Fix screen scaling when window is resized (#25)
* Refactor window creation and size handling * Require pixel aspect ratio to be > 0 * Fix screen scaling when window is resized - Ensure the screen retains its correct pixel aspect ratio - Updated public API on `RenderPass` ... this will continue to be unstable until the initial release - Add build instructions for the internal shaders
This commit is contained in:
parent
cc04f14a3d
commit
8bebb29a06
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@ -3,6 +3,7 @@ use std::time::Instant;
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use pixels::{Error, Pixels, SurfaceTexture};
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use simple_invaders::{Controls, Direction, World, SCREEN_HEIGHT, SCREEN_WIDTH};
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use winit::dpi::{LogicalPosition, LogicalSize, PhysicalSize};
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use winit::event::{Event, VirtualKeyCode, WindowEvent};
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use winit::event_loop::{ControlFlow, EventLoop};
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use winit_input_helper::WinitInputHelper;
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@ -18,29 +19,8 @@ fn main() -> Result<(), Error> {
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.parse()
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.unwrap_or(false);
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let (window, surface, width, height, mut hidpi_factor) = {
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let scale = 3.0;
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let width = SCREEN_WIDTH as f64 * scale;
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let height = SCREEN_HEIGHT as f64 * scale;
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let window = winit::window::WindowBuilder::new()
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.with_inner_size(winit::dpi::LogicalSize::new(width, height))
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.with_title("pixel invaders")
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.build(&event_loop)
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.unwrap();
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let surface = pixels::wgpu::Surface::create(&window);
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let hidpi_factor = window.hidpi_factor();
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let size = window.inner_size().to_physical(hidpi_factor);
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(
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window,
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surface,
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size.width.round() as u32,
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size.height.round() as u32,
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hidpi_factor,
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)
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};
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let (window, surface, width, height, mut hidpi_factor) =
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create_window("pixel invaders", &event_loop);
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let surface_texture = SurfaceTexture::new(width, height, surface);
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let mut pixels = Pixels::new(SCREEN_WIDTH as u32, SCREEN_HEIGHT as u32, surface_texture)?;
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let mut invaders = World::new(debug);
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@ -103,3 +83,56 @@ fn main() -> Result<(), Error> {
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}
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});
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}
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/// Create a window for the game.
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///
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/// Automatically scales the window to cover about 2/3 of the monitor height.
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///
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/// # Returns
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///
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/// Tuple of `(window, surface, width, height, hidpi_factor)`
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/// `width` and `height` are in `LogicalSize` units.
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fn create_window(
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title: &str,
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event_loop: &EventLoop<()>,
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) -> (winit::window::Window, wgpu::Surface, u32, u32, f64) {
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// Create a hidden window so we can estimate a good default window size
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let window = winit::window::WindowBuilder::new()
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.with_visible(false)
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.with_title(title)
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.build(&event_loop)
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.unwrap();
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let hidpi_factor = window.hidpi_factor();
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// Get dimensions
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let width = SCREEN_WIDTH as f64;
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let height = SCREEN_HEIGHT as f64;
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let (monitor_width, monitor_height) = {
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let size = window.current_monitor().size();
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(size.width / hidpi_factor, size.height / hidpi_factor)
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};
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let scale = (monitor_height / height * 2.0 / 3.0).round();
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// Resize, center, and display the window
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let min_size = PhysicalSize::new(width, height).to_logical(hidpi_factor);
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let default_size = LogicalSize::new(width * scale, height * scale);
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let center = LogicalPosition::new(
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(monitor_width - width * scale) / 2.0,
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(monitor_height - height * scale) / 2.0,
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);
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window.set_inner_size(default_size);
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window.set_min_inner_size(Some(min_size));
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window.set_outer_position(center);
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window.set_visible(true);
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let surface = pixels::wgpu::Surface::create(&window);
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let size = default_size.to_physical(hidpi_factor);
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(
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window,
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surface,
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size.width.round() as u32,
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size.height.round() as u32,
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hidpi_factor,
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)
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}
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13
shaders/README.md
Normal file
13
shaders/README.md
Normal file
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@ -0,0 +1,13 @@
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# Shaders
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The GLSL shader source is not compiled as part of the normal cargo build process. This was a conscious decision sparked by the current state of the ecosystem; compiling GLSL-to-SPIR-V requires a C++ toolchain including CMake, which is an unacceptable constraint for a simple crate providing a pixel buffer.
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If you need to modify the GLSL sources, you must also recompile the SPIR-V as well. This can be done with `glslang`, `glslc`, etc.
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Compile shaders with `glslangValidator`:
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```bash
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glslangValidator -V shader.frag && glslangValidator -V shader.vert
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```
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For mor information, see https://github.com/parasyte/pixels/issues/9
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@ -9,6 +9,10 @@ out gl_PerVertex {
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layout(location = 0) out vec2 v_TexCoord;
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layout(set = 0, binding = 2) uniform Locals {
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mat4 u_Transform;
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};
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const vec2 positions[6] = vec2[6](
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// Upper left triangle
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vec2(-1.0, -1.0),
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@ -35,5 +39,5 @@ const vec2 uv[6] = vec2[6](
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void main() {
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v_TexCoord = uv[gl_VertexIndex];
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gl_Position = vec4(positions[gl_VertexIndex], 0.0, 1.0);
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gl_Position = u_Transform * vec4(positions[gl_VertexIndex], 0.0, 1.0);
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}
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BIN
shaders/vert.spv
BIN
shaders/vert.spv
Binary file not shown.
60
src/lib.rs
60
src/lib.rs
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@ -17,7 +17,7 @@ use std::fmt;
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use std::rc::Rc;
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pub use wgpu;
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use wgpu::TextureView;
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use wgpu::{Extent3d, TextureView};
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mod render_pass;
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pub use render_pass::{BoxedRenderPass, Device, Queue, RenderPass};
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@ -25,7 +25,7 @@ pub use render_pass::{BoxedRenderPass, Device, Queue, RenderPass};
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mod renderers;
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use renderers::Renderer;
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type RenderPassFactory = Box<dyn Fn(Device, Queue, &TextureView) -> BoxedRenderPass>;
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type RenderPassFactory = Box<dyn Fn(Device, Queue, &TextureView, &Extent3d) -> BoxedRenderPass>;
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/// A logical texture for a window surface.
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#[derive(Debug)]
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@ -148,7 +148,7 @@ impl Pixels {
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/// Call this method in response to a resize event from your window manager. The size expected
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/// is in physical pixel units.
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pub fn resize(&mut self, width: u32, height: u32) {
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// TODO: Scaling with a uniform transformation matrix
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// TODO: Call `update_bindings` on each render pass to create a texture chain
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// Update SurfaceTexture dimensions
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self.surface_texture.width = width;
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@ -165,6 +165,16 @@ impl Pixels {
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present_mode: wgpu::PresentMode::Vsync,
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},
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);
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// Update state for all render passes
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let mut encoder = self
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.device
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.create_command_encoder(&wgpu::CommandEncoderDescriptor { todo: 0 });
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for renderer in self.renderers.iter_mut() {
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renderer.resize(&mut encoder, width, height);
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}
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self.queue.borrow_mut().submit(&[encoder.finish()]);
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}
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/// Draw this pixel buffer to the configured [`SurfaceTexture`].
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// Execute all render passes
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for renderer in self.renderers.iter() {
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// TODO: Create a texture chain so that each pass receives the texture drawn by the previous
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renderer.render_pass(&mut encoder, &frame.view);
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renderer.render(&mut encoder, &frame.view);
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}
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self.queue.borrow_mut().submit(&[encoder.finish()]);
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@ -247,13 +257,13 @@ impl PixelsBuilder {
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///
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/// impl pixels::RenderPass for MyRenderPass {
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/// // ...
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/// # fn update_bindings(&mut self, _: &wgpu::TextureView) {}
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/// # fn render_pass(&self, _: &mut wgpu::CommandEncoder, _: &wgpu::TextureView) {}
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/// # fn update_bindings(&mut self, _: &wgpu::TextureView, _: &wgpu::Extent3d) {}
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/// # fn render(&self, _: &mut wgpu::CommandEncoder, _: &wgpu::TextureView) {}
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/// }
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///
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/// let mut pixels = PixelsBuilder::new(256, 240, surface_texture)
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/// .pixel_aspect_ratio(8.0 / 7.0)
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/// .add_render_pass(|device, queue, texture| {
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/// .add_render_pass(|device, queue, texture, texture_size| {
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/// // Create reources for MyRenderPass here
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/// Box::new(MyRenderPass {
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/// // ...
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/// factor.
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///
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/// E.g. set this to `8.0 / 7.0` for an 8:7 pixel aspect ratio.
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pub const fn pixel_aspect_ratio(mut self, pixel_aspect_ratio: f64) -> PixelsBuilder {
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///
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/// # Panics
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///
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/// The aspect ratio must be > 0.
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pub fn pixel_aspect_ratio(mut self, pixel_aspect_ratio: f64) -> PixelsBuilder {
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assert!(pixel_aspect_ratio > 0.0);
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self.pixel_aspect_ratio = pixel_aspect_ratio;
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self
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}
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@ -330,13 +346,14 @@ impl PixelsBuilder {
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/// * `device` - A reference-counted [`wgpu::Device`] which allows you to create GPU resources.
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/// * `queue` - A reference-counted [`wgpu::Queue`] which can execute command buffers.
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/// * `texture` - A [`wgpu::TextureView`] reference that is used as the texture input for the
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/// render pass.
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/// render pass.
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/// * `texture_size` - A [`wgpu::Extent3d`] providing the input texture size.
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///
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/// # Examples
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///
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/// ```no_run
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/// use pixels::{BoxedRenderPass, Device, PixelsBuilder, Queue, RenderPass};
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/// use wgpu::TextureView;
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/// use wgpu::{Extent3d, TextureView};
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///
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/// struct MyRenderPass {
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/// device: Device,
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/// }
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///
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/// impl MyRenderPass {
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/// fn factory(device: Device, queue: Queue, texture: &TextureView) -> BoxedRenderPass {
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/// fn factory(
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/// device: Device,
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/// queue: Queue,
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/// texture: &TextureView,
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/// texture_size: &Extent3d,
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/// ) -> BoxedRenderPass {
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/// // Create a bind group, pipeline, etc. and store all of the necessary state...
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/// Box::new(MyRenderPass { device, queue })
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/// }
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///
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/// impl RenderPass for MyRenderPass {
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/// // ...
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/// # fn update_bindings(&mut self, _: &wgpu::TextureView) {}
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/// # fn render_pass(&self, _: &mut wgpu::CommandEncoder, _: &wgpu::TextureView) {}
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/// # fn update_bindings(&mut self, _: &wgpu::TextureView, _: &wgpu::Extent3d) {}
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/// # fn render(&self, _: &mut wgpu::CommandEncoder, _: &wgpu::TextureView) {}
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/// }
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///
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/// # let surface = wgpu::Surface::create(&pixels_mocks::RWH);
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/// ```
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pub fn add_render_pass(
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mut self,
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factory: impl Fn(Device, Queue, &TextureView) -> BoxedRenderPass + 'static,
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factory: impl Fn(Device, Queue, &TextureView, &Extent3d) -> BoxedRenderPass + 'static,
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) -> PixelsBuilder {
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self.renderer_factories.push(Box::new(factory));
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self
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device.clone(),
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queue.clone(),
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&texture_view,
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&texture_extent,
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)];
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// Create all render passes
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renderers.extend(self.renderer_factories.iter().map(|f| {
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// TODO: Create a texture chain so that each pass recieves the texture drawn by the previous
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f(device.clone(), queue.clone(), &texture_view)
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f(
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device.clone(),
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queue.clone(),
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&texture_view,
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&texture_extent,
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)
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}));
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Ok(Pixels {
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device,
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queue,
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swap_chain,
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renderers,
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surface_texture,
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renderers,
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texture,
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texture_extent,
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texture_format_size,
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|
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@ -1,7 +1,7 @@
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use std::cell::RefCell;
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use std::fmt;
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use std::rc::Rc;
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use wgpu::TextureView;
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use wgpu::{Extent3d, TextureView};
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/// A reference-counted [`wgpu::Device`]
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pub type Device = Rc<wgpu::Device>;
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@ -29,17 +29,6 @@ pub type BoxedRenderPass = Box<dyn RenderPass>;
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///
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/// [`Pixels`]: ./struct.Pixels.html
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pub trait RenderPass {
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/// This method will be called when the input [`wgpu::TextureView`] needs to be rebinded.
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///
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/// A [`wgpu::TextureView`] is provided to the `RenderPass` factory as an input texture with
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/// the original [`SurfaceTexture`] size. This method is called in response to resizing the
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/// [`SurfaceTexture`], where your `RenderPass` impl can update its input texture for the new
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/// size.
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///
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/// [`Pixels`]: ./struct.Pixels.html
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/// [`SurfaceTexture`]: ./struct.SurfaceTexture.html
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fn update_bindings(&mut self, input_texture: &TextureView);
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/// Called when it is time to execute this render pass. Use the `encoder` to encode all
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/// commands related to this render pass. The result must be stored to the `render_target`.
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///
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@ -47,7 +36,34 @@ pub trait RenderPass {
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/// * `encoder` - Command encoder for the render pass
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/// * `render_target` - A reference to the output texture
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/// * `texels` - The byte slice passed to `Pixels::render`
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fn render_pass(&self, encoder: &mut wgpu::CommandEncoder, render_target: &TextureView);
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fn render(&self, encoder: &mut wgpu::CommandEncoder, render_target: &TextureView);
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/// This method will be called when the input [`wgpu::TextureView`] needs to be rebinded.
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///
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/// A [`wgpu::TextureView`] is provided to the `RenderPass` factory as an input texture with
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/// the original [`SurfaceTexture`] size. This method is called in response to resizing the
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/// [`SurfaceTexture`], where your `RenderPass` impl can update its input texture for the new
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/// size.
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///
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/// # Arguments
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/// * `input_texture` - A reference to the `TextureView` for this render pass's input
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/// * `input_texture_size` - The `input_texture` size
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///
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/// [`Pixels`]: ./struct.Pixels.html
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/// [`SurfaceTexture`]: ./struct.SurfaceTexture.html
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fn update_bindings(&mut self, input_texture: &TextureView, input_texture_size: &Extent3d);
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/// When the window is resized, this method will be called, allowing the render pass to
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/// customize itself to the display size.
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///
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/// The default implementation is a no-op.
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///
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/// # Arguments
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/// * `encoder` - Command encoder for the render pass
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/// * `width` - Render target width in physical pixel units
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/// * `height` - Render target height in physical pixel units
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#[allow(unused_variables)]
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fn resize(&mut self, encoder: &mut wgpu::CommandEncoder, width: u32, height: u32) {}
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/// This function implements [`Debug`](fmt::Debug) for trait objects.
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///
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|
|
|
@ -1,7 +1,7 @@
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use byteorder::{ByteOrder, LittleEndian};
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use std::fmt;
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use std::rc::Rc;
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use wgpu::{self, TextureView};
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use wgpu::{self, Extent3d, TextureView};
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use crate::render_pass::{BoxedRenderPass, Device, Queue, RenderPass};
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|
@ -9,8 +9,11 @@ use crate::render_pass::{BoxedRenderPass, Device, Queue, RenderPass};
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#[derive(Debug)]
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pub(crate) struct Renderer {
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device: Rc<wgpu::Device>,
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uniform_buffer: wgpu::Buffer,
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bind_group: wgpu::BindGroup,
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render_pipeline: wgpu::RenderPipeline,
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width: f32,
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height: f32,
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}
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impl Renderer {
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|
@ -19,6 +22,7 @@ impl Renderer {
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device: Device,
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_queue: Queue,
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texture_view: &TextureView,
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texture_size: &Extent3d,
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) -> BoxedRenderPass {
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let vert_spv = include_bytes!("../shaders/vert.spv");
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let mut vert = Vec::new();
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|
@ -52,6 +56,18 @@ impl Renderer {
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compare_function: wgpu::CompareFunction::Always,
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});
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// Create uniform buffer
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#[rustfmt::skip]
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let transform: [f32; 16] = [
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1.0, 0.0, 0.0, 0.0,
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0.0, 1.0, 0.0, 0.0,
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0.0, 0.0, 1.0, 0.0,
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0.0, 0.0, 0.0, 1.0,
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];
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let uniform_buffer = device
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.create_buffer_mapped(16, wgpu::BufferUsage::UNIFORM | wgpu::BufferUsage::COPY_DST)
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.fill_from_slice(&transform);
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|
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// Create bind group
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let bind_group_layout = device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
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bindings: &[
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|
@ -68,6 +84,11 @@ impl Renderer {
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visibility: wgpu::ShaderStage::FRAGMENT,
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ty: wgpu::BindingType::Sampler,
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},
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wgpu::BindGroupLayoutBinding {
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binding: 2,
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visibility: wgpu::ShaderStage::VERTEX,
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ty: wgpu::BindingType::UniformBuffer { dynamic: false },
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},
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],
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});
|
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let bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
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|
@ -81,6 +102,13 @@ impl Renderer {
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binding: 1,
|
||||
resource: wgpu::BindingResource::Sampler(&sampler),
|
||||
},
|
||||
wgpu::Binding {
|
||||
binding: 2,
|
||||
resource: wgpu::BindingResource::Buffer {
|
||||
buffer: &uniform_buffer,
|
||||
range: 0..64,
|
||||
},
|
||||
},
|
||||
],
|
||||
});
|
||||
|
||||
|
@ -122,16 +150,17 @@ impl Renderer {
|
|||
|
||||
Box::new(Renderer {
|
||||
device,
|
||||
uniform_buffer,
|
||||
bind_group,
|
||||
render_pipeline,
|
||||
width: texture_size.width as f32,
|
||||
height: texture_size.height as f32,
|
||||
})
|
||||
}
|
||||
}
|
||||
|
||||
impl RenderPass for Renderer {
|
||||
fn update_bindings(&mut self, _input_texture: &TextureView) {}
|
||||
|
||||
fn render_pass(&self, encoder: &mut wgpu::CommandEncoder, render_target: &TextureView) {
|
||||
fn render(&self, encoder: &mut wgpu::CommandEncoder, render_target: &TextureView) {
|
||||
// Draw the updated texture to the render target
|
||||
let mut rpass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
|
||||
color_attachments: &[wgpu::RenderPassColorAttachmentDescriptor {
|
||||
|
@ -148,6 +177,38 @@ impl RenderPass for Renderer {
|
|||
rpass.draw(0..6, 0..1);
|
||||
}
|
||||
|
||||
fn resize(&mut self, encoder: &mut wgpu::CommandEncoder, width: u32, height: u32) {
|
||||
let width = width as f32;
|
||||
let height = height as f32;
|
||||
|
||||
// Get smallest scale size
|
||||
let scale = (width / self.width)
|
||||
.min(height / self.height)
|
||||
.max(1.0)
|
||||
.floor();
|
||||
|
||||
// Update transformation matrix
|
||||
let sw = self.width * scale / width;
|
||||
let sh = self.height * scale / height;
|
||||
#[rustfmt::skip]
|
||||
let transform: [f32; 16] = [
|
||||
sw, 0.0, 0.0, 0.0,
|
||||
0.0, sh, 0.0, 0.0,
|
||||
0.0, 0.0, 1.0, 0.0,
|
||||
0.0, 0.0, 0.0, 1.0,
|
||||
];
|
||||
|
||||
let temp_buf = self
|
||||
.device
|
||||
.create_buffer_mapped(16, wgpu::BufferUsage::COPY_SRC)
|
||||
.fill_from_slice(&transform);
|
||||
encoder.copy_buffer_to_buffer(&temp_buf, 0, &self.uniform_buffer, 0, 64);
|
||||
}
|
||||
|
||||
// We don't actually have to rebind the TextureView here.
|
||||
// It's guaranteed that the initial texture never changes.
|
||||
fn update_bindings(&mut self, _input_texture: &TextureView, _input_texture_size: &Extent3d) {}
|
||||
|
||||
fn debug(&self, f: &mut fmt::Formatter<'_>) -> fmt::Result {
|
||||
write!(f, "{:?}", self)
|
||||
}
|
||||
|
|
Loading…
Reference in a new issue