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examples: fix and vfmt cube_glsl example
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@ -33,7 +33,6 @@
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import gg
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import gx
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// import math
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import sokol.sapp
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import sokol.gfx
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import sokol.sgl
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@ -43,6 +42,7 @@ import gg.m4
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// GLSL Include and functions
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#flag -I @VROOT/.
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#include "cube_glsl.h" #Please use sokol-shdc to generate the necessary cube_glsl.h file from cube_glsl.glsl (see the instructions at the top of this file)
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fn C.cube_shader_desc() &C.sg_shader_desc
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const (
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@ -58,14 +58,11 @@ mut:
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texture C.sg_image
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init_flag bool
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frame_count int
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mouse_x int = -1
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mouse_y int = -1
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// glsl
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cube_pip_glsl C.sg_pipeline
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cube_bind C.sg_bindings
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// time
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ticks i64
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}
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@ -252,7 +249,6 @@ struct Vertex_t {
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y f32
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z f32
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color u32
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// u u16
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// v u16
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u f32
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@ -260,37 +256,31 @@ struct Vertex_t {
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}
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fn init_cube_glsl(mut app App) {
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/* cube vertex buffer */
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// cube vertex buffer
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// d := u16(32767/8) // for compatibility with D3D11, 32767 stand for 1
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d := f32(1.0) // 0.05)
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c := u32(0xFFFFFF_FF) // color RGBA8
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vertices := [
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Vertex_t{-1.0, -1.0, -1.0, c, 0, 0},
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Vertex_t{1.0, -1.0, -1.0, c, d, 0},
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Vertex_t{1.0, 1.0, -1.0, c, d, d},
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Vertex_t{-1.0, 1.0, -1.0, c, 0, d},
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Vertex_t{-1.0, -1.0, 1.0, c, 0, 0},
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Vertex_t{1.0, -1.0, 1.0, c, d, 0},
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Vertex_t{1.0, 1.0, 1.0, c, d, d},
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Vertex_t{-1.0, 1.0, 1.0, c, 0, d},
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Vertex_t{-1.0, -1.0, -1.0, c, 0, 0},
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Vertex_t{-1.0, 1.0, -1.0, c, d, 0},
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Vertex_t{-1.0, 1.0, 1.0, c, d, d},
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Vertex_t{-1.0, -1.0, 1.0, c, 0, d},
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Vertex_t{1.0, -1.0, -1.0, c, 0, 0},
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Vertex_t{1.0, 1.0, -1.0, c, d, 0},
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Vertex_t{1.0, 1.0, 1.0, c, d, d},
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Vertex_t{1.0, -1.0, 1.0, c, 0, d},
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Vertex_t{-1.0, -1.0, -1.0, c, 0, 0},
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Vertex_t{-1.0, -1.0, 1.0, c, d, 0},
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Vertex_t{1.0, -1.0, 1.0, c, d, d},
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Vertex_t{1.0, -1.0, -1.0, c, 0, d},
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Vertex_t{-1.0, 1.0, -1.0, c, 0, 0},
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Vertex_t{-1.0, 1.0, 1.0, c, d, 0},
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Vertex_t{1.0, 1.0, 1.0, c, d, d},
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@ -303,17 +293,47 @@ fn init_cube_glsl(mut app App) {
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vert_buffer_desc.content = byteptr(vertices.data)
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vert_buffer_desc.@type = .vertexbuffer
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// vert_buffer_desc.usage = .immutable
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vert_buffer_desc.label = "cube-vertices".str
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vert_buffer_desc.label = 'cube-vertices'.str
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vbuf := gfx.make_buffer(&vert_buffer_desc)
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/* create an index buffer for the cube */
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// create an index buffer for the cube
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indices := [
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u16(0), 1, 2, 0, 2, 3,
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6, 5, 4, 7, 6, 4,
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8, 9, 10, 8, 10, 11,
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14, 13, 12, 15, 14, 12,
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16, 17, 18, 16, 18, 19,
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22, 21, 20, 23, 22, 20
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u16(0),
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1,
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2,
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0,
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2,
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3,
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6,
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5,
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4,
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7,
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6,
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4,
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8,
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9,
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10,
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8,
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10,
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11,
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14,
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13,
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12,
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15,
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14,
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12,
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16,
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17,
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18,
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16,
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18,
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19,
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22,
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21,
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20,
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23,
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22,
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20,
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]
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mut index_buffer_desc := C.sg_buffer_desc{}
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@ -321,10 +341,10 @@ fn init_cube_glsl(mut app App) {
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index_buffer_desc.size = indices.len * int(sizeof(u16))
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index_buffer_desc.content = byteptr(indices.data)
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index_buffer_desc.@type = .indexbuffer
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index_buffer_desc.label = "cube-indices".str
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index_buffer_desc.label = 'cube-indices'.str
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ibuf := gfx.make_buffer(&index_buffer_desc)
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/* create shader */
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// create shader
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shader := gfx.make_shader(C.cube_shader_desc())
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mut pipdesc := C.sg_pipeline_desc{}
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@ -347,13 +367,13 @@ fn init_cube_glsl(mut app App) {
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pipdesc.rasterizer = C.sg_rasterizer_state{
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cull_mode: .back
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}
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pipdesc.label = "glsl_shader pipeline".str
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pipdesc.label = 'glsl_shader pipeline'.str
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app.cube_bind.vertex_buffers[0] = vbuf
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app.cube_bind.index_buffer = ibuf
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app.cube_bind.fs_images[C.SLOT_tex] = app.texture
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app.cube_pip_glsl = gfx.make_pipeline(&pipdesc)
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println("GLSL init DONE!")
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println('GLSL init DONE!')
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}
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fn draw_cube_glsl(app App) {
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@ -385,9 +405,10 @@ fn draw_cube_glsl(app App){
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// fs uniforms
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time_ticks := f32(time.ticks() - app.ticks) / 1000
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mut text_res := [
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f32(512), 512, // x,y resolution to pass to FS
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time_ticks, // time as f32
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0 // padding 4 Bytes == 1 f32
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f32(512),
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512, /* x,y resolution to pass to FS */
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time_ticks, /* time as f32 */
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0 /* padding 4 Bytes == 1 f32 */,
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]!
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gfx.apply_uniforms(C.SG_SHADERSTAGE_FS, C.SLOT_fs_params, &text_res, 4 * 4)
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@ -435,7 +456,7 @@ fn frame(mut app App) {
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ratio := f32(ws.width) / ws.height
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dw := ws.width
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dh := ws.height
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ww := int(dh/3) /* not a bug */
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ww := int(dh / 3) // not a bug
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hh := int(dh / 3)
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x0 := int(f32(dw) * 0.05)
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// x1 := dw/2
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@ -476,9 +497,7 @@ fn frame(mut app App) {
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// glsl cube
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draw_cube_glsl(app)
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app.frame_count++
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}
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/******************************************************************************
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@ -487,8 +506,6 @@ fn frame(mut app App) {
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*
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******************************************************************************/
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fn my_init(mut app App) {
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// set max vertices,
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// for a large number of the same type of object it is better use the instances!!
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desc := sapp.create_desc()
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@ -563,7 +580,7 @@ fn cleanup(mut app App) {
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* event
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*
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******************************************************************************/
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fn my_event_manager(mut ev sapp.Event, mut app App) {
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fn my_event_manager(mut ev gg.Event, mut app App) {
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if ev.typ == .mouse_move {
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app.mouse_x = int(ev.mouse_x)
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app.mouse_y = int(ev.mouse_y)
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@ -593,7 +610,7 @@ fn main(){
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a[0] = 2
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println(a)
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app.gg = gg.new_context({
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app.gg = gg.new_context(
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width: win_width
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height: win_height
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use_ortho: true // This is needed for 2D drawing
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@ -605,7 +622,7 @@ fn main(){
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init_fn: my_init
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cleanup_fn: cleanup
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event_fn: my_event_manager
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})
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)
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app.ticks = time.ticks()
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app.gg.run()
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