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loading screen
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parent
2f23f39604
commit
dbb92232bc
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@ -1,4 +1,4 @@
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use shipyard::{UniqueView, UniqueViewMut, NonSendSync, View, Component, IntoIter};
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use shipyard::{UniqueView, UniqueViewMut, NonSendSync, View, Component, IntoIter, IntoWithId, Get};
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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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@ -25,10 +25,9 @@ pub fn render_progressbars(
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primary: View<PrimaryColor>,
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secondary: View<SecondaryColor>,
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) {
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for (_, transform, progress, pri, sec) in (&components, &transforms, &progressbars, &primary, &secondary).iter() {
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//TODO do this properly
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let pri = Some(pri).copied();
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let sec = Some(sec).copied();
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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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@ -37,8 +36,8 @@ pub fn render_progressbars(
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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: pri.unwrap_or_default().0.to_array(),
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bg_color: sec.unwrap_or_default().0.to_array(),
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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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@ -1,17 +1,62 @@
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use shipyard::{UniqueView, UniqueViewMut, Workload, IntoWorkload};
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use shipyard::{UniqueView, UniqueViewMut, Workload, IntoWorkload, WorkloadModificator, EntityId, Unique, AllStoragesViewMut, ViewMut, View, IntoIter, Get};
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use glam::{Mat3, vec2};
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use crate::{
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world::ChunkStorage,
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state::GameState
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state::{GameState, NextState},
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transform::Transform2d,
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gui::{
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GuiComponent,
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progressbar::ProgressbarComponent
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}, rendering::{WindowSize, if_resized},
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};
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pub fn insert_progressbar() {
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#[derive(Unique, Clone, Copy)]
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struct ProgressbarId(EntityId);
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fn spawn_loading_screen(
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mut storages: AllStoragesViewMut,
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) {
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let size = *storages.borrow::<UniqueView<WindowSize>>().unwrap();
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let entity = storages.add_entity((
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GuiComponent,
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Transform2d(Mat3::from_scale_angle_translation(
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vec2(size.0.x as f32, 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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));
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storages.add_unique(ProgressbarId(entity));
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}
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fn resize_progress_bar(
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size: UniqueView<WindowSize>,
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bar: UniqueView<ProgressbarId>,
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mut transforms: ViewMut<Transform2d>
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) {
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let mut trans = (&mut transforms).get(bar.0).unwrap();
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trans.0.x_axis.x = size.0.x as f32;
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}
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pub fn switch_to_ingame_if_loaded(
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fn update_progress_bar_progress (
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world: UniqueView<ChunkStorage>,
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mut state: UniqueViewMut<GameState>
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mut bar: ViewMut<ProgressbarComponent>,
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eid: UniqueView<ProgressbarId>,
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) {
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let bar = (&mut bar).get(eid.0).unwrap();
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let loaded = world.chunks.iter().fold(0, |acc, (&_, chunk)| {
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acc + chunk.desired_state.matches(chunk.current_state) as usize
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});
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let total = world.chunks.len();
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let progress = loaded as f32 / total as f32;
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bar.progress = progress;
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}
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fn switch_to_ingame_if_loaded(
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world: UniqueView<ChunkStorage>,
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mut state: UniqueViewMut<NextState>
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) {
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if world.chunks.is_empty() {
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return
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@ -19,13 +64,29 @@ pub fn switch_to_ingame_if_loaded(
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if world.chunks.iter().all(|(_, chunk)| {
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chunk.desired_state.matches(chunk.current_state)
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}) {
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*state = GameState::InGame;
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state.0 = Some(GameState::InGame);
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}
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}
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fn despawn_loading_screen_if_switching_state(
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mut storages: AllStoragesViewMut,
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) {
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let next = *storages.borrow::<UniqueView<NextState>>().unwrap();
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if let Some(state) = next.0 {
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if state != GameState::LoadingWorld {
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let progress_bar = storages.borrow::<UniqueView<ProgressbarId>>().unwrap().0;
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storages.delete_entity(progress_bar);
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storages.remove_unique::<ProgressbarId>().unwrap();
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}
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}
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}
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pub fn update_loading_screen() -> Workload {
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(
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insert_progressbar,
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switch_to_ingame_if_loaded
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spawn_loading_screen.into_workload().run_if_missing_unique::<ProgressbarId>(),
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resize_progress_bar.into_workload().run_if(if_resized),
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update_progress_bar_progress,
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switch_to_ingame_if_loaded,
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despawn_loading_screen_if_switching_state,
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).into_workload()
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}
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@ -66,7 +66,7 @@ use rendering::{
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primitives::init_primitives,
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selection_box::render_selection_box,
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world::draw_world,
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world::draw_current_chunk_border,
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world::draw_current_chunk_border, init_window_size, update_window_size,
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};
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use block_placement::block_placement_system;
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use delta_time::{DeltaTime, init_delta_time};
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@ -80,6 +80,7 @@ use loading_screen::update_loading_screen;
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fn startup() -> Workload {
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(
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initial_resize_event,
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init_window_size,
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load_settings,
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load_prefabs,
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init_primitives,
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@ -97,6 +98,7 @@ fn startup() -> Workload {
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}
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fn update() -> Workload {
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(
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update_window_size,
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update_cursor_lock_state,
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process_inputs,
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exit_on_esc,
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@ -1,4 +1,4 @@
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use shipyard::{Unique, NonSendSync, UniqueView, UniqueViewMut, AllStoragesView};
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use shipyard::{Unique, NonSendSync, UniqueView, UniqueViewMut, View, IntoIter, AllStoragesView};
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use glium::{
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Display, Surface,
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Version, Api,
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},
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};
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use glam::{Vec3, UVec2};
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use crate::events::WindowResizedEvent;
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pub mod primitives;
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pub mod world;
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@ -20,6 +21,9 @@ pub struct RenderTarget(pub glium::Frame);
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#[derive(Unique)]
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pub struct BackgroundColor(pub Vec3);
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#[derive(Unique, Clone, Copy)]
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pub struct WindowSize(pub UVec2);
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#[derive(Unique)]
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pub struct Renderer {
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pub display: Display
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@ -49,3 +53,27 @@ pub fn clear_background(
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) {
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target.0.clear_color_srgb_and_depth((color.0.x, color.0.y, color.0.z, 1.), 1.);
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}
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//not sure if this belongs here
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pub fn init_window_size(
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storages: AllStoragesView,
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) {
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let size = storages.borrow::<View<WindowResizedEvent>>().unwrap().iter().next().unwrap().0;
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storages.add_unique(WindowSize(size))
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}
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pub fn update_window_size(
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mut win_size: UniqueViewMut<WindowSize>,
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resize: View<WindowResizedEvent>,
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) {
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if let Some(resize) = resize.iter().next() {
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win_size.0 = resize.0;
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}
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}
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pub fn if_resized (
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resize: View<WindowResizedEvent>,
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) -> bool {
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resize.len() > 0
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}
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