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Remove extra nits, do not panic on clicking the buffer separator
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parent
62d655183b
commit
a6403aad1a
4 changed files with 2 additions and 20 deletions
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@ -2284,8 +2284,8 @@ impl EditorElement {
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.cursor_pointer()
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.hover(|style| style.bg(cx.theme().colors().element_hover))
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.on_click(cx.listener(|_editor, _event, _cx| {
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// TODO: Implement collapsing path headers
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todo!("Clicking path header")
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// todo!() Implement collapsing path headers
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// todo!("Clicking path header")
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}))
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.child(
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h_stack()
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@ -187,8 +187,6 @@ impl MetalRenderer {
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}
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pub fn draw(&mut self, scene: &Scene) {
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let start = std::time::Instant::now();
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let layer = self.layer.clone();
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let viewport_size = layer.drawable_size();
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let viewport_size: Size<DevicePixels> = size(
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@ -306,9 +304,6 @@ impl MetalRenderer {
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command_buffer.commit();
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self.sprite_atlas.clear_textures(AtlasTextureKind::Path);
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let duration_since_start = start.elapsed();
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println!("renderer draw: {:?}", duration_since_start);
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command_buffer.wait_until_completed();
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drawable.present();
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}
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@ -209,20 +209,9 @@ impl AnyView {
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cx: &mut WindowContext,
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) {
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cx.with_absolute_element_offset(origin, |cx| {
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let start_time = std::time::Instant::now();
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let (layout_id, mut rendered_element) = (self.layout)(self, cx);
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let duration = start_time.elapsed();
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println!("request layout: {:?}", duration);
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let start_time = std::time::Instant::now();
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cx.compute_layout(layout_id, available_space);
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let duration = start_time.elapsed();
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println!("compute layout: {:?}", duration);
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let start_time = std::time::Instant::now();
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(self.paint)(self, &mut rendered_element, cx);
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let duration = start_time.elapsed();
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println!("paint: {:?}", duration);
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})
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}
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}
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@ -1255,7 +1255,6 @@ impl<'a> WindowContext<'a> {
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/// Draw pixels to the display for this window based on the contents of its scene.
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pub(crate) fn draw(&mut self) -> Scene {
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let t0 = std::time::Instant::now();
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self.window.dirty = false;
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self.window.drawing = true;
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@ -1347,7 +1346,6 @@ impl<'a> WindowContext<'a> {
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}
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self.window.drawing = false;
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eprintln!("window draw: {:?}", t0.elapsed());
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scene
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}
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