Rebrand to Galaxy, major improvements to Bedrock support, still needs some TLC though
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@@ -6,14 +6,14 @@ use crate::util::traffic_lights::{TrafficLightData, TrafficLightMouseStates};
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use crate::workspace::TOTAL_TAB_BAR_HEIGHT;
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use pathfinder_color::ColorU;
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use std::sync::Arc;
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use warp_core::ui::theme::{Fill, WarpTheme};
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use warpui::elements::{
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use galaxy_core::ui::theme::{Fill, WarpTheme};
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use galaxyui::elements::{
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Align, ConstrainedBox, Container, CrossAxisAlignment, Flex, Hoverable, MainAxisAlignment,
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MainAxisSize, MouseStateHandle, ParentElement, Text,
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};
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use warpui::fonts::FamilyId;
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use warpui::platform::FullscreenState;
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use warpui::{AppContext, Element, SingletonEntity};
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use galaxyui::fonts::FamilyId;
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use galaxyui::platform::FullscreenState;
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use galaxyui::{AppContext, Element, SingletonEntity};
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/// Possible window traffic light icons.
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#[derive(Copy, Clone)]
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@@ -1,7 +1,7 @@
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//! Module containing the definition of [`RendererState`].
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use warpui::fonts::FamilyId;
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use warpui::{AppContext, Entity, ModelContext, SingletonEntity};
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use galaxyui::fonts::FamilyId;
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use galaxyui::{AppContext, Entity, ModelContext, SingletonEntity};
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/// Helper singleton model that stores the icon font used to render native window controls on
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/// Windows. Using a symbol font (as opposed to SVGs) produces windows controls that are better
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@@ -33,7 +33,7 @@ impl RendererState {
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}
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fn load_symbol_font(symbol_font_to_load: &str, ctx: &mut AppContext) -> Option<FamilyId> {
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warpui::fonts::Cache::handle(ctx).update(ctx, |font_cache, _| {
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galaxyui::fonts::Cache::handle(ctx).update(ctx, |font_cache, _| {
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match font_cache.get_or_load_system_font(symbol_font_to_load) {
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Ok(family) => Some(family),
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Err(err) => {
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