mirror of
https://github.com/zed-industries/zed.git
synced 2025-01-15 14:47:30 +00:00
223 lines
10 KiB
Rust
223 lines
10 KiB
Rust
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use gpui::*;
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use prelude::FluentBuilder;
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struct WindowShadow {}
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/*
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Things to do:
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1. We need a way of calculating which edge or corner the mouse is on,
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and then dispatch on that
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2. We need to improve the shadow rendering significantly
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3. We need to implement the techniques in here in Zed
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*/
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impl Render for WindowShadow {
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fn render(&mut self, cx: &mut ViewContext<Self>) -> impl IntoElement {
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let decorations = cx.window_decorations();
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let rounding = px(10.0);
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let shadow_size = px(10.0);
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let border_size = px(1.0);
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let grey = rgb(0x808080);
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cx.set_client_inset(shadow_size);
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div()
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.id("window-backdrop")
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.bg(transparent_black())
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.map(|div| match decorations {
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Decorations::Server => div,
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Decorations::Client { tiling, .. } => div
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.bg(gpui::transparent_black())
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.child(
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canvas(
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|_bounds, cx| {
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cx.insert_hitbox(
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Bounds::new(
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point(px(0.0), px(0.0)),
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cx.window_bounds().get_bounds().size,
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),
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false,
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)
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},
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move |_bounds, hitbox, cx| {
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let mouse = cx.mouse_position();
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let size = cx.window_bounds().get_bounds().size;
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let Some(edge) = resize_edge(mouse, shadow_size, size) else {
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return;
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};
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cx.set_cursor_style(
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match edge {
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ResizeEdge::Top | ResizeEdge::Bottom => {
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CursorStyle::ResizeUpDown
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}
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ResizeEdge::Left | ResizeEdge::Right => {
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CursorStyle::ResizeLeftRight
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}
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ResizeEdge::TopLeft | ResizeEdge::BottomRight => {
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CursorStyle::ResizeUpLeftDownRight
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}
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ResizeEdge::TopRight | ResizeEdge::BottomLeft => {
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CursorStyle::ResizeUpRightDownLeft
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}
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},
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&hitbox,
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);
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},
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)
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.size_full()
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.absolute(),
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)
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.when(!(tiling.top || tiling.right), |div| {
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div.rounded_tr(rounding)
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})
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.when(!(tiling.top || tiling.left), |div| div.rounded_tl(rounding))
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.when(!tiling.top, |div| div.pt(shadow_size))
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.when(!tiling.bottom, |div| div.pb(shadow_size))
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.when(!tiling.left, |div| div.pl(shadow_size))
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.when(!tiling.right, |div| div.pr(shadow_size))
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.on_mouse_move(|_e, cx| cx.refresh())
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.on_mouse_down(MouseButton::Left, move |e, cx| {
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let size = cx.window_bounds().get_bounds().size;
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let pos = e.position;
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match resize_edge(pos, shadow_size, size) {
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Some(edge) => cx.start_window_resize(edge),
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None => cx.start_window_move(),
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};
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}),
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})
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.size_full()
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.child(
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div()
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.cursor(CursorStyle::Arrow)
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.map(|div| match decorations {
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Decorations::Server => div,
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Decorations::Client { tiling } => div
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.border_color(grey)
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.when(!(tiling.top || tiling.right), |div| {
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div.rounded_tr(rounding)
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})
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.when(!(tiling.top || tiling.left), |div| div.rounded_tl(rounding))
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.when(!tiling.top, |div| div.border_t(border_size))
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.when(!tiling.bottom, |div| div.border_b(border_size))
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.when(!tiling.left, |div| div.border_l(border_size))
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.when(!tiling.right, |div| div.border_r(border_size))
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.when(!tiling.is_tiled(), |div| {
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div.shadow(smallvec::smallvec![gpui::BoxShadow {
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color: Hsla {
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h: 0.,
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s: 0.,
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l: 0.,
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a: 0.4,
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},
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blur_radius: shadow_size / 2.,
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spread_radius: px(0.),
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offset: point(px(0.0), px(0.0)),
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}])
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}),
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})
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.on_mouse_move(|_e, cx| {
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cx.stop_propagation();
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})
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.bg(gpui::rgb(0xCCCCFF))
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.size_full()
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.flex()
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.flex_col()
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.justify_around()
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.child(
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div().w_full().flex().flex_row().justify_around().child(
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div()
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.flex()
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.bg(white())
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.size(Length::Definite(Pixels(300.0).into()))
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.justify_center()
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.items_center()
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.shadow_lg()
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.border_1()
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.border_color(rgb(0x0000ff))
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.text_xl()
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.text_color(rgb(0xffffff))
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.child(
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div()
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.id("hello")
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.w(px(200.0))
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.h(px(100.0))
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.bg(green())
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.shadow(smallvec::smallvec![gpui::BoxShadow {
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color: Hsla {
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h: 0.,
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s: 0.,
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l: 0.,
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a: 1.0,
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},
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blur_radius: px(20.0),
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spread_radius: px(0.0),
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offset: point(px(0.0), px(0.0)),
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}])
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.map(|div| match decorations {
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Decorations::Server => div,
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Decorations::Client { .. } => div
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.on_mouse_down(MouseButton::Left, |_e, cx| {
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cx.start_window_move();
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})
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.on_click(|e, cx| {
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if e.down.button == MouseButton::Right {
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cx.show_window_menu(e.up.position);
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}
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})
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.text_color(black())
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.child("this is the custom titlebar"),
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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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fn resize_edge(pos: Point<Pixels>, shadow_size: Pixels, size: Size<Pixels>) -> Option<ResizeEdge> {
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let edge = if pos.y < shadow_size && pos.x < shadow_size {
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ResizeEdge::TopLeft
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} else if pos.y < shadow_size && pos.x > size.width - shadow_size {
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ResizeEdge::TopRight
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} else if pos.y < shadow_size {
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ResizeEdge::Top
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} else if pos.y > size.height - shadow_size && pos.x < shadow_size {
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ResizeEdge::BottomLeft
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} else if pos.y > size.height - shadow_size && pos.x > size.width - shadow_size {
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ResizeEdge::BottomRight
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} else if pos.y > size.height - shadow_size {
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ResizeEdge::Bottom
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} else if pos.x < shadow_size {
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ResizeEdge::Left
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} else if pos.x > size.width - shadow_size {
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ResizeEdge::Right
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} else {
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return None;
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};
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Some(edge)
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}
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fn main() {
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App::new().run(|cx: &mut AppContext| {
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let bounds = Bounds::centered(None, size(px(600.0), px(600.0)), cx);
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cx.open_window(
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WindowOptions {
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window_bounds: Some(WindowBounds::Windowed(bounds)),
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window_background: WindowBackgroundAppearance::Opaque,
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window_decorations: Some(WindowDecorations::Client),
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..Default::default()
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},
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|cx| {
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cx.new_view(|cx| {
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cx.observe_window_appearance(|_, cx| {
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cx.refresh();
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})
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.detach();
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WindowShadow {}
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})
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},
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)
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.unwrap();
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});
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}
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