Quick little tweak to make the build speed up while a build is running.
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parent
94c9cd75a8
commit
d1c2352237
4 changed files with 14 additions and 112 deletions
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@ -5,7 +5,7 @@ uniform sampler2D source;
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uniform float u_mouse;
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uniform float u_mouse;
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uniform float value = 0.2;
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uniform float value = 0.2;
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uniform bool is_error = false;
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uniform bool is_error = false;
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uniform int line_length = 100;
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uniform int speedup = 1;
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float random (in vec2 st) {
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float random (in vec2 st) {
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return fract(sin(dot(st.xy,
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return fract(sin(dot(st.xy,
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@ -49,7 +49,7 @@ void main() {
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vec2 st = gl_FragCoord.xy/u_resolution.xy * 3.0;
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vec2 st = gl_FragCoord.xy/u_resolution.xy * 3.0;
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vec3 color = vec3(0.0);
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vec3 color = vec3(0.0);
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float speed = u_time;
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float speed = u_time * speedup;
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float value = 0.8;
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float value = 0.8;
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vec3 base_tone = is_error ? vec3(1.0, 0.5, 0.5) : vec3(0.5, 1.0, 0.5);
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vec3 base_tone = is_error ? vec3(1.0, 0.5, 0.5) : vec3(0.5, 1.0, 0.5);
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106
coro.hpp
106
coro.hpp
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@ -1,106 +0,0 @@
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#pragma once
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#include <concepts>
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#include <coroutine>
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#include <exception>
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#include <assert.h>
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enum TaskStates {
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STARTED, AWAIT, YIELD,
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EXCEPTION, RETURN,
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RETURN_VOID, DEAD
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};
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template<typename T>
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struct Task {
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struct promise_type;
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using handle_type = std::coroutine_handle<promise_type>;
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struct promise_type {
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T value_;
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std::exception_ptr exception_;
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TaskStates state_{STARTED};
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Task get_return_object() {
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return Task(handle_type::from_promise(*this));
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}
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std::suspend_always initial_suspend() {
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state_ = AWAIT;
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return {};
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}
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std::suspend_always final_suspend() noexcept {
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return {};
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}
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void unhandled_exception() {
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state_ = EXCEPTION;
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exception_ = std::current_exception();
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}
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template<std::convertible_to<T> From> // C++20 concept
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void return_value(From &&from) {
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state_ = RETURN;
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value_ = std::forward<From>(from);
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}
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template<std::convertible_to<T> From> // C++20 concept
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std::suspend_always yield_value(From &&from) {
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state_ = YIELD;
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value_ = std::forward<From>(from);
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return {};
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}
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void return_void() {
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state_ = RETURN_VOID;
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}
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};
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handle_type h_;
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Task() {
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}
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Task(handle_type h) : h_(h) {
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}
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Task(const Task &t) : h_(t.h_) {
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}
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void destroy() {
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// this should make it safe to clal repeatedly
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if(h_.promise().state_ != DEAD) {
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h_.destroy();
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h_.promise().state_ = DEAD;
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}
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}
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T operator()() {
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assert(!h_.done());
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call();
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return std::move(h_.promise().value_);
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}
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bool done() {
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return h_.done();
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}
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TaskStates state() {
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return h_.promise().state_;
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}
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private:
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void call() {
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h_();
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if (h_.promise().exception_) {
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std::rethrow_exception(h_.promise().exception_);
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}
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}
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};
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struct Pass : std::suspend_always {
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};
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14
gui.cpp
14
gui.cpp
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@ -78,6 +78,7 @@ void GUI::main_loop() {
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void GUI::build_success() {
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void GUI::build_success() {
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$hit_error = false;
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$hit_error = false;
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configure_status_shader(1, $hit_error);
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$gui.show_sprite("face", "build_success");
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$gui.show_sprite("face", "build_success");
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sound::stop("building");
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sound::stop("building");
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sound::play("build_success");
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sound::play("build_success");
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@ -86,6 +87,7 @@ void GUI::build_success() {
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void GUI::build_failed(bool play_sound, const string &command) {
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void GUI::build_failed(bool play_sound, const string &command) {
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$hit_error = true;
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$hit_error = true;
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configure_status_shader(1, $hit_error);
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$gui.show_sprite("face", "build_failed");
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$gui.show_sprite("face", "build_failed");
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sound::stop("building");
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sound::stop("building");
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@ -96,9 +98,13 @@ void GUI::build_failed(bool play_sound, const string &command) {
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output(fmt::format("!!! BUILD FAILED. Your command correct? '{}'", command));
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output(fmt::format("!!! BUILD FAILED. Your command correct? '{}'", command));
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}
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}
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void GUI::configure_status_shader(size_t line_length, bool is_error) {
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void GUI::configure_status_shader(int speedup, bool is_error) {
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auto& effect = $gui.get<guecs::Effect>($log);
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auto& effect = $gui.get<guecs::Effect>($log);
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effect.$shader->setUniform("line_length", (int)line_length);
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if(speedup > 0) {
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effect.$shader->setUniform("speedup", speedup);
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}
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if(!$hit_error && is_error) {
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if(!$hit_error && is_error) {
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$hit_error = is_error;
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$hit_error = is_error;
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}
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}
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@ -108,7 +114,7 @@ void GUI::configure_status_shader(size_t line_length, bool is_error) {
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}
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}
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void GUI::update_status(GameEngine &game, size_t line_length, bool is_error) {
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void GUI::update_status(GameEngine &game, size_t line_length, bool is_error) {
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configure_status_shader(line_length, is_error);
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configure_status_shader(line_length * 0, is_error);
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$status = fmt::format(L"HP {}\nRounds {}\nStreaks {}\nDeaths {}",
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$status = fmt::format(L"HP {}\nRounds {}\nStreaks {}\nDeaths {}",
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game.hit_points, game.rounds,
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game.hit_points, game.rounds,
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@ -119,6 +125,7 @@ void GUI::update_status(GameEngine &game, size_t line_length, bool is_error) {
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}
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}
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void GUI::you_died() {
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void GUI::you_died() {
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configure_status_shader(0, $hit_error);
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$gui.show_sprite("face", "you_died");
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$gui.show_sprite("face", "you_died");
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sound::stop("building");
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sound::stop("building");
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sound::play("you_died");
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sound::play("you_died");
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@ -128,6 +135,7 @@ void GUI::you_died() {
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void GUI::building() {
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void GUI::building() {
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$hit_error = false;
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$hit_error = false;
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configure_status_shader(20, $hit_error);
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$gui.show_sprite("face", "building");
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$gui.show_sprite("face", "building");
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output("############# START ############");
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output("############# START ############");
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output(">>>> Will it Build?");
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output(">>>> Will it Build?");
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2
gui.hpp
2
gui.hpp
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@ -24,7 +24,7 @@ class GUI {
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void output(const string msg);
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void output(const string msg);
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void update_status(GameEngine &game, size_t line_length, bool is_error);
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void update_status(GameEngine &game, size_t line_length, bool is_error);
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void configure_status_shader(size_t line_length, bool is_error);
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void configure_status_shader(int speedup, bool is_error);
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void startup();
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void startup();
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bool is_open() { return $window.isOpen(); }
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bool is_open() { return $window.isOpen(); }
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