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https://github.com/griffi-gh/kubi.git
synced 2024-12-26 21:58:20 -06:00
drop legacy ui system
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parent
c849c0bfd6
commit
60d05782bd
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@ -1,5 +1,4 @@
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use glam::vec2;
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use kubi_ui::{KubiUi, backend::glium::GliumUiRenderer};
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use kubi_ui::{KubiUi, backend::glium::GliumUiRenderer, element::{progress_bar::ProgressBar, UiElement}, UiSize};
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use shipyard::{AllStoragesView, Unique, UniqueView, NonSendSync, UniqueViewMut};
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use shipyard::{AllStoragesView, Unique, UniqueView, NonSendSync, UniqueViewMut};
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use crate::rendering::{Renderer, RenderTarget, WindowSize};
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use crate::rendering::{Renderer, RenderTarget, WindowSize};
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@ -23,10 +22,6 @@ pub fn kubi_ui_begin(
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mut ui: NonSendSync<UniqueViewMut<UiState>>
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mut ui: NonSendSync<UniqueViewMut<UiState>>
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) {
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) {
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ui.ui.begin();
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ui.ui.begin();
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ui.ui.add(ProgressBar {
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size: (UiSize::Pixels(300.), UiSize::Auto),
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..Default::default()
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}, vec2(999., 999.));
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}
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}
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pub fn kubi_ui_end(
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pub fn kubi_ui_end(
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@ -1,78 +0,0 @@
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use shipyard::{Component, Unique, Workload, IntoWorkload, AllStoragesView, View, UniqueViewMut, IntoIter};
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use glam::{Vec4, Mat4};
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use crate::{color::color_hex, events::WindowResizedEvent};
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pub mod text_widget;
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pub mod progressbar;
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use progressbar::render_progressbars;
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//TODO compute gui scale on window resize
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#[derive(Unique, Clone, Copy, Debug, Default)]
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pub struct LegacyGuiView(pub Mat4);
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#[derive(Component, Clone, Copy, Debug, Default)]
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pub struct LegacyGuiComponent;
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#[derive(Component, Clone, Copy, Debug)]
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pub struct LegacyPrimaryColor(pub Vec4);
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impl Default for LegacyPrimaryColor {
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fn default() -> Self {
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Self(color_hex(0x156cddff))
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}
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}
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#[derive(Component, Clone, Copy, Debug)]
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pub struct LegacySecondaryColor(pub Vec4);
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impl Default for LegacySecondaryColor {
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fn default() -> Self {
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Self(color_hex(0xc9d5e4ff))
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}
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}
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fn update_legacy_gui_view(
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mut view: UniqueViewMut<LegacyGuiView>,
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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 legacy_ui_init(
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storages: AllStoragesView
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) {
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storages.add_unique(LegacyGuiView::default());
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}
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pub fn legacy_ui_update() -> Workload {
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(
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update_legacy_gui_view
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).into_sequential_workload()
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}
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pub fn legacy_ui_render() -> Workload {
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(
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render_progressbars
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).into_sequential_workload()
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}
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// pub fn gui_testing(
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// mut storages: AllStoragesViewMut,
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// ) {
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// storages.add_entity((
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// GuiComponent,
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// Transform2d(Mat3::from_scale_angle_translation(
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// vec2(1920., 16.),
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// 0.,
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// vec2(0., 0.)
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// )),
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// ProgressbarComponent {
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// progress: 0.33
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// },
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// PrimaryColor::default(),
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// SecondaryColor::default(),
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// ));
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// }
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@ -1,46 +0,0 @@
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use shipyard::{UniqueView, UniqueViewMut, NonSendSync, View, Component, IntoIter, IntoWithId, Get, track};
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use glium::{Surface, uniform, DrawParameters};
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use crate::{
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prefabs::ProgressbarShaderPrefab,
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rendering::{
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RenderTarget,
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primitives::rect::RectPrimitive
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},
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transform::Transform2d,
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};
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use super::{LegacyGuiComponent, LegacyPrimaryColor, LegacySecondaryColor, LegacyGuiView};
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#[derive(Component, Debug, Clone, Copy, Default)]
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pub struct ProgressbarComponent {
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pub progress: f32
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}
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pub fn render_progressbars(
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mut target: NonSendSync<UniqueViewMut<RenderTarget>>,
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rect: NonSendSync<UniqueView<RectPrimitive>>,
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program: NonSendSync<UniqueView<ProgressbarShaderPrefab>>,
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view: UniqueView<LegacyGuiView>,
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components: View<LegacyGuiComponent>,
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transforms: View<Transform2d, track::All>,
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progressbars: View<ProgressbarComponent>,
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primary: View<LegacyPrimaryColor>,
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secondary: View<LegacySecondaryColor>,
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) {
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for (eid, (_, transform, progress)) in (&components, &transforms, &progressbars).iter().with_id() {
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let primary_color = primary.get(eid).copied().unwrap_or_default();
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let secondary_color = secondary.get(eid).copied().unwrap_or_default();
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target.0.draw(
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&rect.0,
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&rect.1,
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&program.0,
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&uniform! {
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transform: transform.0.to_cols_array_2d(),
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ui_view: view.0.to_cols_array_2d(),
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progress: progress.progress,
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color: primary_color.0.to_array(),
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bg_color: secondary_color.0.to_array(),
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},
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&DrawParameters::default()
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).unwrap();
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}
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}
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@ -1 +0,0 @@
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//TODO text widget
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@ -29,7 +29,6 @@ pub(crate) mod delta_time;
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pub(crate) mod cursor_lock;
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pub(crate) mod cursor_lock;
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pub(crate) mod control_flow;
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pub(crate) mod control_flow;
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pub(crate) mod state;
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pub(crate) mod state;
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pub(crate) mod legacy_gui;
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pub(crate) mod guiv2_integration;
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pub(crate) mod guiv2_integration;
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pub(crate) mod networking;
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pub(crate) mod networking;
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pub(crate) mod init;
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pub(crate) mod init;
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@ -77,7 +76,6 @@ use control_flow::{exit_on_esc, insert_control_flow_unique, RequestExit};
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use state::{is_ingame, is_ingame_or_loading, is_loading, init_state, update_state, is_connecting};
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use state::{is_ingame, is_ingame_or_loading, is_loading, init_state, update_state, is_connecting};
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use networking::{update_networking, update_networking_late, is_multiplayer, disconnect_on_exit, is_singleplayer};
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use networking::{update_networking, update_networking_late, is_multiplayer, disconnect_on_exit, is_singleplayer};
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use init::initialize_from_args;
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use init::initialize_from_args;
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use legacy_gui::{legacy_ui_render, legacy_ui_init, legacy_ui_update};
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use guiv2_integration::{kubi_ui_init, kubi_ui_begin, kubi_ui_end, kubi_ui_draw};
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use guiv2_integration::{kubi_ui_init, kubi_ui_begin, kubi_ui_end, kubi_ui_draw};
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use loading_screen::update_loading_screen;
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use loading_screen::update_loading_screen;
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use connecting_screen::switch_to_loading_if_connected;
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use connecting_screen::switch_to_loading_if_connected;
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@ -104,7 +102,6 @@ fn startup() -> Workload {
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initialize_from_args,
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initialize_from_args,
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lock_cursor_now,
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lock_cursor_now,
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init_input,
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init_input,
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legacy_ui_init,
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insert_control_flow_unique,
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insert_control_flow_unique,
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init_delta_time,
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init_delta_time,
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).into_sequential_workload()
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).into_sequential_workload()
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@ -141,7 +138,6 @@ fn update() -> Workload {
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).into_sequential_workload().run_if(is_ingame),
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).into_sequential_workload().run_if(is_ingame),
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update_networking_late.run_if(is_multiplayer),
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update_networking_late.run_if(is_multiplayer),
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compute_cameras,
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compute_cameras,
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legacy_ui_update,
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kubi_ui_end,
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kubi_ui_end,
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update_state,
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update_state,
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exit_on_esc,
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exit_on_esc,
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@ -158,7 +154,6 @@ fn render() -> Workload {
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render_selection_box,
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render_selection_box,
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render_entities,
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render_entities,
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).into_sequential_workload().run_if(is_ingame),
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).into_sequential_workload().run_if(is_ingame),
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legacy_ui_render,
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kubi_ui_draw,
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kubi_ui_draw,
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).into_sequential_workload()
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).into_sequential_workload()
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}
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}
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