235 lines
		
	
	
		
			6.0 KiB
		
	
	
	
		
			V
		
	
	
			
		
		
	
	
			235 lines
		
	
	
		
			6.0 KiB
		
	
	
	
		
			V
		
	
	
import gg
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import gx
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import runtime
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import time
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const pwidth = 800
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const pheight = 600
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const chunk_height = 2 // the image is recalculated in chunks, each chunk processed in a separate thread
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const zoom_factor = 1.1
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struct ViewRect {
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mut:
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	x_min f64
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	x_max f64
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	y_min f64
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	y_max f64
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}
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fn (v &ViewRect) width() f64 {
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	return v.x_max - v.x_min
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}
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fn (v &ViewRect) height() f64 {
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	return v.y_max - v.y_min
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}
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struct AppState {
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mut:
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	gg      &gg.Context = 0
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	iidx    int
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	pixels  &u32     = unsafe { vcalloc(pwidth * pheight * sizeof(u32)) }
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	npixels &u32     = unsafe { vcalloc(pwidth * pheight * sizeof(u32)) } // all drawing happens here, results are swapped at the end
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	view    ViewRect = ViewRect{-2.7610033817025625, 1.1788897130338223, -1.824584023871934, 2.1153096311072788}
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	ntasks  int      = runtime.nr_jobs()
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}
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const colors = [gx.black, gx.blue, gx.red, gx.green, gx.yellow, gx.orange, gx.purple, gx.white,
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	gx.indigo, gx.violet, gx.black].map(u32(it.abgr8()))
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struct MandelChunk {
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	cview ViewRect
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	ymin  f64
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	ymax  f64
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}
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fn (mut state AppState) update() {
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	mut chunk_channel := chan MandelChunk{cap: state.ntasks}
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	mut chunk_ready_channel := chan bool{cap: 1000}
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	mut threads := []thread{cap: state.ntasks}
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	defer {
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		chunk_channel.close()
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		threads.wait()
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	}
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	for t in 0 .. state.ntasks {
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		threads << go state.worker(t, chunk_channel, chunk_ready_channel)
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	}
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	//
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	mut oview := ViewRect{}
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	mut sw := time.new_stopwatch()
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	for {
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		sw.restart()
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		cview := state.view
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		if oview == cview {
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			time.sleep(5 * time.millisecond)
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			continue
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		}
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		// schedule chunks, describing the work:
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		mut nchunks := 0
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		for start := 0; start < pheight; start += chunk_height {
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			chunk_channel <- MandelChunk{
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				cview: cview
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				ymin: start
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				ymax: start + chunk_height
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			}
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			nchunks++
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		}
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		// wait for all chunks to be processed:
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		for _ in 0 .. nchunks {
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			_ := <-chunk_ready_channel
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		}
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		// everything is done, swap the buffer pointers
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		state.pixels, state.npixels = state.npixels, state.pixels
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		println('$state.ntasks threads; $sw.elapsed().milliseconds() ms / frame')
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		oview = cview
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	}
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}
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fn (mut state AppState) worker(id int, input chan MandelChunk, ready chan bool) {
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	for {
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		chunk := <-input or { break }
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		yscale := chunk.cview.height() / pheight
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		xscale := chunk.cview.width() / pwidth
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		for y_pixel := chunk.ymin; y_pixel < chunk.ymax && y_pixel < pheight; y_pixel++ {
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			y0 := y_pixel * yscale + chunk.cview.y_min
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			for x_pixel := 0.0; x_pixel < pwidth; x_pixel++ {
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				x0 := x_pixel * xscale + chunk.cview.x_min
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				mut x, mut y := x0, y0
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				mut iter := 0
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				for ; iter < 80; iter++ {
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					x, y = x * x - y * y + x0, 2 * x * y + y0
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					if x * x + y * y > 4 {
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						break
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					}
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				}
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				unsafe {
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					state.npixels[int(y_pixel * pwidth) + int(x_pixel)] = colors[iter & 7]
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				}
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			}
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		}
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		ready <- true
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	}
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}
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fn (mut state AppState) draw() {
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	mut istream_image := state.gg.get_cached_image_by_idx(state.iidx)
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	istream_image.update_pixel_data(state.pixels)
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	size := gg.window_size()
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	state.gg.draw_image(0, 0, size.width, size.height, istream_image)
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}
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fn (mut state AppState) zoom(zoom_factor f64) {
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	c_x, c_y := (state.view.x_max + state.view.x_min) / 2, (state.view.y_max + state.view.y_min) / 2
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	d_x, d_y := c_x - state.view.x_min, c_y - state.view.y_min
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	state.view.x_min = c_x - zoom_factor * d_x
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	state.view.x_max = c_x + zoom_factor * d_x
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	state.view.y_min = c_y - zoom_factor * d_y
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	state.view.y_max = c_y + zoom_factor * d_y
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}
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fn (mut state AppState) center(s_x f64, s_y f64) {
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	c_x, c_y := (state.view.x_max + state.view.x_min) / 2, (state.view.y_max + state.view.y_min) / 2
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	d_x, d_y := c_x - state.view.x_min, c_y - state.view.y_min
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	state.view.x_min = s_x - d_x
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	state.view.x_max = s_x + d_x
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	state.view.y_min = s_y - d_y
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	state.view.y_max = s_y + d_y
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}
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// gg callbacks:
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fn graphics_init(mut state AppState) {
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	state.iidx = state.gg.new_streaming_image(pwidth, pheight, 4, pixel_format: .rgba8)
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}
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fn graphics_frame(mut state AppState) {
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	state.gg.begin()
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	state.draw()
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	state.gg.end()
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}
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fn graphics_click(x f32, y f32, btn gg.MouseButton, mut state AppState) {
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	if btn == .right {
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		size := gg.window_size()
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		m_x := (x / size.width) * state.view.width() + state.view.x_min
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		m_y := (y / size.height) * state.view.height() + state.view.y_min
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		state.center(m_x, m_y)
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	}
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}
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fn graphics_move(x f32, y f32, mut state AppState) {
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	if state.gg.mouse_buttons.has(.left) {
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		size := gg.window_size()
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		d_x := (f64(state.gg.mouse_dx) / size.width) * state.view.width()
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		d_y := (f64(state.gg.mouse_dy) / size.height) * state.view.height()
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		state.view.x_min -= d_x
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		state.view.x_max -= d_x
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		state.view.y_min -= d_y
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		state.view.y_max -= d_y
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	}
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}
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fn graphics_scroll(e &gg.Event, mut state AppState) {
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	state.zoom(if e.scroll_y < 0 { zoom_factor } else { 1 / zoom_factor })
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}
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fn graphics_keydown(code gg.KeyCode, mod gg.Modifier, mut state AppState) {
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	s_x := state.view.width() / 5
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	s_y := state.view.height() / 5
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	// movement
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	mut d_x, mut d_y := 0.0, 0.0
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	if code == .enter {
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		println('> $state.view.x_min | $state.view.x_max | $state.view.y_min | $state.view.y_max')
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	}
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	if state.gg.pressed_keys[int(gg.KeyCode.left)] {
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		d_x -= s_x
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	}
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	if state.gg.pressed_keys[int(gg.KeyCode.right)] {
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		d_x += s_x
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	}
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	if state.gg.pressed_keys[int(gg.KeyCode.up)] {
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		d_y -= s_y
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	}
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	if state.gg.pressed_keys[int(gg.KeyCode.down)] {
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		d_y += s_y
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	}
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	state.view.x_min += d_x
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	state.view.x_max += d_x
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	state.view.y_min += d_y
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	state.view.y_max += d_y
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	// zoom in/out
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	if state.gg.pressed_keys[int(gg.KeyCode.left_bracket)]
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		|| state.gg.pressed_keys[int(gg.KeyCode.z)] {
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		state.zoom(1 / zoom_factor)
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		return
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	}
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	if state.gg.pressed_keys[int(gg.KeyCode.right_bracket)]
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		|| state.gg.pressed_keys[int(gg.KeyCode.x)] {
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		state.zoom(zoom_factor)
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		return
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	}
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}
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[console]
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fn main() {
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	mut state := &AppState{}
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	state.gg = gg.new_context(
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		width: 800
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		height: 600
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		create_window: true
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		window_title: 'The Mandelbrot Set'
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		init_fn: graphics_init
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		frame_fn: graphics_frame
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		click_fn: graphics_click
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		move_fn: graphics_move
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		keydown_fn: graphics_keydown
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		scroll_fn: graphics_scroll
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		user_data: state
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	)
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	go state.update()
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	state.gg.run()
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}
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