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#![windows_subsystem = "windows"]
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#![windows_subsystem = "windows"]
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use gio::prelude::*;
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// use gio::prelude::*;
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use gtk::prelude::*;
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// use gtk::prelude::*;
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use gtk::Orientation;
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// use gtk::Orientation;
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use rodio::{Sink, Source};
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use rodio::{Sink, Source};
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use std::env::args;
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use std::env::args;
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use std::fs::File;
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use std::fs::File;
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@@ -10,13 +10,8 @@ use std::io::BufReader;
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use std::path::PathBuf;
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use std::path::PathBuf;
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use std::process::Command;
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use std::process::Command;
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use iui::prelude::*;
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const SPACING: i32 = 16;
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use iui::controls::{Label, Spinbox, Slider, Entry, MultilineEntry, VerticalBox, HorizontalBox, HorizontalSeparator, Group, Spacer};
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use std::rc::Rc;
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use std::cell::RefCell;
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//
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// const SPACING: i32 = 16;
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//
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// fn error_popup(message: &str) {
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// fn error_popup(message: &str) {
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// let popup = gtk::Window::new(gtk::WindowType::Toplevel);
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// let popup = gtk::Window::new(gtk::WindowType::Toplevel);
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// popup.set_title("error");
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// popup.set_title("error");
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@@ -39,18 +34,18 @@ use std::cell::RefCell;
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// popup.destroy();
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// popup.destroy();
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// });
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// });
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// }
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// }
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//
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fn get_data_dir() -> PathBuf {
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// fn get_data_dir() -> PathBuf {
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let mut data_dir = dirs::data_dir().expect("Couldn't find user data directory");
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// let mut data_dir = dirs::data_dir().expect("Couldn't find user data directory");
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//
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data_dir.push("ruin/lull");
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// data_dir.push("ruin/lull");
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//
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if !data_dir.exists() {
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// if !data_dir.exists() {
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std::fs::create_dir_all(&data_dir).expect("Couldn't create lull data directory");
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// std::fs::create_dir_all(&data_dir).expect("Couldn't create lull data directory");
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}
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// }
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//
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data_dir
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// data_dir
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}
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// }
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//
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//
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// fn build_ui(application: >k::Application) {
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// fn build_ui(application: >k::Application) {
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// let window = gtk::ApplicationWindow::new(application);
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// let window = gtk::ApplicationWindow::new(application);
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@@ -150,128 +145,42 @@ fn get_data_dir() -> PathBuf {
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//
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//
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// window.show_all();
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// window.show_all();
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// }
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// }
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//
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// fn main() {
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// let application = gtk::Application::new(
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// Some("dev.tinybird.max.lull"),
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// Default::default()
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// ).expect("Initialization failed...");
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//
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// application.connect_activate(|app| {
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// build_ui(app);
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// });
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//
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// application.run(&args().collect::<Vec<_>>());
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// }
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/// This struct will hold the values that multiple callbacks will need to access.
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use druid::{AppLauncher, WindowDesc, Widget, PlatformError};
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struct State {
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use druid::widget::{Label, Padding, Flex, Align, FlexParams, CrossAxisAlignment, Slider};
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slider_val: i64,
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spinner_val: i64,
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fn build_ui() -> impl Widget<()> {
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entry_val: String,
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Padding::new(
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multi_val: String,
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10.0,
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Flex::column()
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.with_flex_child(
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Flex::row()
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.with_flex_child(Align::centered(Label::new("sound 1")), FlexParams::new(1.0, CrossAxisAlignment::End))
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.with_child(Align::centered(Label::new("slider"))),
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1.0
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)
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.with_child(
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Flex::row()
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.with_flex_child(Label::new("top right"), 1.0)
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.with_flex_child(Align::centered(Label::new("bottom right")), 1.0)
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)
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)
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}
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}
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fn main() {
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fn main() -> Result<(), PlatformError> {
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// Initialize the UI framework.
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AppLauncher::with_window(WindowDesc::new(build_ui)).launch(())?;
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let ui = UI::init().unwrap();
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Ok(())
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// Initialize the state of the application.
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let state = Rc::new(RefCell::new(
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State { slider_val: 0, spinner_val: 0, entry_val: "".into(), multi_val: "".into() }
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));
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// Set up the inputs for the application.
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// While it's not necessary to create a block for this, it makes the code a lot easier
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// to read; the indentation presents a visual cue informing the reader that these
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// statements are related.
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let (input_group, mut slider, mut spinner, mut entry, mut multi) = {
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// The group will hold all the inputs
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let mut input_group = Group::new(&ui, "Inputs");
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// The vertical box arranges the inputs within the groups
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let mut input_vbox = VerticalBox::new(&ui);
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input_vbox.set_padded(&ui, true);
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// Numerical inputs
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let slider = Slider::new(&ui, 1, 100);
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let spinner = Spinbox::new(&ui, 1, 100);
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let entry = Entry::new(&ui);
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let multi = MultilineEntry::new(&ui);
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// Add everything in hierarchy
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// Note the reverse order here. Again, it's not necessary, but it improves
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// readability.
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input_vbox.append(&ui, slider.clone(), LayoutStrategy::Compact);
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input_vbox.append(&ui, spinner.clone(), LayoutStrategy::Compact);
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input_vbox.append(&ui, Spacer::new(&ui), LayoutStrategy::Compact);
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input_vbox.append(&ui, HorizontalSeparator::new(&ui), LayoutStrategy::Compact);
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input_vbox.append(&ui, Spacer::new(&ui), LayoutStrategy::Compact);
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input_vbox.append(&ui, entry.clone(), LayoutStrategy::Compact);
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input_vbox.append(&ui, multi.clone(), LayoutStrategy::Stretchy);
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input_group.set_child(&ui, input_vbox);
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(input_group, slider, spinner, entry, multi)
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};
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// Set up the outputs for the application. Organization is very similar to the
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// previous setup.
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let (output_group, add_label, sub_label, text_label, bigtext_label) = {
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let mut output_group = Group::new(&ui, "Outputs");
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let mut output_vbox = VerticalBox::new(&ui);
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let add_label = Label::new(&ui, "");
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let sub_label = Label::new(&ui, "");
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let text_label = Label::new(&ui, "");
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let bigtext_label = Label::new(&ui, "");
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output_vbox.append(&ui, add_label.clone(), LayoutStrategy::Compact);
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output_vbox.append(&ui, sub_label.clone(), LayoutStrategy::Compact);
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output_vbox.append(&ui, text_label.clone(), LayoutStrategy::Compact);
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output_vbox.append(&ui, bigtext_label.clone(), LayoutStrategy::Stretchy);
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output_group.set_child(&ui, output_vbox);
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(output_group, add_label, sub_label, text_label, bigtext_label)
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};
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// This horizontal box will arrange the two groups of controls.
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let mut hbox = HorizontalBox::new(&ui);
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hbox.append(&ui, input_group, LayoutStrategy::Stretchy);
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hbox.append(&ui, output_group, LayoutStrategy::Stretchy);
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// The window allows all constituent components to be displayed.
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let mut window = Window::new(&ui, "Input Output Test", 300, 150, WindowType::NoMenubar);
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window.set_child(&ui, hbox);
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window.show(&ui);
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// These on_changed functions allow updating the application state when a
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// control changes its value.
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slider.on_changed(&ui, {
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let state = state.clone();
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move |val| { state.borrow_mut().slider_val = val; }
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});
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spinner.on_changed(&ui, {
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let state = state.clone();
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move |val| { state.borrow_mut().spinner_val = val; }
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});
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entry.on_changed(&ui, {
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let state = state.clone();
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move |val| { state.borrow_mut().entry_val = val; }
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});
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multi.on_changed(&ui, {
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let state = state.clone();
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move |val| { state.borrow_mut().multi_val = val; }
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});
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// Rather than just invoking ui.run(), using EventLoop gives a lot more control
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// over the user interface event loop.
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// Here, the on_tick() callback is used to update the view against the state.
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let mut event_loop = ui.event_loop();
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event_loop.on_tick(&ui, {
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let ui = ui.clone();
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let mut add_label = add_label.clone();
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let mut sub_label = sub_label.clone();
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let mut text_label = text_label.clone();
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let mut bigtext_label = bigtext_label.clone();
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move || {
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let state = state.borrow();
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// Update all the labels
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add_label.set_text(&ui, &format!("Added: {}", state.slider_val + state.spinner_val));
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sub_label.set_text(&ui, &format!("Subtracted: {}", state.slider_val - state.spinner_val));
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text_label.set_text(&ui, &format!("Text: {}", state.entry_val));
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bigtext_label.set_text(&ui, &format!("Multiline Text: {}", state.multi_val));
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}
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});
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event_loop.run(&ui);
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}
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}
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