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Addressed MR comments
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@ -15,6 +15,7 @@ use egui::{
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use egui_winit_platform::Platform;
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use egui_winit_platform::Platform;
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#[cfg(feature = "use-dyn-lib")]
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#[cfg(feature = "use-dyn-lib")]
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use lazy_static::lazy_static;
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use lazy_static::lazy_static;
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#[cfg(feature = "use-dyn-lib")]
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use std::ffi::CStr;
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use std::ffi::CStr;
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#[cfg(feature = "use-dyn-lib")]
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#[cfg(feature = "use-dyn-lib")]
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use std::sync::Arc;
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use std::sync::Arc;
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@ -19,6 +19,7 @@ use common::{
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clock::Clock,
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clock::Clock,
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};
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};
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use std::panic;
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use std::panic;
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#[cfg(feature = "hot-anim")] use std::sync::Arc;
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use tracing::{error, info, warn};
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use tracing::{error, info, warn};
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use veloren_voxygen::ui::egui::EguiState;
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use veloren_voxygen::ui::egui::EguiState;
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@ -266,16 +266,10 @@ impl<'frame> Drawer<'frame> {
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}
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}
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}
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}
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pub fn draw_egui(
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pub fn draw_egui(&mut self, platform: &mut Platform, scale_factor: f32) {
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&mut self,
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platform: &mut Platform,
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scale_factor: f32,
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) {
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let (_output, paint_commands) = platform.end_frame();
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let (_output, paint_commands) = platform.end_frame();
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let paint_jobs = platform
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let paint_jobs = platform.context().tessellate(paint_commands);
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.context()
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.tessellate(paint_commands);
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let screen_descriptor = ScreenDescriptor {
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let screen_descriptor = ScreenDescriptor {
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physical_width: self.borrow.sc_desc.width,
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physical_width: self.borrow.sc_desc.width,
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@ -300,7 +294,9 @@ impl<'frame> Drawer<'frame> {
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self.borrow.egui_render_pass.execute(
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self.borrow.egui_render_pass.execute(
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&mut self.encoder.as_mut().unwrap(),
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&mut self.encoder.as_mut().unwrap(),
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&self.swap_tex.view,
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self.taking_screenshot
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.as_ref()
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.map_or(&self.swap_tex.view, |s| s.texture_view()),
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&paint_jobs,
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&paint_jobs,
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&screen_descriptor,
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&screen_descriptor,
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None,
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None,
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@ -14,6 +14,7 @@ use serde::{Deserialize, Serialize};
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use tracing::{error, warn};
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use tracing::{error, warn};
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use vek::*;
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use vek::*;
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use winit::monitor::VideoMode;
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use winit::monitor::VideoMode;
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/// Represents a key that the game recognises after input mapping.
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/// Represents a key that the game recognises after input mapping.
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#[derive(Clone, Copy, Debug, PartialEq, Eq, PartialOrd, Ord, Hash, Deserialize, Serialize)]
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#[derive(Clone, Copy, Debug, PartialEq, Eq, PartialOrd, Ord, Hash, Deserialize, Serialize)]
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pub enum GameInput {
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pub enum GameInput {
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