Fix examples using `Mesh2D`
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@ -102,7 +102,7 @@ mod bezier {
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// Draw rectangle border with lyon.
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basic_shapes::stroke_rectangle(
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&lyon::math::Rect::new(
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lyon::math::Point::new(bounds.x + 0.5, bounds.y + 0.5),
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lyon::math::Point::new(0.5, 0.5),
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lyon::math::Size::new(
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bounds.width - 1.0,
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bounds.height - 1.0,
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@ -121,48 +121,35 @@ mod bezier {
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for curve in self.curves {
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path_builder.move_to(lyon::math::Point::new(
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curve.from.x + bounds.x,
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curve.from.y + bounds.y,
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curve.from.x,
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curve.from.y,
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));
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path_builder.quadratic_bezier_to(
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lyon::math::Point::new(
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curve.control.x + bounds.x,
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curve.control.y + bounds.y,
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),
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lyon::math::Point::new(
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curve.to.x + bounds.x,
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curve.to.y + bounds.y,
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),
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lyon::math::Point::new(curve.control.x, curve.control.y),
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lyon::math::Point::new(curve.to.x, curve.to.y),
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);
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}
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match self.state.pending {
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None => {}
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Some(Pending::One { from }) => {
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path_builder.move_to(lyon::math::Point::new(
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from.x + bounds.x,
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from.y + bounds.y,
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));
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path_builder
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.move_to(lyon::math::Point::new(from.x, from.y));
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path_builder.line_to(lyon::math::Point::new(
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cursor_position.x,
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cursor_position.y,
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cursor_position.x - bounds.x,
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cursor_position.y - bounds.y,
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));
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}
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Some(Pending::Two { from, to }) => {
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path_builder.move_to(lyon::math::Point::new(
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from.x + bounds.x,
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from.y + bounds.y,
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));
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path_builder
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.move_to(lyon::math::Point::new(from.x, from.y));
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path_builder.quadratic_bezier_to(
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lyon::math::Point::new(
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cursor_position.x,
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cursor_position.y,
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),
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lyon::math::Point::new(
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to.x + bounds.x,
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to.y + bounds.y,
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cursor_position.x - bounds.x,
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cursor_position.y - bounds.y,
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),
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lyon::math::Point::new(to.x, to.y),
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);
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}
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}
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@ -186,10 +173,13 @@ mod bezier {
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)
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.unwrap();
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let mesh = Primitive::Mesh2D(Arc::new(Mesh2D {
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vertices: buffer.vertices,
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indices: buffer.indices,
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}));
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let mesh = Primitive::Mesh2D {
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origin: Point::new(bounds.x, bounds.y),
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buffers: Arc::new(Mesh2D {
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vertices: buffer.vertices,
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indices: buffer.indices,
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}),
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};
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(
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Primitive::Clip {
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@ -69,72 +69,75 @@ mod rainbow {
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let posn_center = {
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if b.contains(cursor_position) {
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[cursor_position.x, cursor_position.y]
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[cursor_position.x - b.x, cursor_position.y - b.y]
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} else {
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[b.x + (b.width / 2.0), b.y + (b.height / 2.0)]
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[b.width / 2.0, b.height / 2.0]
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}
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};
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let posn_tl = [b.x, b.y];
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let posn_t = [b.x + (b.width / 2.0), b.y];
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let posn_tr = [b.x + b.width, b.y];
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let posn_r = [b.x + b.width, b.y + (b.height / 2.0)];
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let posn_br = [b.x + b.width, b.y + b.height];
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let posn_b = [b.x + (b.width / 2.0), b.y + b.height];
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let posn_bl = [b.x, b.y + b.height];
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let posn_l = [b.x, b.y + (b.height / 2.0)];
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let posn_tl = [0.0, 0.0];
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let posn_t = [b.width / 2.0, 0.0];
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let posn_tr = [b.width, 0.0];
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let posn_r = [b.width, b.height / 2.0];
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let posn_br = [b.width, b.height];
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let posn_b = [(b.width / 2.0), b.height];
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let posn_bl = [0.0, b.height];
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let posn_l = [0.0, b.height / 2.0];
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(
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Primitive::Mesh2D(std::sync::Arc::new(Mesh2D {
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vertices: vec![
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Vertex2D {
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position: posn_center,
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color: [1.0, 1.0, 1.0, 1.0],
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},
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Vertex2D {
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position: posn_tl,
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color: color_r,
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},
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Vertex2D {
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position: posn_t,
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color: color_o,
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},
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Vertex2D {
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position: posn_tr,
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color: color_y,
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},
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Vertex2D {
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position: posn_r,
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color: color_g,
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},
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Vertex2D {
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position: posn_br,
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color: color_gb,
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},
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Vertex2D {
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position: posn_b,
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color: color_b,
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},
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Vertex2D {
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position: posn_bl,
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color: color_i,
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},
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Vertex2D {
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position: posn_l,
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color: color_v,
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},
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],
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indices: vec![
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0, 1, 2, // TL
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0, 2, 3, // T
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0, 3, 4, // TR
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0, 4, 5, // R
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0, 5, 6, // BR
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0, 6, 7, // B
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0, 7, 8, // BL
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0, 8, 1, // L
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],
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})),
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Primitive::Mesh2D {
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origin: Point::new(b.x, b.y),
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buffers: std::sync::Arc::new(Mesh2D {
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vertices: vec![
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Vertex2D {
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position: posn_center,
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color: [1.0, 1.0, 1.0, 1.0],
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},
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Vertex2D {
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position: posn_tl,
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color: color_r,
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},
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Vertex2D {
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position: posn_t,
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color: color_o,
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},
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Vertex2D {
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position: posn_tr,
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color: color_y,
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},
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Vertex2D {
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position: posn_r,
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color: color_g,
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},
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Vertex2D {
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position: posn_br,
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color: color_gb,
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},
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Vertex2D {
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position: posn_b,
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color: color_b,
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},
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Vertex2D {
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position: posn_bl,
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color: color_i,
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},
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Vertex2D {
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position: posn_l,
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color: color_v,
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},
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],
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indices: vec![
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0, 1, 2, // TL
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0, 2, 3, // T
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0, 3, 4, // TR
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0, 4, 5, // R
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0, 5, 6, // BR
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0, 6, 7, // B
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0, 7, 8, // BL
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0, 8, 1, // L
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],
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}),
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},
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MouseCursor::OutOfBounds,
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)
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}
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