Texture animations in editor
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@@ -790,26 +790,19 @@ void editor_asset_tex_gui(struct Texture *tex) {
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if (old_frames != tex->anim.frames || old_ms != tex->anim.ms)
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tex_anim_set(&tex_gui_anim);
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}
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/*
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nk_layout_row_static(ctx, tex->height*tex_scale*tex_gui_anim.uv.h, tex->width*tex_scale*tex_gui_anim.uv.w, 1);
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struct nk_rect r;
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r.x = tex_gui_anim.uv.x*tex->width;
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r.y = tex_gui_anim.uv.y*tex->height;
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r.w = tex_gui_anim.uv.w*tex->width;
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r.h = tex_gui_anim.uv.h*tex->height;
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ImVec2 uv0 = ImVec2(tex_gui_anim.uv.x, tex_gui_anim.uv.y);
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ImVec2 uv1 = ImVec2(tex_gui_anim.uv.x + tex_gui_anim.uv.w,
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tex_gui_anim.uv.y + tex_gui_anim.uv.h);
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ImGui::Image((void *) (intptr_t) tex->id,
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ImVec2(tex->width * tex_gui_anim.uv.w * tex_scale,
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tex->height * tex_gui_anim.uv.h * tex_scale),
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uv0, uv1);
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} else {
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ImGui::Image((void *) (intptr_t) tex->id,
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ImVec2(tex->width * tex_scale,
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tex->height * tex_scale));
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}
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*/
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nk_image(ctx, nk_subimage_id(tex->id, tex->width, tex->height, r));
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} else {
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nk_layout_row_static(ctx, tex->height*tex_scale, tex->width*tex_scale, 1);
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nk_image(ctx, nk_image_id(tex->id));
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}
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}
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void text_ed_cb(GLFWwindow *win, unsigned int codepoint)
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