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avoid menu flickering and incorrect entries by sending a NoOp after used events
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@ -33,3 +33,8 @@
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- canvas owning text-drawing is maybe a bit weird, at least API-wise
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- hide stuff inside the ctx's? canvas and prerender shouldnt even be known outside of crate
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- generic World with quadtree should have actions on objects
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- loading screen
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- cleanup hack: dont put glyphbrush in canvas at all
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- FileWithProgress should go directly into Timer
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- need to understand lifetimes
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- cleanup abstutil Timer stuff generally
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@ -26,11 +26,14 @@
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## General ezgui stuff
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- optionally limit canvas scrolling/zooming to some map bounds
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- X on all menus
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- when dragging, dont give mouse movement to UI elements
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- start context menu when left click releases and we're not dragging
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- can we change labels in modal or top menu? show/hide
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- bold hotkey letters
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- label sections of modal menus
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- distinguish hints from status of modal menus, for hiding purposes
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- move context menus out of ezgui
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- simplify/remove UserInput.
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- maybe separate impls for context, wizard, modal menu make sense.
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## New features
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@ -110,4 +113,3 @@
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- highlight a region, draw counts to/from it in some meaningful way
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- timer slider (except timeslices arent neatly in hour blocks, though they maybe should be)
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- a table (with color-coded entries) is actually perfect
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@ -3,7 +3,9 @@ use glium::glutin;
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#[derive(Debug, Clone, Copy, PartialEq)]
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pub enum Event {
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InitializeApplication,
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// Used to initialize the application and also to recalculate menu state when some other event
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// is used.
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NoOp,
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LeftMouseButtonDown,
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LeftMouseButtonUp,
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RightMouseButtonDown,
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@ -191,11 +191,7 @@ pub fn run<G: GUI, F: FnOnce(&mut EventCtx) -> G>(
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};
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let gui = make_gui(&mut EventCtx {
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input: &mut UserInput::new(
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Event::InitializeApplication,
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ContextMenu::new(),
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&mut canvas,
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),
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input: &mut UserInput::new(Event::NoOp, ContextMenu::new(), &mut canvas),
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canvas: &mut canvas,
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prerender: &prerender,
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program: &program,
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@ -296,6 +292,12 @@ fn loop_forever<G: GUI>(
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// Don't draw if an event was ignored. Every keypress also fires a release event, most of
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// which are ignored.
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if any_input_used {
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// But if the event caused a state-change, the drawing state might be different too.
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// Need to recalculate what menu entries and such are valid. So send through a no-op
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// event.
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let (new_state, _, _) = state.event(Event::NoOp, &prerender, &program);
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state = new_state;
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state.draw(&prerender.display, &program, &prerender, false);
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prerender.num_uploads.set(0);
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}
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