first pass of merging in warp (doesn't build)
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@@ -8,10 +8,9 @@ use pathfinder_geometry::rect::RectF;
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pub use state::{State, StateEvent, WindowManager};
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pub use system::{CreateWindowingSystemError, System};
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use crate::{
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actions::StandardAction, platform::WindowContext, AppContext, AppContextRefMut, CursorInfo,
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Event, Scene,
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};
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use crate::actions::StandardAction;
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use crate::platform::WindowContext;
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use crate::{AppContext, AppContextRefMut, CursorInfo, Event, Scene};
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/// Result of dispatching an event through the UI framework.
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#[derive(Debug, Clone, Copy, Default)]
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@@ -100,7 +99,12 @@ impl<'a> WindowCallbackDispatcher<'a> {
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// support application menus, so these never get called.
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// TODO(CORE-2691): implement native Windows OS app menus
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#[cfg_attr(
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any(target_os = "linux", target_os = "windows", target_family = "wasm"),
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any(
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target_os = "linux",
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target_os = "freebsd",
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target_os = "windows",
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target_family = "wasm"
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),
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allow(dead_code)
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)]
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impl WindowCallbackDispatcher<'_> {
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@@ -1,18 +1,15 @@
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use pathfinder_geometry::rect::RectF;
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use std::{
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collections::VecDeque,
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fmt::{Display, Formatter},
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};
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use std::collections::VecDeque;
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use std::fmt::{Display, Formatter};
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use crate::{
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geometry,
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platform::{self, FullscreenState, TerminationMode, WindowFocusBehavior},
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scene::{CornerRadius, Radius},
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windowing, DisplayId, DisplayIdx, Entity, ModelContext, OptionalPlatformWindow,
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SingletonEntity, WindowId,
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};
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use pathfinder_geometry::rect::RectF;
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use super::WindowCallbacks;
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use crate::platform::{self, FullscreenState, TerminationMode, WindowFocusBehavior};
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use crate::scene::{CornerRadius, Radius};
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use crate::{
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geometry, windowing, DisplayId, DisplayIdx, Entity, ModelContext, OptionalPlatformWindow,
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SingletonEntity, WindowId,
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};
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/// Description of the current stage in the lifecycle of the app.
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#[derive(Copy, Clone, Debug, Default, PartialEq, Eq)]
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@@ -94,6 +91,14 @@ impl WindowManager {
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self.platform.set_window_bounds(window_id, bound)
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}
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/// Sets the per-window opacity, where `1.0` is fully opaque and `0.0` is fully
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/// transparent. Cheap alternative to `hide_window` for cases where the window
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/// only needs to disappear visually (e.g. tab drag preview) without changing
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/// focus, key state, or z-order.
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pub fn set_window_alpha(&self, window_id: WindowId, alpha: f32) {
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self.platform.set_window_alpha(window_id, alpha)
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}
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pub fn cancel_synthetic_drag(&self, window_id: WindowId) {
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self.platform.cancel_synthetic_drag(window_id)
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}
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