Port · Parity: dark shots judged; the status shot waits out the tooltip; comments one short line
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@@ -36,7 +36,7 @@ const SCRIPT: &[Step] = &[
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Step::Wait(300),
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Step::DownAt("status", 249.0, 11.0),
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Step::UpAt("status", 249.0, 11.0),
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Step::Wait(300),
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Step::Wait(900),
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Step::Shot("status"),
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Step::Rest,
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];
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@@ -54,7 +54,7 @@ pub enum Step {
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}
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const FRAME: Duration = Duration::from_millis(120);
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/// How long a shot waits for each frame of the window it shoots.
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/// How long a shot waits for each frame.
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const SHOWN: Duration = Duration::from_secs(5);
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/// How long an out-of-process file panel may take to open.
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const PANEL: Duration = Duration::from_secs(10);
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@@ -151,7 +151,7 @@ pub async fn play(
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last.x + (goal.x - last.x) * t,
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last.y + (goal.y - last.y) * t,
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);
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// Each move twice, as gpui 0.2.2 replayed a held drag; gpui_macos replays only under a real button.
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// Each move twice: gpui_macos replays no posted drag.
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for _ in 0..2 {
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send(window, Mouse::Drag, at, cx)?;
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cx.background_executor()
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@@ -255,7 +255,7 @@ pub async fn play(
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Ok(())
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}
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/// Waits three frames: the first draws what the steps left, and AppKit shows it by the third, since gpui presents without waiting on the GPU.
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/// Waits three frames, until AppKit shows what the steps left.
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pub async fn shown(window: gpui::AnyWindowHandle, cx: &mut AsyncApp) -> Result<()> {
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for _ in 0..3 {
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let (drawn, frame) = futures::channel::oneshot::channel();
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