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before refactor
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452ac18dc0
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@ -3,9 +3,6 @@
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#![feature(bool_to_option)]
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#![feature(bool_to_option)]
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#![recursion_limit = "2048"]
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#![recursion_limit = "2048"]
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#[macro_use]
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extern crate imgui;
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use veloren_voxygen::{
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use veloren_voxygen::{
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audio::{self, AudioFrontend},
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audio::{self, AudioFrontend},
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i18n::{self, i18n_asset_key, VoxygenLocalization},
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i18n::{self, i18n_asset_key, VoxygenLocalization},
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@ -18,10 +18,9 @@ use gfx::{
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use glsl_include::Context as IncludeContext;
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use glsl_include::Context as IncludeContext;
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use tracing::error;
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use tracing::error;
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use vek::*;
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use vek::*;
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use imgui::{DrawData, Context, im_str, Window, Condition, ConfigFlags};
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use imgui::{Context, im_str, Window, Condition, ConfigFlags};
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use imgui_winit_support::WinitPlatform;
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use imgui_winit_support::WinitPlatform;
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use winit::event::Event;
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use winit::event::Event;
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use imgui::sys::ImGuiConfigFlags_NoMouseCursorChange;
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/// Represents the format of the pre-processed color target.
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/// Represents the format of the pre-processed color target.
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pub type TgtColorFmt = gfx::format::Srgba8;
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pub type TgtColorFmt = gfx::format::Srgba8;
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@ -141,10 +141,7 @@ fn handle_main_events_cleared(
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if let Some(last) = states.last_mut() {
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if let Some(last) = states.last_mut() {
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global_state.window.renderer_mut().clear();
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global_state.window.renderer_mut().clear();
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// Render the game
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last.render(global_state.window.renderer_mut(), &global_state.settings);
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last.render(global_state.window.renderer_mut(), &global_state.settings);
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// Render imgui on top
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global_state.window.render_imgui();
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global_state.window.render_imgui();
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global_state.window.renderer_mut().flush();
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global_state.window.renderer_mut().flush();
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