mirror of
https://github.com/MaSzyna-EU07/maszyna.git
synced 2026-07-18 04:19:19 +02:00
Reorganize source files into logical subdirectories
Co-authored-by: Hirek193 <23196899+Hirek193@users.noreply.github.com>
This commit is contained in:
258
scripting/pythonscreenviewer.cpp
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258
scripting/pythonscreenviewer.cpp
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#include "stdafx.h"
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#include "pythonscreenviewer.h"
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#include "application.h"
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#include "gl/shader.h"
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#include "gl/vao.h"
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#include "Logs.h"
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void texture_window_resize(GLFWwindow *win, int w, int h)
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{
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python_screen_viewer *texwindow = (python_screen_viewer*)glfwGetWindowUserPointer(win);
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texwindow->notify_window_size(win, w, h);
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}
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void texture_window_fb_resize(GLFWwindow *win, int w, int h)
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{
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python_screen_viewer *texwindow = (python_screen_viewer*)glfwGetWindowUserPointer(win);
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texwindow->notify_window_fb_size(win, w, h);
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}
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void texture_window_mouse_button(GLFWwindow *win, int button, int action, int mods)
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{
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python_screen_viewer *texwindow = (python_screen_viewer*)glfwGetWindowUserPointer(win);
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texwindow->notify_click(win, button, action);
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}
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void texture_window_cursor_pos(GLFWwindow *win, double x, double y)
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{
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python_screen_viewer *texwindow = (python_screen_viewer*)glfwGetWindowUserPointer(win);
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texwindow->notify_cursor_pos(win, x, y);
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}
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python_screen_viewer::python_screen_viewer(std::shared_ptr<python_rt> rt, std::shared_ptr<std::vector<glm::vec2>> touchlist, std::string surfacename)
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{
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m_rt = rt;
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m_touchlist = touchlist;
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for (const auto &viewport : Global.python_viewports) {
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if (viewport.surface == surfacename) {
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auto conf = std::make_unique<window_state>();
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conf->window_size = viewport.size;
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conf->offset = viewport.offset;
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conf->scale = viewport.scale;
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GLFWmonitor *monitor = Application.find_monitor(viewport.monitor);
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if (!monitor && viewport.monitor != "window")
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continue;
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conf->window = Application.window(-1, true, conf->window_size.x, conf->window_size.y,
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monitor, false, Global.python_sharectx);
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{
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int w, h;
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glfwGetWindowSize(conf->window, &w, &h);
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conf->window_size = glm::ivec2(w, h);
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glfwGetFramebufferSize(conf->window, &w, &h);
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conf->fb_size = glm::ivec2(w, h);
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}
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glfwSetWindowUserPointer(conf->window, this);
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glfwSetWindowSizeCallback(conf->window, texture_window_resize);
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glfwSetFramebufferSizeCallback(conf->window, texture_window_fb_resize);
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glfwSetMouseButtonCallback(conf->window, texture_window_mouse_button);
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glfwSetCursorPosCallback(conf->window, texture_window_cursor_pos);
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m_windows.push_back(std::move(conf));
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}
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}
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if (!m_windows.empty())
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m_renderthread = std::make_unique<std::thread>(&python_screen_viewer::threadfunc, this);
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}
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python_screen_viewer::~python_screen_viewer()
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{
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m_exit = true;
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if (m_renderthread)
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m_renderthread->join();
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}
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void python_screen_viewer::threadfunc()
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{
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for (auto &window : m_windows) {
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glfwMakeContextCurrent(window->window);
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glfwSwapInterval(Global.python_vsync ? 1 : 0);
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GLuint v;
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glGenVertexArrays(1, &v);
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glBindVertexArray(v);
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glActiveTexture(GL_TEXTURE0);
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if (Global.python_sharectx) {
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glBindTexture(GL_TEXTURE_2D, m_rt->shared_tex->get_id());
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}
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else {
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GLuint tex;
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glGenTextures(1, &tex);
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glBindTexture(GL_TEXTURE_2D, tex);
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}
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if (!Global.gfx_usegles && !Global.gfx_shadergamma)
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glEnable(GL_FRAMEBUFFER_SRGB);
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gl::program::unbind();
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gl::buffer::unbind();
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window->ubo = std::make_unique<gl::ubo>(sizeof(gl::scene_ubs), 0, GL_STREAM_DRAW);
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gl::shader vert("texturewindow.vert");
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gl::shader frag("texturewindow.frag");
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window->shader = std::make_unique<gl::program>(std::vector<std::reference_wrapper<const gl::shader>>({vert, frag}));
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}
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while (!m_exit)
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{
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auto start_time = std::chrono::high_resolution_clock::now();
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for (auto &window : m_windows) {
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unsigned char *image = nullptr;
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int format, components, width, height;
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if (!Global.python_sharectx) {
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std::lock_guard<std::mutex> guard(m_rt->mutex);
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if (window->timestamp == m_rt->timestamp)
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continue;
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window->timestamp = m_rt->timestamp;
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if (m_rt->image.empty())
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continue;
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format = m_rt->format;
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components = m_rt->components;
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width = m_rt->width;
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height = m_rt->height;
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size_t size = width * height * (components == GL_RGB ? 3 : 4);
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image = new unsigned char[size];
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memcpy(image, m_rt->image.data(), size);
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}
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glfwMakeContextCurrent(window->window);
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gl::program::unbind();
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gl::buffer::unbind();
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window->shader->bind();
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window->ubo->bind_uniform();
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m_ubs.projection = glm::mat4(glm::mat3(glm::translate(glm::scale(glm::mat3(), 1.0f / window->scale), window->offset)));
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window->ubo->update(m_ubs);
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if (image) {
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glTexImage2D(
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GL_TEXTURE_2D, 0,
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format,
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width, height, 0,
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components, GL_UNSIGNED_BYTE, image);
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delete[] image;
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if (Global.python_mipmaps) {
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
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glGenerateMipmap(GL_TEXTURE_2D);
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}
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else {
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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}
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}
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glViewport(0, 0, window->fb_size.x, window->fb_size.y);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
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glfwSwapBuffers(window->window);
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}
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auto frametime = std::chrono::high_resolution_clock::now() - start_time;
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if ((Global.python_minframetime - frametime).count() > 0.0f)
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std::this_thread::sleep_for(Global.python_minframetime - frametime);
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}
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}
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void python_screen_viewer::notify_window_fb_size(GLFWwindow *window, int w, int h)
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{
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for (auto &conf : m_windows) {
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if (conf->window == window) {
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conf->fb_size.x = w;
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conf->fb_size.y = h;
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return;
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}
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}
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}
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void python_screen_viewer::notify_window_size(GLFWwindow *window, int w, int h)
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{
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for (auto &conf : m_windows) {
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if (conf->window == window) {
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conf->window_size.x = w;
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conf->window_size.y = h;
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return;
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}
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}
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}
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void python_screen_viewer::notify_cursor_pos(GLFWwindow *window, double x, double y)
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{
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for (auto &conf : m_windows) {
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if (conf->window == window) {
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conf->cursor_pos.x = x;
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conf->cursor_pos.y = y;
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return;
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}
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}
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}
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void python_screen_viewer::notify_click(GLFWwindow *window, int button, int action)
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{
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if (button != GLFW_MOUSE_BUTTON_LEFT || action != GLFW_PRESS)
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return;
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for (auto &conf : m_windows) {
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if (conf->window == window) {
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auto pos = glm::vec2(conf->cursor_pos) / glm::vec2(conf->window_size);
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pos.y = 1.0f - pos.y;
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pos = (pos + conf->offset) / conf->scale;
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m_touchlist->emplace_back(pos);
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return;
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}
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}
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}
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python_screen_viewer::window_state::~window_state()
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{
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if (!window)
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return;
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if (!Global.python_sharectx) {
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GLFWwindow *current = glfwGetCurrentContext();
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glfwMakeContextCurrent(window);
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ubo = nullptr;
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shader = nullptr;
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gl::program::unbind();
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gl::buffer::unbind();
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glfwMakeContextCurrent(current);
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}
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glfwDestroyWindow(window);
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}
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