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https://github.com/griffi-gh/hUI.git
synced 2024-11-21 22:58:42 -06:00
frame api redesign :3
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@ -26,7 +26,7 @@ document-features = "0.2"
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derive_setters = "0.1"
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derive_more = "0.99"
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tinyset = "0.4"
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enum_dispatch = "0.3"
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#enum_dispatch = "0.3"
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[features]
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default = ["builtin_elements", "builtin_font", "pixel_perfect_text"]
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@ -1,67 +1,12 @@
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pub mod point;
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pub mod layer;
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use glam::Vec2;
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use layer::{FrameLayer, FrameLayerImpl};
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use crate::draw::UiDrawCommandList;
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///XXX: this is not used yet, and also kinda a mess, simplify?
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///Maybe limit to a single layer? (aka `Frame` will be just one of the options)
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///Because currently, this is just a duplicate of the dormal draw command system, but with a different name...
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///Then, there's no need for the positioning stuff too, which is a bit overkill and is kinda code duplication too!
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///aka Frame::Rectangle, Frame::NinePatch, ...
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pub mod point;
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mod rect;
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pub mod stack;
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/// A frame, which can contain multiple layers
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///
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/// Use these to construct complex backgrounds
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#[derive(Default, Clone)]
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pub struct Frame {
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/// Layers of the frame
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layers: Vec<FrameLayer>
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}
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impl<T: Into<FrameLayer>> From<T> for Frame {
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fn from(layer: T) -> Self {
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let mut frame = Self::default();
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frame.add(layer.into());
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frame
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}
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}
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impl Frame {
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/// Get the layer with the given index
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#[inline]
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pub fn layer(&self, index: usize) -> Option<&FrameLayer> {
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self.layers.get(index)
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}
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/// Get a mutable reference to the layer with the given index
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#[inline]
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pub fn layer_mut(&mut self, index: usize) -> Option<&mut FrameLayer> {
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self.layers.get_mut(index)
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}
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/// Add a layer to the frame
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#[inline]
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pub fn add(&mut self, layer: impl Into<FrameLayer>) -> &mut Self {
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self.layers.push(layer.into());
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self
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}
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/// Add a layer to the back of the frame
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#[inline]
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pub fn add_back(&mut self, layer: impl Into<FrameLayer>) -> &mut Self {
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self.layers.insert(0, layer.into());
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self
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}
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#[inline]
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pub fn finish(&mut self) -> Self {
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self.clone()
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}
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pub(crate) fn draw(&self, draw: &mut UiDrawCommandList, position: Vec2, parent_size: Vec2) {
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for layer in &self.layers {
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layer.draw(draw, position, parent_size);
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}
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}
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pub use rect::FrameRect;
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pub trait Frame {
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fn draw(&self, draw: &mut UiDrawCommandList, position: Vec2, parent_size: Vec2);
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}
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@ -1,25 +1,13 @@
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use glam::Vec2;
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use enum_dispatch::enum_dispatch;
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use crate::{
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color,
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draw::{ImageHandle, RoundedCorners, UiDrawCommand, UiDrawCommandList},
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rect::{Corners, FillColor},
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};
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use super::point::FramePoint2d;
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#[enum_dispatch]
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pub(crate) trait FrameLayerImpl {
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fn draw(&self, draw: &mut UiDrawCommandList, position: Vec2, parent_size: Vec2);
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}
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use super::{Frame, point::FramePoint2d};
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#[derive(Clone, Copy)]
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#[enum_dispatch(FrameLayerImpl)]
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pub enum FrameLayer {
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Rect(RectFrame),
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}
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#[derive(Clone, Copy)]
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pub struct RectFrame {
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pub struct FrameRect {
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/// Background color of the frame\
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///
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/// If the container has a background texture, it will be multiplied by this color
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@ -44,13 +32,25 @@ pub struct RectFrame {
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pub corner_radius: Corners<f32>,
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}
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impl<T: Into<FillColor>> From<T> for RectFrame {
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fn from(color: T) -> Self {
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// impl<T: Into<FillColor>> From<T> for FrameRect {
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// fn from(color: T) -> Self {
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// Self::from_color(color)
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// }
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// }
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impl From<FillColor> for FrameRect {
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fn from(color: FillColor) -> Self {
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Self::from_color(color)
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}
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}
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impl RectFrame {
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impl From<ImageHandle> for FrameRect {
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fn from(image: ImageHandle) -> Self {
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Self::from_image(image)
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}
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}
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impl FrameRect {
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pub fn from_color(color: impl Into<FillColor>) -> Self {
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Self {
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color: color.into(),
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@ -58,14 +58,6 @@ impl RectFrame {
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}
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}
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pub fn from_color_rounded(color: impl Into<FillColor>, corner_radius: impl Into<Corners<f32>>) -> Self {
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Self {
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color: color.into(),
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corner_radius: corner_radius.into(),
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..Self::default()
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}
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}
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pub fn from_image(image: ImageHandle) -> Self {
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Self {
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color: color::WHITE.into(),
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@ -82,17 +74,17 @@ impl RectFrame {
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}
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}
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pub fn from_color_image_rounded(color: impl Into<FillColor>, image: ImageHandle, corner_radius: impl Into<Corners<f32>>) -> Self {
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pub fn with_corner_radius(radius: impl Into<Corners<f32>>) -> Self {
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Self {
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color: color.into(),
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image: Some(image),
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corner_radius: corner_radius.into(),
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corner_radius: radius.into(),
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..Self::default()
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}
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}
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/// Inset the rectangle by the given amount
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pub fn inset(self, inset: f32) -> Self {
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//TODO: deprecate and replace
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/// Inset the rectangle by the given amount in pixels
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pub fn with_inset(self, inset: f32) -> Self {
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Self {
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top_left: self.top_left + Vec2::splat(inset).into(),
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bottom_right: self.bottom_right - Vec2::splat(inset).into(),
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@ -101,7 +93,7 @@ impl RectFrame {
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}
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}
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impl Default for RectFrame {
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impl Default for FrameRect {
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fn default() -> Self {
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Self {
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color: FillColor::default(),
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@ -113,7 +105,7 @@ impl Default for RectFrame {
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}
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}
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impl FrameLayerImpl for RectFrame {
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impl Frame for FrameRect {
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fn draw(&self, draw: &mut UiDrawCommandList, position: Vec2, parent_size: Vec2) {
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//TODO: handle bottom_right < top_left
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let top_left = self.top_left.resolve(parent_size);
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hui/src/frame/stack.rs
Normal file
22
hui/src/frame/stack.rs
Normal file
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@ -0,0 +1,22 @@
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use glam::Vec2;
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use crate::draw::UiDrawCommandList;
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use super::Frame;
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pub struct FrameStack(pub Box<dyn Frame>, pub Box<dyn Frame>);
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impl Frame for FrameStack {
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fn draw(&self, draw: &mut UiDrawCommandList, position: Vec2, parent_size: Vec2) {
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self.0.draw(draw, position, parent_size);
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self.1.draw(draw, position, parent_size);
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}
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}
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pub trait FrameStackExt: Frame {
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fn stack(self, other: impl Frame + 'static) -> FrameStack;
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}
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impl<T: Frame + 'static> FrameStackExt for T {
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fn stack(self, other: impl Frame + 'static) -> FrameStack {
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FrameStack(Box::new(self), Box::new(other))
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}
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}
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