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233 lines
8.9 KiB
Rust
233 lines
8.9 KiB
Rust
//! Example 05. Simple scene.
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//!
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//! Difficulty: Easy.
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//!
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//! This example shows how to load simple scene made in [rusty-editor](https://github.com/mrDIMAS/rusty-editor)
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//!
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//! It is almost the same as Example 01, even easier.
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extern crate rg3d;
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pub mod shared;
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use crate::shared::create_camera;
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use rg3d::scene::base::BaseBuilder;
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use rg3d::{
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core::{
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algebra::{UnitQuaternion, Vector3},
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color::Color,
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pool::Handle,
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},
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engine::resource_manager::ResourceManager,
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event::{ElementState, Event, VirtualKeyCode, WindowEvent},
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event_loop::{ControlFlow, EventLoop},
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gui::{
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message::{MessageDirection, TextMessage},
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node::StubNode,
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text::TextBuilder,
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widget::WidgetBuilder,
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},
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scene::{node::Node, Scene},
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utils::translate_event,
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};
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use std::time::Instant;
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// Create our own engine type aliases. These specializations are needed
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// because engine provides a way to extend UI with custom nodes and messages.
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type GameEngine = rg3d::engine::Engine<(), StubNode>;
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type UiNode = rg3d::gui::node::UINode<(), StubNode>;
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type BuildContext<'a> = rg3d::gui::BuildContext<'a, (), StubNode>;
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fn create_ui(ctx: &mut BuildContext) -> Handle<UiNode> {
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TextBuilder::new(WidgetBuilder::new()).build(ctx)
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}
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struct GameScene {
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scene: Scene,
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pivot: Handle<Node>,
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}
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async fn create_scene(resource_manager: ResourceManager) -> GameScene {
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let mut scene = Scene::new();
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// Set ambient light.
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scene.ambient_lighting_color = Color::opaque(80, 80, 80);
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// Camera is our eyes in the world - you won't see anything without it.
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let pivot = BaseBuilder::new()
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.with_children(&[create_camera(
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resource_manager.clone(),
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Vector3::new(0.0, 4.0, -8.0),
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&mut scene.graph,
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)
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.await])
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.build(&mut scene.graph);
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// There is no difference between scene created in rusty-editor and any other
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// model file, so any scene can be used directly as resource.
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resource_manager
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.request_model("examples/data/test_scene.rgs")
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.await
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.unwrap()
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.instantiate(&mut scene)
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.root;
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GameScene { scene, pivot }
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}
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struct InputController {
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rotate_left: bool,
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rotate_right: bool,
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}
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fn main() {
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let event_loop = EventLoop::new();
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let window_builder = rg3d::window::WindowBuilder::new()
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.with_title("Example - Scene")
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.with_resizable(true);
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let mut engine = GameEngine::new(window_builder, &event_loop, true).unwrap();
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// Prepare resource manager - it must be notified where to search textures. When engine
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// loads model resource it automatically tries to load textures it uses. But since most
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// model formats store absolute paths, we can't use them as direct path to load texture
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// instead we telling engine to search textures in given folder.
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engine
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.resource_manager
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.state()
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.set_textures_path("examples/data");
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// Create simple user interface that will show some useful info.
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let debug_text = create_ui(&mut engine.user_interface.build_ctx());
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// Create test scene.
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let GameScene { scene, pivot } =
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rg3d::core::futures::executor::block_on(create_scene(engine.resource_manager.clone()));
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// Add scene to engine - engine will take ownership over scene and will return
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// you a handle to scene which can be used later on to borrow it and do some
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// actions you need.
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let scene_handle = engine.scenes.add(scene);
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let clock = Instant::now();
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let fixed_timestep = 1.0 / 60.0;
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let mut elapsed_time = 0.0;
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// We will rotate model using keyboard input.
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let mut model_angle = 0.0f32.to_radians();
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// Create input controller - it will hold information about needed actions.
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let mut input_controller = InputController {
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rotate_left: false,
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rotate_right: false,
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};
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// Finally run our event loop which will respond to OS and window events and update
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// engine state accordingly. Engine lets you to decide which event should be handled,
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// this is minimal working example if how it should be.
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event_loop.run(move |event, _, control_flow| {
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match event {
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Event::MainEventsCleared => {
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// This main game loop - it has fixed time step which means that game
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// code will run at fixed speed even if renderer can't give you desired
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// 60 fps.
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let mut dt = clock.elapsed().as_secs_f32() - elapsed_time;
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while dt >= fixed_timestep {
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dt -= fixed_timestep;
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elapsed_time += fixed_timestep;
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// ************************
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// Put your game logic here.
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// ************************
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// Use stored scene handle to borrow a mutable reference of scene in
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// engine.
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let scene = &mut engine.scenes[scene_handle];
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// Rotate model according to input controller state.
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if input_controller.rotate_left {
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model_angle -= 5.0f32.to_radians();
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} else if input_controller.rotate_right {
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model_angle += 5.0f32.to_radians();
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}
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scene.graph[pivot].local_transform_mut().set_rotation(
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UnitQuaternion::from_axis_angle(&Vector3::y_axis(), model_angle),
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);
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let fps = engine.renderer.get_statistics().frames_per_second;
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let text = format!(
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"Example 05 - Scene\nUse [A][D] keys to rotate camera.\nFPS: {}",
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fps
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);
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engine.user_interface.send_message(TextMessage::text(
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debug_text,
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MessageDirection::ToWidget,
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text,
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));
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engine.update(fixed_timestep);
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}
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// It is very important to "pump" messages from UI. Even if don't need to
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// respond to such message, you should call this method, otherwise UI
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// might behave very weird.
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while let Some(_ui_event) = engine.user_interface.poll_message() {
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// ************************
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// Put your data model synchronization code here. It should
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// take message and update data in your game according to
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// changes in UI.
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// ************************
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}
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// Rendering must be explicitly requested and handled after RedrawRequested event is received.
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engine.get_window().request_redraw();
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}
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Event::RedrawRequested(_) => {
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// Run renderer at max speed - it is not tied to game code.
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engine.render(fixed_timestep).unwrap();
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}
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Event::WindowEvent { event, .. } => {
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match event {
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WindowEvent::CloseRequested => *control_flow = ControlFlow::Exit,
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WindowEvent::Resized(size) => {
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// It is very important to handle Resized event from window, because
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// renderer knows nothing about window size - it must be notified
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// directly when window size has changed.
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engine.renderer.set_frame_size(size.into());
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}
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WindowEvent::KeyboardInput { input, .. } => {
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// Handle key input events via `WindowEvent`, not via `DeviceEvent` (#32)
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if let Some(key_code) = input.virtual_keycode {
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match key_code {
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VirtualKeyCode::A => {
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input_controller.rotate_left =
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input.state == ElementState::Pressed
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}
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VirtualKeyCode::D => {
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input_controller.rotate_right =
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input.state == ElementState::Pressed
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}
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_ => (),
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}
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}
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}
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_ => (),
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}
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// It is very important to "feed" user interface (UI) with events coming
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// from main window, otherwise UI won't respond to mouse, keyboard, or any
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// other event.
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if let Some(os_event) = translate_event(&event) {
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engine.user_interface.process_os_event(&os_event);
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}
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}
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Event::DeviceEvent { .. } => {
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// Handle key input events via `WindowEvent`, not via `DeviceEvent` (#32)
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}
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_ => *control_flow = ControlFlow::Poll,
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}
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});
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}
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