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2 Commits
| Author | SHA1 | Date | |
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| 6f14678c1d | |||
| fb374f6a1f |
@@ -9,7 +9,6 @@ crate_type = "bin"
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[dependencies]
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dirs = "^3.0.1"
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gio = "^0"
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gtk = "^0"
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iced = "^0.1.1"
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rodio = "^0.11.0"
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iui = "0.3"
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env_logger = "^0.8.1"
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215
src/main.rs
215
src/main.rs
@@ -1,8 +1,6 @@
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#![windows_subsystem = "windows"]
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use gio::prelude::*;
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use gtk::prelude::*;
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use gtk::Orientation;
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use iced::{Settings, Application, Element, executor, Length, Container, Column, Scrollable, Slider};
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use rodio::{Sink, Source};
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use std::env::args;
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use std::fs::File;
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@@ -10,13 +8,73 @@ use std::io::BufReader;
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use std::path::PathBuf;
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use std::process::Command;
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use iui::prelude::*;
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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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const SPACING: i32 = 16;
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struct Sound {
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name: String,
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path: String, // bytes instead?
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sink: Sink,
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volume: f32,
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}
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/// todo: maybe add a play/pause state or global volume? saved presets?
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struct State {
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sounds: Vec<Sound>
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}
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enum Lull {
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Loading,
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Loaded(State),
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}
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impl Application for Lull {
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type Executor = executor::Default;
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type Message = Message;
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type Flags = ();
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fn new(_flags: Self::Flags) -> (Self, Command) {
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(
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Lull {sounds: Vec::new()},
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Command::none(),
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)
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}
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fn title(&self) -> String {
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String::from("lull")
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}
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fn update(&mut self, message: Self::Message) -> Command {
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match self {
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self::Loading => {},
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self::Loaded => {},
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}
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Command::none()
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}
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fn view(&mut self) -> Element<'_, Self::Message> {
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unimplemented!()
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}
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}
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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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data_dir.push("ruin/lull");
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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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}
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data_dir
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}
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pub fn main() -> iced::Result {
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env_logger::init();
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Lull::run(Settings::default())
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}
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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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// popup.set_title("error");
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@@ -40,18 +98,6 @@ use std::cell::RefCell;
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// });
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// }
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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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data_dir.push("ruin/lull");
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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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}
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data_dir
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}
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//
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// fn build_ui(application: >k::Application) {
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// let window = gtk::ApplicationWindow::new(application);
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//
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@@ -150,128 +196,3 @@ fn get_data_dir() -> PathBuf {
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//
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// window.show_all();
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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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struct State {
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slider_val: i64,
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spinner_val: i64,
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entry_val: String,
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multi_val: String,
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}
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fn main() {
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// Initialize the UI framework.
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let ui = UI::init().unwrap();
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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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