chore: cleaned up code
Signed-off-by: Sienna Meridian Satterwhite <sienna@r3t.io>
This commit is contained in:
@@ -181,7 +181,7 @@ impl WindowToEguiContextMap {
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// NOTE: We don't use bevy_winit since we own the event loop
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// event_loop_proxy: Res<bevy_winit::EventLoopProxyWrapper<bevy_winit::WakeUp>>,
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) {
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for (egui_context_entity, camera, egui_context) in added_contexts {
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for (egui_context_entity, camera, _egui_context) in added_contexts {
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if let bevy::camera::RenderTarget::Window(window_ref) = camera.target
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&& let Some(window_ref) = window_ref.normalize(primary_window.single().ok())
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{
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@@ -35,7 +35,7 @@ pub fn process_output_system(
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egui_global_settings: Res<EguiGlobalSettings>,
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window_to_egui_context_map: Res<WindowToEguiContextMap>,
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) {
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let mut should_request_redraw = false;
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let mut _should_request_redraw = false;
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for (entity, mut context, mut full_output, mut render_output, mut egui_output, settings) in
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context_query.iter_mut()
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@@ -115,7 +115,7 @@ pub fn process_output_system(
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}
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let needs_repaint = !render_output.is_empty();
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should_request_redraw |= ctx.has_requested_repaint() && needs_repaint;
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_should_request_redraw |= ctx.has_requested_repaint() && needs_repaint;
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}
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// NOTE: RequestRedraw not needed - we own winit and run unbounded (continuous redraws)
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@@ -42,10 +42,7 @@ use std::{
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};
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use bevy::prelude::*;
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use serde::{
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Deserialize,
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Serialize,
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};
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use uuid::Uuid;
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use crate::networking::{
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@@ -5,7 +5,6 @@
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//! dispatcher system polls once and routes messages to appropriate handlers.
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use bevy::{
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ecs::system::SystemState,
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prelude::*,
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};
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@@ -13,14 +12,12 @@ use crate::networking::{
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GossipBridge,
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JoinType,
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NetworkedEntity,
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TombstoneRegistry,
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VersionedMessage,
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apply_entity_delta,
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apply_full_state,
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blob_support::BlobStore,
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build_missing_deltas,
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delta_generation::NodeVectorClock,
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entity_map::NetworkEntityMap,
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messages::SyncMessage,
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operation_log::OperationLog,
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plugin::SessionSecret,
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@@ -3,10 +3,7 @@
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//! This module defines the protocol messages used for distributed
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//! synchronization according to RFC 0001.
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use serde::{
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Deserialize,
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Serialize,
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};
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use crate::networking::{
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locks::LockMessage,
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@@ -4,10 +4,7 @@
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//! on components in the distributed system. Each operation type corresponds to
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//! a specific CRDT merge strategy.
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use serde::{
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Deserialize,
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Serialize,
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};
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use crate::networking::{
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messages::ComponentData,
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@@ -41,10 +41,7 @@
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use std::collections::HashMap;
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use bevy::prelude::*;
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use serde::{
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Deserialize,
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Serialize,
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};
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use crate::networking::vector_clock::{
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NodeId,
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@@ -6,10 +6,7 @@ use std::fmt;
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/// human-readable ! session codes, ALPN-based network isolation, and persistent
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/// session tracking.
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use bevy::prelude::*;
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use serde::{
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Deserialize,
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Serialize,
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};
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use uuid::Uuid;
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use crate::networking::VectorClock;
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@@ -5,10 +5,7 @@
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use std::collections::HashMap;
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use serde::{
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Deserialize,
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Serialize,
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};
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use crate::networking::error::{
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NetworkingError,
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@@ -77,7 +77,7 @@ impl ApplicationHandler for DesktopApp {
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///
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/// This takes ownership of the main thread and runs the winit event loop.
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/// The update_fn is called each frame to update game logic.
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pub fn run(mut update_fn: impl FnMut() + 'static) -> Result<(), Box<dyn std::error::Error>> {
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pub fn run(_update_fn: impl FnMut() + 'static) -> Result<(), Box<dyn std::error::Error>> {
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let event_loop = EventLoop::new()?;
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event_loop.set_control_flow(ControlFlow::Poll); // Run as fast as possible
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@@ -51,31 +51,24 @@
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//! Note: Battery-aware adaptive frame limiting is planned for production use.
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use bevy::prelude::*;
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use bevy::app::AppExit;
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use bevy::input::{
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ButtonInput,
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mouse::MouseButton as BevyMouseButton,
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keyboard::KeyCode as BevyKeyCode,
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touch::{Touches, TouchInput},
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gestures::*,
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keyboard::KeyboardInput,
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mouse::{MouseButtonInput, MouseMotion, MouseWheel},
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};
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use bevy::window::{
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PrimaryWindow, WindowCreated, WindowResized, WindowScaleFactorChanged, WindowClosing,
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WindowResolution, WindowMode, WindowPosition, WindowEvent as BevyWindowEvent,
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RawHandleWrapper, WindowWrapper,
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CursorMoved, CursorEntered, CursorLeft,
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WindowFocused, WindowOccluded, WindowMoved, WindowThemeChanged, WindowDestroyed,
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FileDragAndDrop, Ime, WindowCloseRequested,
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};
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use bevy::ecs::message::Messages;
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use crate::platform::input::{InputEvent, InputEventBuffer};
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use crate::platform::input::InputEventBuffer;
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use super::{push_window_event, push_device_event, drain_as_input_events, set_scale_factor};
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use std::sync::Arc;
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use winit::application::ApplicationHandler;
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use winit::event::{Event as WinitEvent, WindowEvent as WinitWindowEvent};
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use winit::event_loop::{ActiveEventLoop, ControlFlow, EventLoop, EventLoopProxy};
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use winit::event::WindowEvent as WinitWindowEvent;
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use winit::event_loop::{ActiveEventLoop, ControlFlow, EventLoop};
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use winit::window::{Window as WinitWindow, WindowId, WindowAttributes};
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/// Application handler state machine
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@@ -51,11 +51,11 @@ use glam::Vec2;
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use std::sync::{Mutex, OnceLock};
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use std::path::PathBuf;
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use winit::event::{
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DeviceEvent, ElementState, MouseButton as WinitMouseButton, MouseScrollDelta, WindowEvent,
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Touch as WinitTouch, Force as WinitForce, TouchPhase as WinitTouchPhase,
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ElementState, MouseButton as WinitMouseButton, MouseScrollDelta, WindowEvent,
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Force as WinitForce, TouchPhase as WinitTouchPhase,
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Ime as WinitIme,
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};
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use winit::keyboard::{PhysicalKey, Key as LogicalKey, NamedKey};
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use winit::keyboard::{PhysicalKey, Key as LogicalKey};
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use winit::window::Theme as WinitTheme;
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/// Raw winit input events before conversion
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