Early UI work.
This commit is contained in:
238
lib/ui/src/runtime.rs
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238
lib/ui/src/runtime.rs
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//! Explicit-construction UI runtime helpers.
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use ruin_reactivity::{EffectHandle, effect};
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use crate::platform::{PlatformClosed, PlatformEvent, PlatformProxy, PlatformRuntime};
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use crate::scene::SceneSnapshot;
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use crate::window::{WindowId, WindowSpec, WindowUpdate};
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/// High-level UI-side owner of platform event consumption.
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///
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/// The headless backend currently co-locates platform and rendering on one worker thread, but this
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/// runtime type deliberately treats them as logical subsystems behind an event/snapshot boundary so
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/// future backends can split them without rewriting the app-facing control flow.
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pub struct UiRuntime {
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platform: PlatformRuntime,
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}
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/// Explicit handle for one declarative window instance.
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///
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/// The controller owns no native resources directly. Instead, it issues commands to the platform
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/// runtime and can host a reactive scene effect that pushes immutable scene snapshots whenever UI
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/// state changes.
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#[derive(Clone)]
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pub struct WindowController {
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id: WindowId,
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proxy: PlatformProxy,
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}
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/// Returned when the platform event stream closes before a matching event is observed.
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#[derive(Clone, Copy, Debug, Eq, PartialEq)]
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pub struct EventStreamClosed;
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impl std::fmt::Display for EventStreamClosed {
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fn fmt(&self, f: &mut std::fmt::Formatter<'_>) -> std::fmt::Result {
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f.write_str("platform event stream closed")
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}
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}
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impl std::error::Error for EventStreamClosed {}
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impl UiRuntime {
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/// Creates a UI runtime backed by the headless prototype backend.
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pub fn headless() -> Self {
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Self {
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platform: PlatformRuntime::headless(),
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}
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}
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/// Returns a cloneable proxy for low-level platform commands.
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pub fn proxy(&self) -> PlatformProxy {
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self.platform.proxy()
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}
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/// Creates a new declarative window and returns a controller for it.
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pub fn create_window(&self, spec: WindowSpec) -> Result<WindowController, PlatformClosed> {
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let id = self.proxy().create_window(spec)?;
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Ok(WindowController {
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id,
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proxy: self.proxy(),
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})
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}
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/// Waits for the next platform event.
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pub async fn next_event(&mut self) -> Option<PlatformEvent> {
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self.platform.next_event().await
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}
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/// Waits until an event matches `predicate`.
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pub async fn wait_for_event_matching(
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&mut self,
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mut predicate: impl FnMut(&PlatformEvent) -> bool,
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) -> Result<PlatformEvent, EventStreamClosed> {
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while let Some(event) = self.next_event().await {
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if predicate(&event) {
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return Ok(event);
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}
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}
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Err(EventStreamClosed)
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}
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/// Requests shutdown of the platform runtime.
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pub fn shutdown(&self) -> Result<(), PlatformClosed> {
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self.proxy().shutdown()
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}
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}
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impl WindowController {
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/// Returns the logical window identifier.
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pub const fn id(&self) -> WindowId {
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self.id
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}
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/// Applies a window update.
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pub fn update(&self, update: WindowUpdate) -> Result<(), PlatformClosed> {
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self.proxy.update_window(self.id, update)
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}
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/// Replaces the latest retained scene for this window.
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pub fn replace_scene(&self, scene: SceneSnapshot) -> Result<(), PlatformClosed> {
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self.proxy.replace_scene(self.id, scene)
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}
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/// Emits a close-request event for this window.
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pub fn emit_close_requested(&self) -> Result<(), PlatformClosed> {
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self.proxy.emit_close_requested(self.id)
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}
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/// Attaches a reactive effect that rebuilds and replaces the window scene whenever dependent UI
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/// state changes.
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pub fn attach_scene_effect(
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&self,
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build_scene: impl Fn() -> SceneSnapshot + 'static,
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) -> EffectHandle {
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let controller = self.clone();
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effect(move || {
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let scene = build_scene();
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controller
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.replace_scene(scene)
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.expect("window controller should remain alive while scene effect is attached");
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})
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}
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}
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#[cfg(test)]
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mod tests {
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use super::UiRuntime;
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use crate::platform::PlatformEvent;
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use crate::scene::{Color, Point, PreparedText, Rect, SceneSnapshot, UiSize};
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use crate::window::{WindowSpec, WindowUpdate};
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use ruin_runtime::{current_thread_handle, queue_future, run};
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use std::future::Future;
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fn run_async_test(future: impl Future<Output = ()> + 'static) {
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let main = current_thread_handle();
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queue_future(async move {
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future.await;
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let _ = main.queue_task(|| {});
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});
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run();
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}
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#[test]
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fn visibility_restore_re_presents_latest_retained_scene() {
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run_async_test(async move {
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let mut ui = UiRuntime::headless();
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let window = ui
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.create_window(WindowSpec::new("visibility-policy").visible(true))
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.expect("window should be created");
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let mut scene = SceneSnapshot::new(1, UiSize::new(320.0, 180.0));
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scene
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.push_quad(
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Rect::new(0.0, 0.0, 320.0, 180.0),
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Color::rgb(0x20, 0x22, 0x35),
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)
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.push_text(PreparedText::monospace(
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"retained scene",
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Point::new(16.0, 28.0),
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16.0,
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8.0,
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Color::rgb(0xFF, 0xFF, 0xFF),
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));
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window
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.replace_scene(scene)
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.expect("scene replacement should queue");
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let _ = ui
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.wait_for_event_matching(|event| {
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matches!(
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event,
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PlatformEvent::FramePresented {
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window_id,
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scene_version: 1,
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..
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} if *window_id == window.id()
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)
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})
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.await
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.expect("initial present should occur");
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window
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.update(WindowUpdate::new().visible(false))
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.expect("hide should queue");
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let _ = ui
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.wait_for_event_matching(|event| {
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matches!(
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event,
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PlatformEvent::VisibilityChanged {
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window_id,
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visible: false,
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} if *window_id == window.id()
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)
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})
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.await
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.expect("hide event should occur");
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window
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.update(WindowUpdate::new().visible(true))
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.expect("show should queue");
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let _ = ui
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.wait_for_event_matching(|event| {
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matches!(
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event,
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PlatformEvent::VisibilityChanged {
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window_id,
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visible: true,
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} if *window_id == window.id()
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)
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})
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.await
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.expect("show event should occur");
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let event = ui
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.wait_for_event_matching(|event| {
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matches!(
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event,
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PlatformEvent::FramePresented {
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window_id,
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scene_version: 1,
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..
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} if *window_id == window.id()
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)
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})
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.await
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.expect("visibility restore should re-present latest retained scene");
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assert!(matches!(
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event,
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PlatformEvent::FramePresented {
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scene_version: 1,
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..
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}
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));
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ui.shutdown().expect("shutdown should queue");
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});
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}
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}
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