mirror of
https://github.com/a-b-street/abstreet.git
synced 2024-11-28 12:12:00 +03:00
scroll the map in the background while the splash screen menu is up.
remove screensaver as a plugin.
This commit is contained in:
parent
17870baf9d
commit
31f9f455bb
@ -8,5 +8,4 @@ pub mod geom_validation;
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pub mod hider;
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pub mod layers;
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pub mod orig_roads;
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pub mod screensaver;
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pub mod spawn_agent;
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@ -1,69 +0,0 @@
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use crate::plugins::{BlockingPlugin, PluginCtx};
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use abstutil::elapsed_seconds;
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use ezgui::EventLoopMode;
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use geom::{Duration, Line, Pt2D, Speed};
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use rand::Rng;
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use rand_xorshift::XorShiftRng;
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use std::time::Instant;
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const SPEED: Speed = Speed::const_meters_per_second(50.0);
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pub struct Screensaver {
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line: Line,
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started: Instant,
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rng: XorShiftRng,
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}
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impl Screensaver {
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pub fn new(ctx: &mut PluginCtx) -> Option<Screensaver> {
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if ctx.input.action_chosen("screensaver mode") {
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let mut rng = ctx.primary.current_flags.sim_flags.make_rng();
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ctx.hints.mode = EventLoopMode::Animation;
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let at = ctx.canvas.center_to_map_pt();
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ctx.canvas.cam_zoom = 10.0;
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ctx.canvas.center_on_map_pt(at);
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return Some(Screensaver {
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line: Screensaver::bounce(ctx, &mut rng),
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started: Instant::now(),
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rng,
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});
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}
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None
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}
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fn bounce(ctx: &mut PluginCtx, rng: &mut XorShiftRng) -> Line {
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let bounds = ctx.primary.map.get_bounds();
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let at = ctx.canvas.center_to_map_pt();
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// TODO Ideally bounce off the edge of the map
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let goto = Pt2D::new(
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rng.gen_range(0.0, bounds.max_x),
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rng.gen_range(0.0, bounds.max_y),
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);
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Line::new(at, goto)
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}
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}
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impl BlockingPlugin for Screensaver {
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fn blocking_event(&mut self, ctx: &mut PluginCtx) -> bool {
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ctx.input.set_mode("Screensaver", &ctx.canvas);
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if ctx.input.modal_action("quit") {
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return false;
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}
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if ctx.input.nonblocking_is_update_event() {
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ctx.input.use_update_event();
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let dist_along = Duration::seconds(elapsed_seconds(self.started)) * SPEED;
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if dist_along < self.line.length() {
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ctx.canvas
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.center_on_map_pt(self.line.dist_along(dist_along));
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} else {
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self.line = Screensaver::bounce(ctx, &mut self.rng);
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self.started = Instant::now();
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}
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ctx.hints.mode = EventLoopMode::Animation;
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}
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true
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}
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}
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@ -1,9 +1,15 @@
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use crate::state::{DefaultUIState, Flags};
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use crate::state::{DefaultUIState, Flags, UIState};
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use crate::ui::UI;
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use abstutil::elapsed_seconds;
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use ezgui::{
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Canvas, EventCtx, EventLoopMode, GfxCtx, ModalMenu, Prerender, TopMenu, Wizard, WrappedWizard,
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GUI,
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Canvas, EventCtx, EventLoopMode, GfxCtx, ModalMenu, Prerender, TopMenu, UserInput, Wizard,
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WrappedWizard, GUI,
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};
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use geom::{Duration, Line, Pt2D, Speed};
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use map_model::Map;
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use rand::Rng;
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use rand_xorshift::XorShiftRng;
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use std::time::Instant;
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pub struct GameState {
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mode: Mode,
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@ -11,15 +17,19 @@ pub struct GameState {
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}
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enum Mode {
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SplashScreen(Wizard),
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SplashScreen(Wizard, Screensaver, XorShiftRng),
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Playing,
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}
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impl GameState {
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pub fn new(flags: Flags, canvas: &mut Canvas, prerender: &Prerender) -> GameState {
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let mut rng = flags.sim_flags.make_rng();
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let ui = UI::new(DefaultUIState::new(flags, prerender, true), canvas);
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let screensaver =
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Screensaver::start_bounce(&mut rng, canvas, &ui.state.get_state().primary.map);
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GameState {
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mode: Mode::SplashScreen(Wizard::new()),
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ui: UI::new(DefaultUIState::new(flags, prerender, true), canvas),
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mode: Mode::SplashScreen(Wizard::new(), screensaver, rng),
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ui,
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}
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}
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}
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@ -37,11 +47,18 @@ impl GUI for GameState {
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fn event(&mut self, mut ctx: EventCtx) -> EventLoopMode {
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match self.mode {
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Mode::SplashScreen(ref mut wizard) => {
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Mode::SplashScreen(ref mut wizard, ref mut screensaver, ref mut rng) => {
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screensaver.update(
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rng,
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&mut ctx.input,
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&mut ctx.canvas,
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&self.ui.state.get_state().primary.map,
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);
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if splash_screen(wizard.wrap(&mut ctx.input, ctx.canvas), &mut self.ui).is_some() {
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self.mode = Mode::Playing;
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}
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EventLoopMode::InputOnly
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EventLoopMode::Animation
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}
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Mode::Playing => self.ui.event(ctx),
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}
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@ -49,7 +66,10 @@ impl GUI for GameState {
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fn draw(&self, g: &mut GfxCtx, screencap: bool) -> Option<String> {
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match self.mode {
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Mode::SplashScreen(ref wizard) => {
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Mode::SplashScreen(ref wizard, _, _) => {
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// Draw the map in the background.
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self.ui.draw(g, screencap);
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wizard.draw(g);
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None
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}
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@ -85,3 +105,50 @@ fn splash_screen(mut wizard: WrappedWizard, ui: &mut UI<DefaultUIState>) -> Opti
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_ => unreachable!(),
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}
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}
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const SPEED: Speed = Speed::const_meters_per_second(50.0);
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// TODO I'd prefer to store the XorShiftRng in here, but it makes borrow checking without some
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// boilerplate hard.
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struct Screensaver {
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line: Line,
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started: Instant,
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}
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impl Screensaver {
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fn start_bounce(rng: &mut XorShiftRng, canvas: &mut Canvas, map: &Map) -> Screensaver {
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let at = canvas.center_to_map_pt();
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let bounds = map.get_bounds();
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// TODO Ideally bounce off the edge of the map
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let goto = Pt2D::new(
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rng.gen_range(0.0, bounds.max_x),
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rng.gen_range(0.0, bounds.max_y),
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);
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canvas.cam_zoom = 10.0;
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canvas.center_on_map_pt(at);
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Screensaver {
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line: Line::new(at, goto),
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started: Instant::now(),
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}
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}
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fn update(
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&mut self,
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rng: &mut XorShiftRng,
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input: &mut UserInput,
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canvas: &mut Canvas,
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map: &Map,
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) {
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if input.nonblocking_is_update_event() {
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input.use_update_event();
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let dist_along = Duration::seconds(elapsed_seconds(self.started)) * SPEED;
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if dist_along < self.line.length() {
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canvas.center_on_map_pt(self.line.dist_along(dist_along));
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} else {
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*self = Screensaver::start_bounce(rng, canvas, map)
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}
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}
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}
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}
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@ -289,9 +289,6 @@ impl UIState for DefaultUIState {
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} else if let Some(p) = debug::spawn_agent::SpawnAgent::new(&mut ctx) {
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self.exclusive_blocking_plugin = Some(Box::new(p));
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return;
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} else if let Some(p) = debug::screensaver::Screensaver::new(&mut ctx) {
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self.exclusive_blocking_plugin = Some(Box::new(p));
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return;
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}
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}
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}
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@ -18,7 +18,7 @@ pub struct UI<S: UIState> {
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// TODO Probably move this into DefaultUIState after rewriting Tutorial and the whole UIState
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// abstraction.
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hints: RenderingHints,
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state: S,
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pub state: S,
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}
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impl<S: UIState> GUI for UI<S> {
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@ -44,7 +44,6 @@ impl<S: UIState> GUI for UI<S> {
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(Some(Key::Num7), "show/hide extra shapes"),
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(Some(Key::Num9), "show/hide all turn icons"),
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(None, "show/hide geometry debug mode"),
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(None, "screensaver mode"),
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],
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));
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}
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@ -173,7 +172,6 @@ impl<S: UIState> GUI for UI<S> {
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vec![(Key::Enter, "quit"), (Key::N, "see next problem")],
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),
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ModalMenu::new("Original Roads", vec![(Key::Enter, "quit")]),
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ModalMenu::new("Screensaver", vec![(Key::Enter, "quit")]),
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ModalMenu::new("OSM Classifier", vec![(Key::Num6, "quit")]),
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ModalMenu::new(
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"Floodfiller",
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