fn compress_events(vec: &mut Vec<Event>, new_event: Event) {
    match new_event {
        Event::WindowEvent { ref event, .. } => match event {
            &WindowEvent::CursorMoved { .. } => {
                let mut iter = vec.iter_mut();
                while let Some(stored_event) = iter.next_back() {
                    match stored_event {
                        &mut Event::WindowEvent {
                            event: WindowEvent::CursorMoved { .. },
                            ..
                        } => {
                            mem::replace(stored_event, new_event.clone());
                            return;
                        }

                        &mut Event::WindowEvent {
                            event: WindowEvent::AxisMotion { .. },
                            ..
                        } => {}

                        &mut Event::DeviceEvent {
                            event: DeviceEvent::Motion { .. },
                            ..
                        } => {}

                        _ => {
                            break;
                        }
                    }
                }
            }

            &WindowEvent::AxisMotion {
                device_id,
                axis,
                value,
            } => {
                let mut iter = vec.iter_mut();
                while let Some(stored_event) = iter.next_back() {
                    match stored_event {
                        &mut Event::WindowEvent {
                            event:
                                WindowEvent::AxisMotion {
                                    axis: stored_axis,
                                    device_id: stored_device,
                                    value: ref mut stored_value,
                                },
                            ..
                        } => if device_id == stored_device && axis == stored_axis {
                            *stored_value += value;
                            return;
                        },

                        &mut Event::WindowEvent {
                            event: WindowEvent::CursorMoved { .. },
                            ..
                        } => {}

                        &mut Event::DeviceEvent {
                            event: DeviceEvent::Motion { .. },
                            ..
                        } => {}

                        _ => {
                            break;
                        }
                    }
                }
            }

            _ => {}
        },

        Event::DeviceEvent {
            device_id,
            event: DeviceEvent::Motion { axis, value },
        } => {
            let mut iter = vec.iter_mut();
            while let Some(stored_event) = iter.next_back() {
                match stored_event {
                    &mut Event::DeviceEvent {
                        device_id: stored_device,
                        event:
                            DeviceEvent::Motion {
                                axis: stored_axis,
                                value: ref mut stored_value,
                            },
                    } => if device_id == stored_device && axis == stored_axis {
                        *stored_value += value;
                        return;
                    },

                    &mut Event::WindowEvent {
                        event: WindowEvent::CursorMoved { .. },
                        ..
                    } => {}

                    &mut Event::WindowEvent {
                        event: WindowEvent::AxisMotion { .. },
                        ..
                    } => {}

                    _ => {
                        break;
                    }
                }
            }
        }

        _ => {}
    }
    vec.push(new_event);
}
/// Input devices can sometimes generate a lot of motion events per frame, these are
/// useless as the extra precision is wasted and these events tend to overflow our
/// otherwise very adequate event buffers.  So this function removes and compresses redundant
/// events.
Input devices can sometimes generate a lot of motion events per frame, these are
useless as the extra precision is wasted and these events tend to overflow our
otherwise very adequate event buffers.  So this function removes and compresses redundant
events.
Input devices can sometimes generate a lot of motion events per frame these are useless as the extra precision is wasted and these events tend to overflow our otherwise very adequate event buffers . So this function removes and compresses redundant events .
fn compress_events(vec: &mut Vec<Event>, new_event: Event) {
    match new_event {
        Event::WindowEvent { ref event, .. } => match event {
            &WindowEvent::CursorMoved { .. } => {
                let mut iter = vec.iter_mut();
                while let Some(stored_event) = iter.next_back() {
                    match stored_event {
                        &mut Event::WindowEvent {
                            event: WindowEvent::CursorMoved { .. },
                            ..
                        } => {
                            mem::replace(stored_event, new_event.clone());
                            return;
                        }
                        &mut Event::WindowEvent {
                            event: WindowEvent::AxisMotion { .. },
                            ..
                        } => {}
                        &mut Event::DeviceEvent {
                            event: DeviceEvent::Motion { .. },
                            ..
                        } => {}
                        _ => {
                            break;
                        }
                    }
                }
            }
            &WindowEvent::AxisMotion {
                device_id,
                axis,
                value,
            } => {
                let mut iter = vec.iter_mut();
                while let Some(stored_event) = iter.next_back() {
                    match stored_event {
                        &mut Event::WindowEvent {
                            event:
                                WindowEvent::AxisMotion {
                                    axis: stored_axis,
                                    device_id: stored_device,
                                    value: ref mut stored_value,
                                },
                            ..
                        } => if device_id == stored_device && axis == stored_axis {
                            *stored_value += value;
                            return;
                        },
                        &mut Event::WindowEvent {
                            event: WindowEvent::CursorMoved { .. },
                            ..
                        } => {}
                        &mut Event::DeviceEvent {
                            event: DeviceEvent::Motion { .. },
                            ..
                        } => {}
                        _ => {
                            break;
                        }
                    }
                }
            }
            _ => {}
        },
        Event::DeviceEvent {
            device_id,
            event: DeviceEvent::Motion { axis, value },
        } => {
            let mut iter = vec.iter_mut();
            while let Some(stored_event) = iter.next_back() {
                match stored_event {
                    &mut Event::DeviceEvent {
                        device_id: stored_device,
                        event:
                            DeviceEvent::Motion {
                                axis: stored_axis,
                                value: ref mut stored_value,
                            },
                    } => if device_id == stored_device && axis == stored_axis {
                        *stored_value += value;
                        return;
                    },
                    &mut Event::WindowEvent {
                        event: WindowEvent::CursorMoved { .. },
                        ..
                    } => {}
                    &mut Event::WindowEvent {
                        event: WindowEvent::AxisMotion { .. },
                        ..
                    } => {}
                    _ => {
                        break;
                    }
                }
            }
        }
        _ => {}
    }
    vec.push(new_event);
}
fn compress_events ( vec : & mut Vec < Event > , new_event : Event ) { match new_event { Event :: WindowEvent { ref event , .. } => match event { & WindowEvent :: CursorMoved { .. } => { let mut iter = vec . iter_mut ( ) ; while let Some ( stored_event ) = iter . next_back ( ) { match stored_event { & mut Event :: WindowEvent { event : WindowEvent :: CursorMoved { .. } , .. } => { mem :: replace ( stored_event , new_event . clone ( ) ) ; return ; } & mut Event :: WindowEvent { event : WindowEvent :: AxisMotion { .. } , .. } => { } & mut Event :: DeviceEvent { event : DeviceEvent :: Motion { .. } , .. } => { } _ => { break ; } } } } & WindowEvent :: AxisMotion { device_id , axis , value , } => { let mut iter = vec . iter_mut ( ) ; while let Some ( stored_event ) = iter . next_back ( ) { match stored_event { & mut Event :: WindowEvent { event : WindowEvent :: AxisMotion { axis : stored_axis , device_id : stored_device , value : ref mut stored_value , } , .. } => if device_id == stored_device && axis == stored_axis { * stored_value += value ; return ; } , & mut Event :: WindowEvent { event : WindowEvent :: CursorMoved { .. } , .. } => { } & mut Event :: DeviceEvent { event : DeviceEvent :: Motion { .. } , .. } => { } _ => { break ; } } } } _ => { } } , Event :: DeviceEvent { device_id , event : DeviceEvent :: Motion { axis , value } , } => { let mut iter = vec . iter_mut ( ) ; while let Some ( stored_event ) = iter . next_back ( ) { match stored_event { & mut Event :: DeviceEvent { device_id : stored_device , event : DeviceEvent :: Motion { axis : stored_axis , value : ref mut stored_value , } , } => if device_id == stored_device && axis == stored_axis { * stored_value += value ; return ; } , & mut Event :: WindowEvent { event : WindowEvent :: CursorMoved { .. } , .. } => { } & mut Event :: WindowEvent { event : WindowEvent :: AxisMotion { .. } , .. } => { } _ => { break ; } } } } _ => { } } vec . push ( new_event ) ; }
Input devices can sometimes generate a lot of motion events per frame, these are
useless as the extra precision is wasted and these events tend to overflow our
otherwise very adequate event buffers.
Input devices can sometimes generate a lot of motion events per frame these are useless as the extra precision is wasted and these events tend to overflow our otherwise very adequate event buffers .
vec
&mut Vec<Event>
new_event
Event
vec
&mut Vec<Event>
new_event
Event