Added State and App Structs
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@@ -1,3 +1,53 @@
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fn main() {
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use std::sync::Arc;
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println!("Hello, world!");
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use winit::{
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application::ApplicationHandler, event::*, event_loop::{ActiveEventLoop, EventLoop}, keyboard::{KeyCode, PhysicalKey}, window::Window
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};
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#[cfg(target_arch = "wasm32")]
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use wasm_bindgen::prelude::*;
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#[cfg(target_arch = "wasm32")]
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use winit::platform::web::EventLoopExtWebSys;
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// This will store the state of our game
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pub struct State {
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window: Arc<Window>,
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}
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impl State {
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// We don't need this to be async right now,
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// but we will in the next tutorial
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pub async fn new(window: Arc<Window>) -> anyhow::Result<Self> {
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Ok(Self {
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window,
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})
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}
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pub fn resize(&mut self, _width: u32, _height: u32) {
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// We'll do stuff here in the next tutorial
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}
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pub fn render(&mut self) {
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self.window.request_redraw();
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// We'll do more stuff here in the next tutorial
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}
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}
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pub struct App {
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#[cfg(target_arch = "wasm32")]
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proxy: Option<winit::event_loop::EventLoopProxy<State>>,
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state: Option<State>,
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}
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impl App {
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pub fn new(#[cfg(target_arch = "wasm32")] event_loop: &EventLoop<State>) -> Self {
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#[cfg(target_arch = "wasm32")]
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let proxy = Some(event_loop.create_proxy());
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Self {
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state: None,
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#[cfg(target_arch = "wasm32")]
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proxy,
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}
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}
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}
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}
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