Working on letting debug interact with scene while being a seperate
module currently buggy and for some reason debug only returns modelpull/3/head
parent
aed0b606c2
commit
e5101f6c7d
124
src/debug.rs
124
src/debug.rs
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@ -6,21 +6,34 @@ use sdl2::event::Event;
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const MODELS: [&str; 3]= ["resources/models/TestCarModel/CarW4.obj", "resources/models/TestCarModel/CarW1.obj",
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"resources/models/TestCarModel/CarW0.obj"];
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mod info;
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pub enum dEvent
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{
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loadModel(i32),
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setTest(f32, i32),
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exit,
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}
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pub enum Callback
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{
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ModelInfo(info::ModelI),
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TestWind(info::testI),
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}
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#[derive(Clone)]
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pub enum OpenWindows {
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TestWind,
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ModelInfo
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}
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pub struct Debug {
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imgui: imgui::Context,
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renderer: AutoRenderer,
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platform: SdlPlatform,
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selectedModel: i32
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pub windows: Vec<OpenWindows>,
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}
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@ -44,7 +57,7 @@ impl Debug {
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imgui,
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renderer,
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platform,
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selectedModel: 0,
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windows: vec![OpenWindows::TestWind, OpenWindows::ModelInfo],
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}
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}
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@ -52,42 +65,28 @@ impl Debug {
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{
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self.platform.handle_event(&mut self.imgui, event);
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}
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pub fn windows(self) -> Vec<OpenWindows>
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{
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let ret = self.windows.clone();
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ret
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}
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pub fn drawImgui(&mut self, events_loop: &sdl2::EventPump, window: &sdl2::video::Window,
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tempData: &mut crate::scene::tempData, Car: &crate::model::Model) -> Vec<dEvent>
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callback: Vec<Callback>) -> Vec<dEvent>
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{
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self.platform.prepare_frame(&mut self.imgui, &window, &events_loop );
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let ui = self.imgui.new_frame();
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let mut ret = Vec::<dEvent>::new();
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ui.window("POLY I WILL FUCKING")
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.size([500.0, 100.0], imgui::Condition::FirstUseEver)
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.build(|| {
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ui.text("you serve no purpose in life");
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ui.text("Your Purpose in life is to suck my dick");
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ui.slider("The Spin Speed", 0.1, 10.0, &mut tempData.spinSpeed);
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if ui
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.button("Quit") {
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ret.push(dEvent::exit);
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}
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if ui.list_box("Select Model to Load", &mut self.selectedModel, &MODELS, 5) {
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ret.push(dEvent::loadModel(self.selectedModel));
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}
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});
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ui.window("Stats")
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.size([300.0,500.0], imgui::Condition::Always)
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.build(|| {
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ui.text("Model Information");
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ui.separator();
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ui.text(format!("count meshes: {}", Car.meshes.len()));
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for i in 0..Car.meshes.len()
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let mut ret = Vec::new();
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for call in callback
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{
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ui.text(format!("Mesh Number: {}",i ));
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ui.text(format!("count vertices: {}", Car.meshes[i].vertices.len()));
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ui.separator();
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match call {
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Callback::ModelInfo(a) =>
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Debug::displayModel(ui, &a),
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Callback::TestWind(mut a) =>
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ret = Debug::displayTest(ui, &mut a),
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}
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});
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}
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let draw_data = self.imgui.render();
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@ -97,4 +96,65 @@ impl Debug {
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ret
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}
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fn displayTest(ui: &mut imgui::Ui, testI: &mut info::testI) -> Vec<dEvent>
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{
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let mut ret = Vec::new();
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ui.window("POLY I WILL FUCKING")
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.size([500.0, 100.0], imgui::Condition::FirstUseEver)
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.build(|| {
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ui.text("you serve no purpose in life");
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ui.text("Your Purpose in life is to suck my dick");
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ui.slider("The Spin Speed", 0.1, 10.0, &mut testI.spinSpeed);
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if ui
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.button("Quit") {
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ret.push(dEvent::exit);
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}
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if ui.list_box("Select Model to Load", &mut testI.selectedModel, &MODELS, 5) {
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ret.push(dEvent::loadModel(testI.selectedModel));
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}
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});
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ret
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}
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fn displayModel(ui: &mut imgui::Ui ,model: &info::ModelI)
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{
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ui.window("Stats")
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.size([300.0, 500.0], imgui::Condition::Always)
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.build(|| {
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ui.text("Model Information");
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ui.text(format!("count meshes: {}", model.meshesCount));
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ui.separator();
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for i in 0..model.meshesCount
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{
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ui.text(format!("Mesh Number {}", i));
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ui.text(format!("count Vertices: {}", model.vertCount[i]));
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ui.separator();
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}
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});
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}
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}
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use crate::model;
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pub fn ModelInfo(model: &model::Model) -> Callback
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{
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let mut vertCount = Vec::new();
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let meshesCount = model.meshes.len();
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for i in 0..model.meshes.len() {
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vertCount.push(model.meshes[i].vertices.len());
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}
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Callback::ModelInfo(info::ModelI {
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meshesCount,
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vertCount
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})
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}
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pub fn TestWind(spinSpeed: f32, selectedModel: i32) -> Callback
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{
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Callback::TestWind(info::testI {
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spinSpeed,
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selectedModel,
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})
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}
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@ -0,0 +1,12 @@
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pub struct ModelI
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{
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pub meshesCount: usize,
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pub vertCount: Vec<usize>
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}
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pub struct testI
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{
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pub spinSpeed: f32,
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pub selectedModel: i32,
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}
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19
src/scene.rs
19
src/scene.rs
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@ -8,7 +8,7 @@ use glow::*;
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use imgui_glow_renderer::AutoRenderer;
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use imgui_sdl2_support::SdlPlatform;
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use crate::debug;
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use cgmath::{Matrix4, vec3, Point3, Deg, perspective};
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use cgmath::prelude::*;
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@ -31,6 +31,7 @@ pub struct tempData {
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pub deltaTime: f32,
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pub lastFrame: f32,
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DebugMode: bool,
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selectedModel: i32
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}
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use crate::debug::Debug;
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@ -74,6 +75,7 @@ impl Scene{
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deltaTime: 0.0,
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lastFrame: 0.0,
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DebugMode: false,
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selectedModel: 0,
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};
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@ -115,8 +117,21 @@ impl Scene{
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}
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self.Car.Draw(&self.shaders[0]);
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if self.tempData.DebugMode{
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for command in self.debug.drawImgui(&events_loop, &window, &mut self.tempData, &self.Car)
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let mut Callbacks = Vec::new();
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let windows = self.debug.windows.clone();
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for i in 0..windows.len()
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{
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match &windows[i] {
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ModelInfo => Callbacks.push(debug::ModelInfo(&self.Car)),
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TestWind => Callbacks.push(debug::TestWind(self.tempData.spinSpeed, self.tempData.selectedModel)),
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}
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}
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for command in self.debug.drawImgui(&events_loop, &window, Callbacks)
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{
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use crate::debug::dEvent;
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match command
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