator(&mut self, uid: u64) {
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// Clear from uid allocator
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let maybe_entity = self.write_resource::<UidAllocator>().remove_entity(uid);
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if let Some(entity) = maybe_entity {
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if let Err(e) = self.delete_entity(entity) {
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error!(?e, "Failed to delete entity");
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}
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}
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}
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/// Get the UID of an entity
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fn uid_from_entity(&self, entity: specs::Entity) -> Option<Uid> {
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self.read_storage::<Uid>().get(entity).copied()
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@ -86,16 +96,6 @@ impl WorldSyncExt for specs::World {
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entity
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}
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fn delete_entity_and_clear_from_uid_allocator(&mut self, uid: u64) {
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// Clear from uid allocator
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let maybe_entity = self.write_resource::<UidAllocator>().remove_entity(uid);
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if let Some(entity) = maybe_entity {
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if let Err(e) = self.delete_entity(entity) {
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error!(?e, "Failed to delete entity");
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}
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}
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}
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fn apply_entity_sync_package(&mut self, package: EntitySyncPackage) {
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// Take ownership of the fields
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let EntitySyncPackage {
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@ -23,6 +23,12 @@ impl CharacterBehavior for Data {
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update
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}
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fn manipulate_loadout(&self, data: &JoinData, inv_action: InventoryAction) -> StateUpdate {
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let mut update = StateUpdate::from(data);
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handle_manipulate_loadout(data, &mut update, inv_action);
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update
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}
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fn wield(&self, data: &JoinData) -> StateUpdate {
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let mut update = StateUpdate::from(data);
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attempt_wield(data, &mut update);
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@ -41,10 +47,4 @@ impl CharacterBehavior for Data {
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update.character = CharacterState::Idle;
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update
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}
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fn manipulate_loadout(&self, data: &JoinData, inv_action: InventoryAction) -> StateUpdate {
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let mut update = StateUpdate::from(data);
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handle_manipulate_loadout(data, &mut update, inv_action);
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update
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}
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}
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@ -38,6 +38,18 @@ impl CharacterBehavior for Data {
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update
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}
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fn manipulate_loadout(&self, data: &JoinData, inv_action: InventoryAction) -> StateUpdate {
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let mut update = StateUpdate::from(data);
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handle_manipulate_loadout(data, &mut update, inv_action);
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update
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}
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fn unwield(&self, data: &JoinData) -> StateUpdate {
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let mut update = StateUpdate::from(data);
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update.character = CharacterState::Idle;
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update
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}
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fn sit(&self, data: &JoinData) -> StateUpdate {
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let mut update = StateUpdate::from(data);
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attempt_sit(data, &mut update);
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@ -55,16 +67,4 @@ impl CharacterBehavior for Data {
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attempt_sneak(data, &mut update);
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update
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}
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fn unwield(&self, data: &JoinData) -> StateUpdate {
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let mut update = StateUpdate::from(data);
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update.character = CharacterState::Idle;
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update
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}
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fn manipulate_loadout(&self, data: &JoinData, inv_action: InventoryAction) -> StateUpdate {
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let mut update = StateUpdate::from(data);
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handle_manipulate_loadout(data, &mut update, inv_action);
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update
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}
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}
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@ -20,21 +20,33 @@ impl CharacterBehavior for Data {
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update
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}
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fn swap_equipped_weapons(&self, data: &JoinData) -> StateUpdate {
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let mut update = StateUpdate::from(data);
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attempt_swap_equipped_weapons(data, &mut update);
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update
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}
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fn manipulate_loadout(&self, data: &JoinData, inv_action: InventoryAction) -> StateUpdate {
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let mut update = StateUpdate::from(data);
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handle_manipulate_loadout(data, &mut update, inv_action);
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update
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}
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fn wield(&self, data: &JoinData) -> StateUpdate {
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let mut update = StateUpdate::from(data);
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attempt_wield(data, &mut update);
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update
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}
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fn sit(&self, data: &JoinData) -> StateUpdate {
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fn glide_wield(&self, data: &JoinData) -> StateUpdate {
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let mut update = StateUpdate::from(data);
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attempt_sit(data, &mut update);
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attempt_glide_wield(data, &mut update);
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update
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}
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fn talk(&self, data: &JoinData) -> StateUpdate {
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fn sit(&self, data: &JoinData) -> StateUpdate {
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let mut update = StateUpdate::from(data);
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attempt_talk(data, &mut update);
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attempt_sit(data, &mut update);
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update
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}
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@ -50,21 +62,9 @@ impl CharacterBehavior for Data {
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update
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}
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fn glide_wield(&self, data: &JoinData) -> StateUpdate {
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fn talk(&self, data: &JoinData) -> StateUpdate {
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let mut update = StateUpdate::from(data);
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attempt_glide_wield(data, &mut update);
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update
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}
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fn swap_equipped_weapons(&self, data: &JoinData) -> StateUpdate {
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let mut update = StateUpdate::from(data);
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attempt_swap_equipped_weapons(data, &mut update);
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update
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}
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fn manipulate_loadout(&self, data: &JoinData, inv_action: InventoryAction) -> StateUpdate {
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let mut update = StateUpdate::from(data);
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handle_manipulate_loadout(data, &mut update, inv_action);
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attempt_talk(data, &mut update);
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update
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}
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}
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@ -23,6 +23,12 @@ impl CharacterBehavior for Data {
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update
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}
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fn manipulate_loadout(&self, data: &JoinData, inv_action: InventoryAction) -> StateUpdate {
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let mut update = StateUpdate::from(data);
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handle_manipulate_loadout(data, &mut update, inv_action);
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update
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}
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fn wield(&self, data: &JoinData) -> StateUpdate {
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let mut update = StateUpdate::from(data);
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attempt_wield(data, &mut update);
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@ -41,10 +47,4 @@ impl CharacterBehavior for Data {
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update.character = CharacterState::Idle;
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update
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}
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fn manipulate_loadout(&self, data: &JoinData, inv_action: InventoryAction) -> StateUpdate {
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let mut update = StateUpdate::from(data);
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handle_manipulate_loadout(data, &mut update, inv_action);
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update
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}
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}
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@ -25,12 +25,30 @@ impl CharacterBehavior for Data {
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update
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}
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fn swap_equipped_weapons(&self, data: &JoinData) -> StateUpdate {
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let mut update = StateUpdate::from(data);
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attempt_swap_equipped_weapons(data, &mut update);
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update
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}
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fn manipulate_loadout(&self, data: &JoinData, inv_action: InventoryAction) -> StateUpdate {
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let mut update = StateUpdate::from(data);
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handle_manipulate_loadout(data, &mut update, inv_action);
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update
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}
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fn wield(&self, data: &JoinData) -> StateUpdate {
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let mut update = StateUpdate::from(data);
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attempt_wield(data, &mut update);
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update
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}
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fn glide_wield(&self, data: &JoinData) -> StateUpdate {
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let mut update = StateUpdate::from(data);
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attempt_glide_wield(data, &mut update);
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update
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}
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fn sit(&self, data: &JoinData) -> StateUpdate {
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let mut update = StateUpdate::from(data);
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attempt_sit(data, &mut update);
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@ -43,27 +61,9 @@ impl CharacterBehavior for Data {
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update
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}
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fn glide_wield(&self, data: &JoinData) -> StateUpdate {
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let mut update = StateUpdate::from(data);
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attempt_glide_wield(data, &mut update);
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update
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}
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fn swap_equipped_weapons(&self, data: &JoinData) -> StateUpdate {
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let mut update = StateUpdate::from(data);
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attempt_swap_equipped_weapons(data, &mut update);
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update
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}
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fn stand(&self, data: &JoinData) -> StateUpdate {
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let mut update = StateUpdate::from(data);
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update.character = CharacterState::Idle;
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update
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}
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fn manipulate_loadout(&self, data: &JoinData, inv_action: InventoryAction) -> StateUpdate {
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let mut update = StateUpdate::from(data);
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handle_manipulate_loadout(data, &mut update, inv_action);
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update
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}
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}
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@ -20,6 +20,12 @@ impl CharacterBehavior for Data {
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update
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}
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fn manipulate_loadout(&self, data: &JoinData, inv_action: InventoryAction) -> StateUpdate {
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let mut update = StateUpdate::from(data);
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handle_manipulate_loadout(data, &mut update, inv_action);
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update
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}
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fn wield(&self, data: &JoinData) -> StateUpdate {
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let mut update = StateUpdate::from(data);
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attempt_wield(data, &mut update);
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@ -46,10 +52,4 @@ impl CharacterBehavior for Data {
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update.character = CharacterState::Idle;
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update
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}
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fn manipulate_loadout(&self, data: &JoinData, inv_action: InventoryAction) -> StateUpdate {
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let mut update = StateUpdate::from(data);
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handle_manipulate_loadout(data, &mut update, inv_action);
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update
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}
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}
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@ -21,36 +21,6 @@ impl CharacterBehavior for Data {
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update
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}
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fn sit(&self, data: &JoinData) -> StateUpdate {
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let mut update = StateUpdate::from(data);
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attempt_sit(data, &mut update);
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update
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}
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fn dance(&self, data: &JoinData) -> StateUpdate {
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let mut update = StateUpdate::from(data);
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attempt_dance(data, &mut update);
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update
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}
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fn sneak(&self, data: &JoinData) -> StateUpdate {
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let mut update = StateUpdate::from(data);
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attempt_sneak(data, &mut update);
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update
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}
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fn unwield(&self, data: &JoinData) -> StateUpdate {
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let mut update = StateUpdate::from(data);
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update.character = CharacterState::Idle;
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update
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}
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fn glide_wield(&self, data: &JoinData) -> StateUpdate {
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let mut update = StateUpdate::from(data);
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attempt_glide_wield(data, &mut update);
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update
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}
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fn swap_equipped_weapons(&self, data: &JoinData) -> StateUpdate {
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let mut update = StateUpdate::from(data);
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attempt_swap_equipped_weapons(data, &mut update);
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@ -73,4 +43,34 @@ impl CharacterBehavior for Data {
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handle_manipulate_loadout(data, &mut update, inv_action);
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update
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}
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fn glide_wield(&self, data: &JoinData) -> StateUpdate {
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let mut update = StateUpdate::from(data);
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attempt_glide_wield(data, &mut update);
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update
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}
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fn unwield(&self, data: &JoinData) -> StateUpdate {
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let mut update = StateUpdate::from(data);
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update.character = CharacterState::Idle;
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update
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}
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fn sit(&self, data: &JoinData) -> StateUpdate {
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let mut update = StateUpdate::from(data);
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attempt_sit(data, &mut update);
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update
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}
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fn dance(&self, data: &JoinData) -> StateUpdate {
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let mut update = StateUpdate::from(data);
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attempt_dance(data, &mut update);
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update
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}
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fn sneak(&self, data: &JoinData) -> StateUpdate {
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let mut update = StateUpdate::from(data);
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attempt_sneak(data, &mut update);
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update
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}
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}
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@ -10,11 +10,11 @@ pub struct SkeletonAttr;
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impl<'a, Factor> Lerp<Factor> for &'a FixtureSkeleton {
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type Output = FixtureSkeleton;
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fn lerp_unclamped(_from: Self, _to: Self, _factor: Factor) -> Self::Output { FixtureSkeleton }
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fn lerp_unclamped_precise(_from: Self, _to: Self, _factor: Factor) -> Self::Output {
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FixtureSkeleton
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}
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fn lerp_unclamped(_from: Self, _to: Self, _factor: Factor) -> Self::Output { FixtureSkeleton }
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}
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impl Skeleton for FixtureSkeleton {
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@ -114,25 +114,6 @@ where
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layout::Node::with_children(limits.max(), vec![content])
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}
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fn on_event(
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&mut self,
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event: Event,
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layout: Layout<'_>,
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cursor_position: Point,
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renderer: &R,
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clipboard: &mut dyn Clipboard,
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messages: &mut Vec<M>,
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) -> iced::event::Status {
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self.content.on_event(
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event,
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layout.children().next().unwrap(),
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cursor_position,
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renderer,
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clipboard,
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messages,
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)
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}
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fn draw(
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&self,
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renderer: &mut R,
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@ -163,6 +144,25 @@ where
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self.content.hash_layout(state);
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}
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fn on_event(
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&mut self,
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event: Event,
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layout: Layout<'_>,
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cursor_position: Point,
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renderer: &R,
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clipboard: &mut dyn Clipboard,
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messages: &mut Vec<M>,
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) -> iced::event::Status {
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self.content.on_event(
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event,
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layout.children().next().unwrap(),
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cursor_position,
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renderer,
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clipboard,
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messages,
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)
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}
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fn overlay(&mut self, layout: Layout<'_>) -> Option<iced::overlay::Element<'_, M, R>> {
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self.content.overlay(layout.children().next().unwrap())
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}
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|
@ -250,25 +250,6 @@ where
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layout::Node::with_children(size, vec![content])
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}
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fn on_event(
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&mut self,
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event: Event,
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layout: Layout<'_>,
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cursor_position: Point,
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renderer: &R,
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clipboard: &mut dyn Clipboard,
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messages: &mut Vec<M>,
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) -> iced::event::Status {
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self.content.on_event(
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event,
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layout.children().next().unwrap(),
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cursor_position,
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renderer,
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clipboard,
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messages,
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)
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}
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fn draw(
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&self,
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renderer: &mut R,
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@ -303,6 +284,25 @@ where
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self.content.hash_layout(state);
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}
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fn on_event(
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&mut self,
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event: Event,
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layout: Layout<'_>,
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cursor_position: Point,
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renderer: &R,
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clipboard: &mut dyn Clipboard,
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messages: &mut Vec<M>,
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) -> iced::event::Status {
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self.content.on_event(
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event,
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layout.children().next().unwrap(),
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cursor_position,
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renderer,
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clipboard,
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messages,
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)
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}
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fn overlay(&mut self, layout: Layout<'_>) -> Option<iced::overlay::Element<'_, M, R>> {
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self.content.overlay(layout.children().next().unwrap())
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}
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|
@ -43,6 +43,25 @@ where
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layout::Node::new(limits.resolve(Size::ZERO))
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}
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fn draw(
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&self,
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renderer: &mut R,
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_defaults: &R::Defaults,
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layout: Layout<'_>,
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_cursor_position: Point,
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_viewport: &Rectangle,
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) -> R::Output {
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renderer.draw(layout.bounds())
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}
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fn hash_layout(&self, state: &mut Hasher) {
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struct Marker;
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std::any::TypeId::of::<Marker>().hash(state);
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self.width.hash(state);
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self.height.hash(state);
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}
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fn on_event(
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&mut self,
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event: Event,
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@ -68,25 +87,6 @@ where
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iced::event::Status::Ignored
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}
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fn draw(
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&self,
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renderer: &mut R,
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_defaults: &R::Defaults,
|
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layout: Layout<'_>,
|
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_cursor_position: Point,
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_viewport: &Rectangle,
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) -> R::Output {
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renderer.draw(layout.bounds())
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}
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fn hash_layout(&self, state: &mut Hasher) {
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struct Marker;
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std::any::TypeId::of::<Marker>().hash(state);
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self.width.hash(state);
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self.height.hash(state);
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}
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}
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|
||||
pub trait Renderer: iced::Renderer {
|
||||
|
@ -130,6 +130,41 @@ where
|
||||
layout::Node::with_children(size, vec![over, under])
|
||||
}
|
||||
|
||||
fn draw(
|
||||
&self,
|
||||
renderer: &mut R,
|
||||
defaults: &R::Defaults,
|
||||
layout: Layout<'_>,
|
||||
cursor_position: Point,
|
||||
viewport: &Rectangle,
|
||||
) -> R::Output {
|
||||
let mut children = layout.children();
|
||||
renderer.draw(
|
||||
defaults,
|
||||
layout.bounds(),
|
||||
cursor_position,
|
||||
viewport,
|
||||
&self.over,
|
||||
children.next().unwrap(),
|
||||
&self.under,
|
||||
children.next().unwrap(),
|
||||
)
|
||||
}
|
||||
|
||||
fn hash_layout(&self, state: &mut Hasher) {
|
||||
struct Marker;
|
||||
std::any::TypeId::of::<Marker>().hash(state);
|
||||
|
||||
self.padding.hash(state);
|
||||
self.width.hash(state);
|
||||
self.height.hash(state);
|
||||
self.max_width.hash(state);
|
||||
self.max_height.hash(state);
|
||||
|
||||
self.over.hash_layout(state);
|
||||
self.under.hash_layout(state);
|
||||
}
|
||||
|
||||
fn on_event(
|
||||
&mut self,
|
||||
event: Event,
|
||||
@ -172,41 +207,6 @@ where
|
||||
}
|
||||
}
|
||||
|
||||
fn draw(
|
||||
&self,
|
||||
renderer: &mut R,
|
||||
defaults: &R::Defaults,
|
||||
layout: Layout<'_>,
|
||||
cursor_position: Point,
|
||||
viewport: &Rectangle,
|
||||
) -> R::Output {
|
||||
let mut children = layout.children();
|
||||
renderer.draw(
|
||||
defaults,
|
||||
layout.bounds(),
|
||||
cursor_position,
|
||||
viewport,
|
||||
&self.over,
|
||||
children.next().unwrap(),
|
||||
&self.under,
|
||||
children.next().unwrap(),
|
||||
)
|
||||
}
|
||||
|
||||
fn hash_layout(&self, state: &mut Hasher) {
|
||||
struct Marker;
|
||||
std::any::TypeId::of::<Marker>().hash(state);
|
||||
|
||||
self.padding.hash(state);
|
||||
self.width.hash(state);
|
||||
self.height.hash(state);
|
||||
self.max_width.hash(state);
|
||||
self.max_height.hash(state);
|
||||
|
||||
self.over.hash_layout(state);
|
||||
self.under.hash_layout(state);
|
||||
}
|
||||
|
||||
fn overlay(&mut self, layout: Layout<'_>) -> Option<iced::overlay::Element<'_, M, R>> {
|
||||
let mut children = layout.children();
|
||||
let (over, under) = (&mut self.over, &mut self.under);
|
||||
|
@ -184,25 +184,6 @@ where
|
||||
self.content.layout(renderer, limits)
|
||||
}
|
||||
|
||||
fn on_event(
|
||||
&mut self,
|
||||
event: Event,
|
||||
layout: Layout<'_>,
|
||||
cursor_position: Point,
|
||||
renderer: &R,
|
||||
clipboard: &mut dyn Clipboard,
|
||||
messages: &mut Vec<M>,
|
||||
) -> iced::event::Status {
|
||||
self.content.on_event(
|
||||
event,
|
||||
layout,
|
||||
cursor_position,
|
||||
renderer,
|
||||
clipboard,
|
||||
messages,
|
||||
)
|
||||
}
|
||||
|
||||
fn draw(
|
||||
&self,
|
||||
renderer: &mut R,
|
||||
@ -228,6 +209,31 @@ where
|
||||
.draw(renderer, defaults, layout, cursor_position, viewport)
|
||||
}
|
||||
|
||||
fn hash_layout(&self, state: &mut Hasher) {
|
||||
struct Marker;
|
||||
std::any::TypeId::of::<Marker>().hash(state);
|
||||
self.content.hash_layout(state);
|
||||
}
|
||||
|
||||
fn on_event(
|
||||
&mut self,
|
||||
event: Event,
|
||||
layout: Layout<'_>,
|
||||
cursor_position: Point,
|
||||
renderer: &R,
|
||||
clipboard: &mut dyn Clipboard,
|
||||
messages: &mut Vec<M>,
|
||||
) -> iced::event::Status {
|
||||
self.content.on_event(
|
||||
event,
|
||||
layout,
|
||||
cursor_position,
|
||||
renderer,
|
||||
clipboard,
|
||||
messages,
|
||||
)
|
||||
}
|
||||
|
||||
fn overlay(&mut self, layout: Layout<'_>) -> Option<iced::overlay::Element<'_, M, R>> {
|
||||
let bounds = layout.bounds();
|
||||
let aabr = aabr_from_bounds(bounds);
|
||||
@ -244,12 +250,6 @@ where
|
||||
)
|
||||
})
|
||||
}
|
||||
|
||||
fn hash_layout(&self, state: &mut Hasher) {
|
||||
struct Marker;
|
||||
std::any::TypeId::of::<Marker>().hash(state);
|
||||
self.content.hash_layout(state);
|
||||
}
|
||||
}
|
||||
|
||||
impl<'a, M, R> From<Tooltip<'a, M, R>> for Element<'a, M, R>
|
||||
@ -332,20 +332,6 @@ where
|
||||
node
|
||||
}
|
||||
|
||||
fn hash_layout(&self, state: &mut Hasher, position: Point) {
|
||||
struct Marker;
|
||||
std::any::TypeId::of::<Marker>().hash(state);
|
||||
|
||||
(position.x as u32).hash(state);
|
||||
(position.y as u32).hash(state);
|
||||
(self.cursor_position.x as u32).hash(state);
|
||||
(self.avoid.x as u32).hash(state);
|
||||
(self.avoid.y as u32).hash(state);
|
||||
(self.avoid.height as u32).hash(state);
|
||||
(self.avoid.width as u32).hash(state);
|
||||
self.content.hash_layout(state);
|
||||
}
|
||||
|
||||
fn draw(
|
||||
&self,
|
||||
renderer: &mut R,
|
||||
@ -362,6 +348,20 @@ where
|
||||
layout,
|
||||
)
|
||||
}
|
||||
|
||||
fn hash_layout(&self, state: &mut Hasher, position: Point) {
|
||||
struct Marker;
|
||||
std::any::TypeId::of::<Marker>().hash(state);
|
||||
|
||||
(position.x as u32).hash(state);
|
||||
(position.y as u32).hash(state);
|
||||
(self.cursor_position.x as u32).hash(state);
|
||||
(self.avoid.x as u32).hash(state);
|
||||
(self.avoid.y as u32).hash(state);
|
||||
(self.avoid.height as u32).hash(state);
|
||||
(self.avoid.width as u32).hash(state);
|
||||
self.content.hash_layout(state);
|
||||
}
|
||||
}
|
||||
|
||||
pub trait Renderer: iced::Renderer {
|
||||
|
Loading…
Reference in New Issue
Block a user