refactor(app): compose platform input and camera startup
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4 changed files with 877 additions and 88 deletions
333
src/AcDream.App/Composition/HostInputCameraComposition.cs
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333
src/AcDream.App/Composition/HostInputCameraComposition.cs
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using AcDream.App.Input;
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using AcDream.App.Rendering;
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using AcDream.UI.Abstractions.Input;
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using Silk.NET.Input;
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using Silk.NET.Maths;
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using Silk.NET.OpenGL;
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namespace AcDream.App.Composition;
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internal interface IGameWindowHostInputCameraPublication
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{
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void PublishGpuFrameFlights(GpuFrameFlightController value);
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void PublishKeyboardSource(SilkKeyboardSource value);
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void PublishMouseSource(SilkMouseSource value);
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void PublishMouseLookCursor(IMouseLookCursor value);
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void PublishInputDispatcher(InputDispatcher value);
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void PublishCameraController(CameraController value);
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void PublishCameraPointerInput(CameraPointerInputController value);
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}
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internal sealed record HostInputCameraResult(
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GpuFrameFlightController GpuFrameFlights,
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WorldRenderDiagnostics WorldRenderDiagnostics,
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SilkKeyboardSource? KeyboardSource,
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SilkMouseSource? MouseSource,
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IMouseLookCursor? MouseLookCursor,
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InputDispatcher? InputDispatcher,
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CameraController CameraController,
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CameraPointerInputController? CameraPointerInput);
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internal sealed record HostInputCameraDependencies(
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FramebufferResizeController FramebufferResize,
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Vector2D<int> InitialFramebufferSize,
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HostQuiescenceGate HostQuiescence,
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IInputCaptureSource InputCapture,
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KeyBindings KeyBindings,
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DispatcherMovementInputSource MovementInput,
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DispatcherCameraInputSource CameraInput,
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LocalPlayerModeState LocalPlayerMode,
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ChaseCameraInputState ChaseCameraInput,
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PointerPositionState PointerPosition,
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IRenderFrameDiagnosticLog RenderDiagnosticLog);
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internal interface IHostInputCameraCompositionFactory
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{
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IFramebufferViewportTarget CreateViewportTarget(GL gl);
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GpuFrameFlightController CreateGpuFrameFlights(GL gl);
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WorldRenderDiagnostics CreateWorldRenderDiagnostics(
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GL gl,
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IRenderFrameDiagnosticLog log);
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SilkKeyboardSource CreateKeyboardSource(
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IKeyboard keyboard,
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HostQuiescenceGate quiescence);
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SilkMouseSource CreateMouseSource(
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IMouse mouse,
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IInputCaptureSource capture,
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IKeyboardSource? keyboard,
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HostQuiescenceGate quiescence);
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IMouseLookCursor CreateMouseLookCursor(IMouse mouse);
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InputDispatcher CreateInputDispatcher(
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IKeyboardSource keyboard,
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IMouseSource mouse,
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KeyBindings bindings);
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CameraController CreateCameraController();
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IFramebufferCameraTarget CreateCameraTarget(CameraController camera);
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CameraPointerInputController CreateCameraPointerInput(
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IReadOnlyList<IMouse> mice,
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HostQuiescenceGate quiescence,
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IInputCaptureSource capture,
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LocalPlayerModeState playerMode,
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CameraController camera,
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ChaseCameraInputState chase,
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IMouseSource mouse,
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PointerPositionState pointer);
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}
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internal sealed class RetailHostInputCameraCompositionFactory
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: IHostInputCameraCompositionFactory
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{
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public IFramebufferViewportTarget CreateViewportTarget(GL gl) =>
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new SilkFramebufferViewportTarget(gl);
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public GpuFrameFlightController CreateGpuFrameFlights(GL gl) => new(gl);
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public WorldRenderDiagnostics CreateWorldRenderDiagnostics(
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GL gl,
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IRenderFrameDiagnosticLog log) =>
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new(new SilkRenderGlStateReader(gl), log);
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public SilkKeyboardSource CreateKeyboardSource(
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IKeyboard keyboard,
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HostQuiescenceGate quiescence) =>
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SilkKeyboardSource.CreateDetached(keyboard, quiescence);
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public SilkMouseSource CreateMouseSource(
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IMouse mouse,
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IInputCaptureSource capture,
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IKeyboardSource? keyboard,
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HostQuiescenceGate quiescence) =>
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SilkMouseSource.CreateDetached(mouse, capture, keyboard, quiescence);
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public IMouseLookCursor CreateMouseLookCursor(IMouse mouse) =>
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new SilkMouseLookCursor(mouse);
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public InputDispatcher CreateInputDispatcher(
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IKeyboardSource keyboard,
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IMouseSource mouse,
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KeyBindings bindings) =>
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InputDispatcher.CreateDetached(keyboard, mouse, bindings);
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public CameraController CreateCameraController() =>
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new(new OrbitCamera(), new FlyCamera());
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public IFramebufferCameraTarget CreateCameraTarget(CameraController camera) =>
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new CameraFramebufferTarget(camera);
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public CameraPointerInputController CreateCameraPointerInput(
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IReadOnlyList<IMouse> mice,
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HostQuiescenceGate quiescence,
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IInputCaptureSource capture,
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LocalPlayerModeState playerMode,
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CameraController camera,
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ChaseCameraInputState chase,
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IMouseSource mouse,
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PointerPositionState pointer) =>
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CameraPointerInputController.Create(
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mice,
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quiescence,
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capture,
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playerMode,
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camera,
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chase,
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mouse,
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pointer,
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new EnvironmentInputMonotonicClock());
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}
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internal enum HostInputCameraCompositionPoint
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{
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ViewportBound,
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GpuFrameFlightsPublished,
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KeyboardPublished,
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KeyboardAttached,
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MousePublished,
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MouseAttached,
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MouseLookCursorPublished,
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DispatcherPublished,
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DispatcherAttached,
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MovementInputBound,
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CameraInputBound,
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CameraPublished,
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CameraTargetBound,
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InitialFramebufferApplied,
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CameraPointerPublished,
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CameraPointerAttached,
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}
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/// <summary>
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/// Production Phase 1. Callback-bearing owners publish to the lifetime shell
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/// before attachment, so a side-effecting event accessor cannot leave an
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/// unreachable subscription after partial startup failure.
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/// </summary>
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internal sealed class HostInputCameraCompositionPhase :
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IHostInputCameraCompositionPhase<
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GameWindowPlatformResult<GL, IInputContext>,
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HostInputCameraResult>
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{
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private readonly HostInputCameraDependencies _dependencies;
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private readonly IGameWindowHostInputCameraPublication _publication;
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private readonly IHostInputCameraCompositionFactory _factory;
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private readonly Action<HostInputCameraCompositionPoint>? _faultInjection;
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public HostInputCameraCompositionPhase(
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HostInputCameraDependencies dependencies,
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IGameWindowHostInputCameraPublication publication,
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IHostInputCameraCompositionFactory? factory = null,
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Action<HostInputCameraCompositionPoint>? faultInjection = null)
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{
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_dependencies = dependencies
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?? throw new ArgumentNullException(nameof(dependencies));
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_publication = publication
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?? throw new ArgumentNullException(nameof(publication));
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_factory = factory ?? new RetailHostInputCameraCompositionFactory();
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_faultInjection = faultInjection;
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}
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public HostInputCameraResult Compose(
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GameWindowPlatformResult<GL, IInputContext> platform)
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{
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ArgumentNullException.ThrowIfNull(platform);
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var scope = new CompositionAcquisitionScope();
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try
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{
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HostInputCameraResult result = ComposeCore(platform, scope);
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scope.Complete();
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return result;
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}
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catch (Exception failure)
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{
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scope.RollbackAndThrow(failure);
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throw new System.Diagnostics.UnreachableException();
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}
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}
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private HostInputCameraResult ComposeCore(
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GameWindowPlatformResult<GL, IInputContext> platform,
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CompositionAcquisitionScope scope)
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{
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GL gl = platform.Graphics;
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IInputContext input = platform.Input;
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_dependencies.FramebufferResize.BindViewport(
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_factory.CreateViewportTarget(gl));
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Fault(HostInputCameraCompositionPoint.ViewportBound);
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GpuFrameFlightController gpuFrames = scope.Acquire(
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"GPU frame flights",
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() => _factory.CreateGpuFrameFlights(gl),
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static value => value.Dispose()).Publish(
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_publication.PublishGpuFrameFlights);
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Fault(HostInputCameraCompositionPoint.GpuFrameFlightsPublished);
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WorldRenderDiagnostics diagnostics =
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_factory.CreateWorldRenderDiagnostics(
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gl,
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_dependencies.RenderDiagnosticLog);
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IKeyboard? firstKeyboard = input.Keyboards.FirstOrDefault();
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IMouse? firstMouse = input.Mice.FirstOrDefault();
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SilkKeyboardSource? keyboard = null;
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SilkMouseSource? mouse = null;
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IMouseLookCursor? cursor = null;
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InputDispatcher? dispatcher = null;
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CameraPointerInputController? pointer = null;
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if (firstKeyboard is not null)
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{
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keyboard = scope.Acquire(
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"keyboard source",
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() => _factory.CreateKeyboardSource(
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firstKeyboard,
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_dependencies.HostQuiescence),
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static value => value.Dispose()).Publish(
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_publication.PublishKeyboardSource);
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Fault(HostInputCameraCompositionPoint.KeyboardPublished);
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keyboard.Attach();
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Fault(HostInputCameraCompositionPoint.KeyboardAttached);
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}
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if (firstMouse is not null)
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{
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mouse = scope.Acquire(
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"mouse source",
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() => _factory.CreateMouseSource(
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firstMouse,
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_dependencies.InputCapture,
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keyboard,
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_dependencies.HostQuiescence),
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static value => value.Dispose()).Publish(
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_publication.PublishMouseSource);
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Fault(HostInputCameraCompositionPoint.MousePublished);
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mouse.Attach();
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Fault(HostInputCameraCompositionPoint.MouseAttached);
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cursor = _factory.CreateMouseLookCursor(firstMouse);
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_publication.PublishMouseLookCursor(cursor);
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Fault(HostInputCameraCompositionPoint.MouseLookCursorPublished);
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}
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if (keyboard is not null && mouse is not null)
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{
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dispatcher = scope.Acquire(
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"input dispatcher",
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() => _factory.CreateInputDispatcher(
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keyboard,
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mouse,
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_dependencies.KeyBindings),
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static value => value.Dispose()).Publish(
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_publication.PublishInputDispatcher);
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Fault(HostInputCameraCompositionPoint.DispatcherPublished);
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dispatcher.Attach();
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Fault(HostInputCameraCompositionPoint.DispatcherAttached);
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_dependencies.MovementInput.Bind(dispatcher);
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Fault(HostInputCameraCompositionPoint.MovementInputBound);
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_dependencies.CameraInput.Bind(dispatcher);
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Fault(HostInputCameraCompositionPoint.CameraInputBound);
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}
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CameraController camera = _factory.CreateCameraController();
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_publication.PublishCameraController(camera);
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Fault(HostInputCameraCompositionPoint.CameraPublished);
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_dependencies.FramebufferResize.BindCamera(
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_factory.CreateCameraTarget(camera));
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Fault(HostInputCameraCompositionPoint.CameraTargetBound);
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_dependencies.FramebufferResize.Resize(
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_dependencies.InitialFramebufferSize);
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Fault(HostInputCameraCompositionPoint.InitialFramebufferApplied);
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if (mouse is not null && firstMouse is not null)
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{
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pointer = scope.Acquire(
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"camera pointer input",
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() => _factory.CreateCameraPointerInput(
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input.Mice,
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_dependencies.HostQuiescence,
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_dependencies.InputCapture,
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_dependencies.LocalPlayerMode,
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camera,
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_dependencies.ChaseCameraInput,
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mouse,
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_dependencies.PointerPosition),
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static value => value.Dispose()).Publish(
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_publication.PublishCameraPointerInput);
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Fault(HostInputCameraCompositionPoint.CameraPointerPublished);
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pointer.AttachRaw();
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Fault(HostInputCameraCompositionPoint.CameraPointerAttached);
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}
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return new HostInputCameraResult(
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gpuFrames,
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diagnostics,
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keyboard,
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mouse,
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cursor,
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dispatcher,
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camera,
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pointer);
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}
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private void Fault(HostInputCameraCompositionPoint point) =>
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_faultInjection?.Invoke(point);
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}
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