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https://github.com/griffi-gh/kubi.git
synced 2024-11-22 06:48:43 -06:00
gui changes, use glsl 3.0 es
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2fc8db6740
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@ -1,4 +1,6 @@
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#version 150 core
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#version 300 es
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precision highp float;
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out vec4 out_color;
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out vec4 out_color;
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uniform vec4 color;
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uniform vec4 color;
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#version 150 core
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#version 300 es
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precision highp float;
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in vec3 position;
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in vec3 position;
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uniform mat4 model;
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uniform mat4 model;
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#version 150 core
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#version 300 es
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precision highp float;
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in vec2 v_uv;
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in vec2 v_uv;
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out vec4 out_color;
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out vec4 out_color;
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@ -1,4 +1,4 @@
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#version 150 core
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#version 300 es
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in vec2 position;
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in vec2 position;
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out vec2 v_uv;
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out vec2 v_uv;
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#version 150 core
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#version 300 es
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precision highp float;
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out vec4 color;
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out vec4 color;
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uniform vec4 u_color;
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uniform vec4 u_color;
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@ -1,4 +1,6 @@
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#version 150 core
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#version 300 es
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precision highp float;
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in vec3 position;
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in vec3 position;
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uniform ivec3 u_position;
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uniform ivec3 u_position;
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@ -1,4 +1,7 @@
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#version 150 core
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#version 300 es
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precision highp float;
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precision lowp sampler2DArray;
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in vec3 v_normal;
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in vec3 v_normal;
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in vec2 v_uv;
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in vec2 v_uv;
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@ -1,4 +1,6 @@
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#version 150 core
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#version 300 es
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precision highp float;
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//TODO pack this data:
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//TODO pack this data:
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// uint position_normal_uv
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// uint position_normal_uv
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@ -1,6 +1,7 @@
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use glam::UVec2;
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use glam::UVec2;
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use shipyard::{World, Component, AllStoragesViewMut, SparseSet};
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use shipyard::{World, Component, AllStoragesViewMut, SparseSet, NonSendSync, UniqueView};
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use glium::glutin::event::{Event, DeviceEvent, DeviceId, WindowEvent};
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use glium::glutin::event::{Event, DeviceEvent, DeviceId, WindowEvent};
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use crate::rendering::Renderer;
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pub mod player_actions;
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pub mod player_actions;
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@ -50,6 +51,19 @@ pub fn process_glutin_events(world: &mut World, event: &Event<'_, ()>) {
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}
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}
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}
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}
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pub fn initial_resize_event(
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mut storages: AllStoragesViewMut,
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) {
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let (w, h) = {
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let renderer = storages.borrow::<NonSendSync<UniqueView<Renderer>>>().unwrap();
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renderer.display.get_framebuffer_dimensions()
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};
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storages.add_entity((
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EventComponent,
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WindowResizedEvent(UVec2::new(w, h))
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));
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}
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pub fn clear_events(
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pub fn clear_events(
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mut all_storages: AllStoragesViewMut,
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mut all_storages: AllStoragesViewMut,
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) {
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) {
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@ -1,6 +1,6 @@
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use shipyard::{Component, Unique, Workload, IntoWorkload, AllStoragesView, AllStoragesViewMut};
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use shipyard::{Component, Unique, Workload, IntoWorkload, AllStoragesView, AllStoragesViewMut, View, UniqueView, NonSendSync, UniqueViewMut, IntoIter};
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use glam::{Vec2, Vec4, Mat3, vec2, Mat4};
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use glam::{Vec4, Mat3, vec2, Mat4};
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use crate::{color::color_hex, transform::Transform2d};
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use crate::{color::color_hex, transform::Transform2d, events::WindowResizedEvent, rendering::Renderer};
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pub mod text_widget;
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pub mod text_widget;
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pub mod progressbar;
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pub mod progressbar;
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@ -8,7 +8,7 @@ pub mod progressbar;
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use progressbar::{render_progressbars, ProgressbarComponent};
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use progressbar::{render_progressbars, ProgressbarComponent};
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//TODO compute gui scale on window resize
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//TODO compute gui scale on window resize
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#[derive(Unique, Clone, Copy, Debug)]
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#[derive(Unique, Clone, Copy, Debug, Default)]
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pub struct GuiView(pub Mat4);
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pub struct GuiView(pub Mat4);
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#[derive(Component, Clone, Copy, Debug, Default)]
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#[derive(Component, Clone, Copy, Debug, Default)]
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@ -30,27 +30,44 @@ impl Default for SecondaryColor {
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}
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}
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}
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}
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fn update_gui_view(
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mut view: UniqueViewMut<GuiView>,
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resize: View<WindowResizedEvent>,
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) {
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let Some(&size) = resize.iter().next() else {
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return
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};
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let [w, h] = size.0.to_array();
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view.0 = Mat4::orthographic_rh_gl(0.0, w as f32, h as f32, 0.0, -1.0, 1.0);
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}
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pub fn init_gui(
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storages: AllStoragesView
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) {
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storages.add_unique(GuiView::default());
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}
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pub fn update_gui() -> Workload {
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(
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update_gui_view
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).into_workload()
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}
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pub fn render_gui() -> Workload {
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pub fn render_gui() -> Workload {
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(
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(
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render_progressbars
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render_progressbars
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).into_workload()
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).into_workload()
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}
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}
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pub fn init_gui(
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storages: AllStoragesView,
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) {
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storages.add_unique(GuiView(Mat4::orthographic_rh_gl(0.0, 1.0, 1.0, 0.0, 0.0, 1.0)));
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}
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pub fn gui_testing(
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pub fn gui_testing(
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mut storages: AllStoragesViewMut,
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mut storages: AllStoragesViewMut,
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) {
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) {
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storages.add_entity((
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storages.add_entity((
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GuiComponent,
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GuiComponent,
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Transform2d(Mat3::from_scale_angle_translation(
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Transform2d(Mat3::from_scale_angle_translation(
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vec2(0.25, 0.05),
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vec2(1920., 16.),
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0.,
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0.,
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vec2(0.5, 0.25)
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vec2(0., 0.)
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)),
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)),
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ProgressbarComponent {
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ProgressbarComponent {
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progress: 0.33
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progress: 0.33
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use std::net::SocketAddr;
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use shipyard::{AllStoragesView, NonSendSync, UniqueView};
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use shipyard::AllStoragesView;
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use glium::{Version, Api};
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use std::env;
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use std::{env, net::SocketAddr};
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use crate::{
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use crate::{
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networking::{GameType, ServerAddress},
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networking::{GameType, ServerAddress},
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state::GameState
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state::GameState, rendering::Renderer
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};
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};
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pub fn assert_renderer(
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renderer: NonSendSync<UniqueView<Renderer>>
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) {
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assert!(renderer.display.is_glsl_version_supported(&Version(Api::GlEs, 3, 0)), "GLES 3.0 is not supported");
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}
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pub fn initialize_from_args(
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pub fn initialize_from_args(
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all_storages: AllStoragesView,
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all_storages: AllStoragesView,
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) {
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) {
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use camera::compute_cameras;
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use camera::compute_cameras;
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use events::{
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use events::{
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clear_events, process_glutin_events,
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clear_events, process_glutin_events,
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player_actions::generate_move_events
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player_actions::generate_move_events, initial_resize_event
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};
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};
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use input::{init_input, process_inputs};
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use input::{init_input, process_inputs};
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use fly_controller::update_controllers;
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use fly_controller::update_controllers;
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use cursor_lock::{insert_lock_state, update_cursor_lock_state, lock_cursor_now};
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use cursor_lock::{insert_lock_state, update_cursor_lock_state, lock_cursor_now};
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use control_flow::{exit_on_esc, insert_control_flow_unique, SetControlFlow};
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use control_flow::{exit_on_esc, insert_control_flow_unique, SetControlFlow};
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use state::{is_ingame, is_ingame_or_loading, is_loading};
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use state::{is_ingame, is_ingame_or_loading, is_loading};
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use init::initialize_from_args;
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use init::{initialize_from_args, assert_renderer};
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use gui::{render_gui, init_gui, gui_testing};
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use gui::{render_gui, init_gui, gui_testing, update_gui};
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fn startup() -> Workload {
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fn startup() -> Workload {
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(
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(
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assert_renderer,
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initial_resize_event,
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load_settings,
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load_settings,
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load_prefabs,
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load_prefabs,
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init_primitives,
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init_primitives,
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apply_queued_blocks,
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apply_queued_blocks,
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).into_workload().run_if(is_ingame),
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).into_workload().run_if(is_ingame),
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compute_cameras,
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compute_cameras,
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update_gui,
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).into_workload()
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).into_workload()
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}
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}
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fn render() -> Workload {
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fn render() -> Workload {
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