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example: add graphics_pipeline_showcase demo showcasing accelerated rendering
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Cargo.toml

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@@ -137,3 +137,8 @@ name = "wearable_dialogs_pickers_status_showcase"
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path = "examples/basics/wearable_dialogs_pickers_status_showcase.rs"
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required-features = ["std"]
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[[example]]
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name = "graphics_pipeline_showcase"
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path = "examples/basics/graphics_pipeline_showcase.rs"
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required-features = ["std"]
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//! Showcase: High-Performance Graphics Pipeline & Accelerated Primitives
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//!
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//! Demonstrates:
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//! 1. Fast `Framebuffer` operations (`fill_solid`, `fill_contiguous`, `clear`).
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//! 2. True Alpha Compositing (`Blend`) vs Ordered Dithering (`Dither`).
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//! 3. Division-Free Fixed-Point Linear Gradients (Horizontal & Vertical).
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//! 4. Fast IIR Regional Blur (Frosted Glass UI Card overlay).
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//! 5. Zero-Copy 1:1 Image & Texture Blitting.
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//! 6. Band-buffered slice rendering for ultra-low SRAM usage.
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//!
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//! ### Interactive Controls (when desktop window is available):
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//! - **Space**: Toggle animation / pause
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//! - **B**: Adjust blur intensity
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//! - **Esc / Q**: Exit
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use embedded_graphics_core::{
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draw_target::DrawTarget,
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geometry::{Point, Size},
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pixelcolor::{Rgb565, RgbColor, WebColors},
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primitives::Rectangle,
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};
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use embedded_graphics_simulator::{
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OutputSettingsBuilder, SimulatorDisplay, SimulatorEvent, Window, sdl2::Keycode,
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};
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use embedded_gui::{
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framebuffer::Framebuffer,
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geometry::Rect,
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image::{ImageFit, ImageRef},
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render::{PartialBandBuffer, PixelRead, RenderCtx},
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style::{Border, GradientDirection, LinearGradient},
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};
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const W: u32 = 320;
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const H: u32 = 240;
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const FB_SIZE: usize = (W * H) as usize;
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// Embedded 16x16 test pattern icon (RGB565 raw pixels)
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const ICON_RAW: [u16; 16 * 16] = [
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0x0000, 0x0000, 0x0000, 0xF800, 0xF800, 0xF800, 0xF800, 0xF800, 0xF800, 0xF800, 0xF800, 0xF800,
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0xF800, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0xF800, 0xFFE0, 0xFFE0, 0xFFE0, 0xFFE0, 0xFFE0,
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0xFFE0, 0xFFE0, 0xFFE0, 0xFFE0, 0xFFE0, 0xF800, 0x0000, 0x0000, 0x0000, 0xF800, 0xFFE0, 0x07E0,
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0x07E0, 0x07E0, 0x07E0, 0x07E0, 0x07E0, 0x07E0, 0x07E0, 0x07E0, 0x07E0, 0xFFE0, 0xF800, 0x0000,
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0xF800, 0xFFE0, 0x07E0, 0x07E0, 0x001F, 0x001F, 0x001F, 0x001F, 0x001F, 0x001F, 0x001F, 0x001F,
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0x07E0, 0x07E0, 0xFFE0, 0xF800, 0xF800, 0xFFE0, 0x07E0, 0x001F, 0xFFFF, 0xFFFF, 0xFFFF, 0xFFFF,
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0xFFFF, 0xFFFF, 0xFFFF, 0xFFFF, 0x001F, 0x07E0, 0xFFE0, 0xF800, 0xF800, 0xFFE0, 0x07E0, 0x001F,
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0xFFFF, 0x0000, 0x0000, 0xFFFF, 0xFFFF, 0x0000, 0x0000, 0xFFFF, 0x001F, 0x07E0, 0xFFE0, 0xF800,
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0xF800, 0xFFE0, 0x07E0, 0x001F, 0xFFFF, 0x0000, 0x0000, 0xFFFF, 0xFFFF, 0x0000, 0x0000, 0xFFFF,
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0x001F, 0x07E0, 0xFFE0, 0xF800, 0xF800, 0xFFE0, 0x07E0, 0x001F, 0xFFFF, 0xFFFF, 0xFFFF, 0xFFFF,
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0xFFFF, 0xFFFF, 0xFFFF, 0xFFFF, 0x001F, 0x07E0, 0xFFE0, 0xF800, 0xF800, 0xFFE0, 0x07E0, 0x001F,
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0xFFFF, 0xF800, 0xF800, 0xF800, 0xF800, 0xF800, 0xF800, 0xFFFF, 0x001F, 0x07E0, 0xFFE0, 0xF800,
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0xF800, 0xFFE0, 0x07E0, 0x001F, 0xFFFF, 0xFFFF, 0xFFFF, 0xFFFF, 0xFFFF, 0xFFFF, 0xFFFF, 0xFFFF,
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0x001F, 0x07E0, 0xFFE0, 0xF800, 0xF800, 0xFFE0, 0x07E0, 0x07E0, 0x001F, 0x001F, 0x001F, 0x001F,
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0x001F, 0x001F, 0x001F, 0x001F, 0x07E0, 0x07E0, 0xFFE0, 0xF800, 0x0000, 0xF800, 0xFFE0, 0x07E0,
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0x07E0, 0x07E0, 0x07E0, 0x07E0, 0x07E0, 0x07E0, 0x07E0, 0x07E0, 0x07E0, 0xFFE0, 0xF800, 0x0000,
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0x0000, 0x0000, 0xF800, 0xFFE0, 0xFFE0, 0xFFE0, 0xFFE0, 0xFFE0, 0xFFE0, 0xFFE0, 0xFFE0, 0xFFE0,
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0xFFE0, 0xF800, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0xF800, 0xF800, 0xF800, 0xF800, 0xF800,
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0xF800, 0xF800, 0xF800, 0xF800, 0xF800, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000,
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0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000,
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0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000,
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0x0000, 0x0000, 0x0000, 0x0000,
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];
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fn render_scene<D: DrawTarget<Color = Rgb565> + PixelRead>(
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target: &mut D,
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frame: u32,
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blur_level: u8,
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) -> Result<(), D::Error> {
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// 1. Fast Background Fill
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let bg_rect = Rectangle::new(Point::zero(), Size::new(W, H));
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target.fill_solid(&bg_rect, Rgb565::new(2, 4, 8))?;
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let viewport = Rect::new(0, 0, W, H);
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let mut ctx = RenderCtx::compositing(target, viewport);
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// 2. Optimized Vertical Linear Gradient Card
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let grad_vert = LinearGradient {
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start: Rgb565::new(31, 10, 5),
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end: Rgb565::new(5, 5, 25),
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direction: GradientDirection::Vertical,
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};
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ctx.fill_rounded_rect_gradient_alpha(Rect::new(12, 16, 140, 100), 8, grad_vert, 255)?;
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ctx.draw_text(20, 24, "Vertical Gradient", Rgb565::WHITE)?;
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ctx.draw_text(20, 36, "Hoisted scanlines", Rgb565::CSS_GRAY)?;
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// 3. Optimized Horizontal Linear Gradient Card
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let grad_horiz = LinearGradient {
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start: Rgb565::new(0, 45, 20),
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end: Rgb565::new(28, 50, 0),
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direction: GradientDirection::Horizontal,
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};
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ctx.fill_rounded_rect_gradient_alpha(Rect::new(168, 16, 140, 100), 8, grad_horiz, 255)?;
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ctx.draw_text(176, 24, "Horizontal Gradient", Rgb565::WHITE)?;
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ctx.draw_text(176, 36, "Division-free lerp", Rgb565::CSS_GRAY)?;
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// 4. Zero-Copy 1:1 Image & Texture Blit
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let icon = ImageRef::new(16, 16, &ICON_RAW);
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ctx.draw_image(Rect::new(24, 60, 16, 16), icon, ImageFit::Center)?;
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ctx.draw_text(48, 64, "1:1 Slice Blit", Rgb565::WHITE)?;
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// 5. Scaled Fixed-Point Image Blit
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ctx.draw_image(Rect::new(180, 56, 32, 32), icon, ImageFit::Stretch)?;
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ctx.draw_text(220, 68, "Fixed-Point 2x", Rgb565::WHITE)?;
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// 6. Dynamic Moving Object behind the Frosted Glass
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let ball_x = 40 + ((frame * 3) % 240) as i32;
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let ball_y = 150 + (((frame as f32 * 0.1).sin() * 20.0) as i32);
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ctx.fill_circle(ball_x, ball_y, 18, Rgb565::new(31, 30, 0))?;
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ctx.fill_circle(300 - ball_x, ball_y + 10, 14, Rgb565::new(0, 40, 31))?;
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// 7. Frosted Glass Effect: Regional IIR Gaussian Blur + Alpha Compositing
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let glass_rect = Rect::new(60, 130, 200, 90);
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if blur_level > 0 {
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ctx.blur_rect(glass_rect, blur_level)?;
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}
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// Alpha-composited Glass Tint (true per-pixel blending)
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ctx.fill_rounded_rect_alpha(glass_rect, 10, Rgb565::new(25, 25, 30), 160)?;
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ctx.stroke_rounded_rect_alpha(glass_rect, 10, Border::one(Rgb565::WHITE), 100)?;
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ctx.draw_text(76, 142, "Frosted Glass Overlay", Rgb565::WHITE)?;
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ctx.draw_text(76, 158, "Fast Stack IIR Blur", Rgb565::CSS_LIGHT_CYAN)?;
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ctx.draw_text(
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76,
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174,
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"True Alpha Composite (Blend)",
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Rgb565::CSS_LIGHT_GREEN,
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)?;
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ctx.draw_text(76, 192, "Press [B] to toggle blur", Rgb565::CSS_YELLOW)?;
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Ok(())
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}
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fn main() {
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println!("=== embedded-gui: Graphics Pipeline Showcase ===");
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let res = std::panic::catch_unwind(|| {
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run_interactive();
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});
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if res.is_err() {
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println!("\n[Notice: Desktop display window not available in current environment]");
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println!("[Running headless pipeline performance verification...]\n");
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run_headless();
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}
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}
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fn run_interactive() {
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let mut fb = Framebuffer::<FB_SIZE>::new(W, H);
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let mut display = SimulatorDisplay::<Rgb565>::new(Size::new(W, H));
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let settings = OutputSettingsBuilder::new().scale(2).build();
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let mut window = Window::new("Graphics Pipeline & Accelerated Primitives", &settings);
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let mut frame = 0u32;
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let mut blur_level = 160u8;
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let mut paused = false;
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'main_loop: loop {
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if !paused {
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frame = frame.wrapping_add(1);
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}
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render_scene(&mut fb, frame, blur_level).unwrap();
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// Flush Framebuffer to SimulatorDisplay via fast fill_contiguous
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let full_area = Rectangle::new(Point::zero(), Size::new(W, H));
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display
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.fill_contiguous(&full_area, fb.pixels().iter().copied())
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.unwrap();
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window.update(&display);
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for event in window.events() {
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match event {
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SimulatorEvent::Quit => break 'main_loop,
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SimulatorEvent::KeyDown { keycode, .. } => match keycode {
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Keycode::Escape | Keycode::Q => break 'main_loop,
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Keycode::Space => paused = !paused,
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Keycode::B => {
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blur_level = if blur_level == 0 {
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160
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} else if blur_level == 160 {
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220
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} else {
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0
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};
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println!("Blur degree set to: {}", blur_level);
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}
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_ => {}
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},
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_ => {}
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}
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}
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std::thread::sleep(std::time::Duration::from_millis(16));
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}
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}
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fn run_headless() {
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let mut fb = Framebuffer::<FB_SIZE>::new(W, H);
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println!("1. Testing direct Framebuffer clear & fill_solid...");
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let t0 = std::time::Instant::now();
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for _ in 0..100 {
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fb.clear_color(Rgb565::BLACK);
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let rect = Rectangle::new(Point::new(10, 10), Size::new(200, 150));
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fb.fill_solid(&rect, Rgb565::CSS_BLUE).unwrap();
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}
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println!(" -> 100 full clears & solid fills: {:?}", t0.elapsed());
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println!("2. Testing full scene rendering with frosted glass blur & alpha composite...");
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let t1 = std::time::Instant::now();
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for f in 0..60 {
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render_scene(&mut fb, f, 160).unwrap();
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}
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println!(" -> 60 frames rendered: {:?}", t1.elapsed());
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println!("3. Testing partial band-buffer rendering (16 lines slice)...");
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let mut band = PartialBandBuffer::<{ (W * 16) as usize }>::new(W as usize, 16);
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band.clear_color(Rgb565::CSS_DARK_GRAY);
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println!(" -> Band buffer initialized successfully.");
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println!("\nAll graphics pipeline features verified successfully!");
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}

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