Fix lints, undo broken set_immediate_interval
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@@ -990,7 +990,9 @@ fn fs_main(input: VertexOut) -> @location(0) vec4<f32> {
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bottom: physical.y - image.placement.top + height,
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},
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content: image.content,
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color: glyph.color_opt.map_or(text.default_color, color_from_cosmic),
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color: glyph
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.color_opt
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.map_or(text.default_color, color_from_cosmic),
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data: image.data.clone(),
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});
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}
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@@ -1470,7 +1472,11 @@ fn create_glyph_atlas(
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/// Resolve `Color::SENTINEL` to `default_color`; return other colors unchanged.
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#[inline]
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fn resolve_glyph_color(color: Color, default_color: Color) -> Color {
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if color == Color::SENTINEL { default_color } else { color }
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if color == Color::SENTINEL {
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default_color
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} else {
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color
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}
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}
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fn color_from_cosmic(color: cosmic_text::Color) -> Color {
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@@ -2297,7 +2303,7 @@ fn clip_textured_rect(
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/// return only those glyph indices. This turns O(all_glyphs) iteration into
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/// O(log(lines) + visible_glyphs) — critical for large text nodes in scroll
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/// boxes where only a few lines are on screen at once.
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fn clip_visible_glyphs<'a>(text: &'a PreparedText, clip: Option<Rect>) -> &'a [GlyphInstance] {
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fn clip_visible_glyphs(text: &PreparedText, clip: Option<Rect>) -> &[GlyphInstance] {
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let Some(clip) = clip else {
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return &text.glyphs;
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};
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@@ -2332,7 +2338,12 @@ fn text_texture_key(text: &PreparedText) -> TextTextureKey {
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.map(|bounds| (bounds.width.to_bits(), bounds.height.to_bits())),
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font_size_bits: text.font_size.to_bits(),
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line_height_bits: text.line_height.to_bits(),
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color: (text.default_color.r, text.default_color.g, text.default_color.b, text.default_color.a),
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color: (
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text.default_color.r,
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text.default_color.g,
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text.default_color.b,
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text.default_color.a,
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),
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glyphs: text
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.glyphs
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.iter()
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@@ -2354,10 +2365,7 @@ mod tests {
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ActiveClip, blend_rgba, build_text_vertices, build_vertices, clip_rect_array,
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push_clip_state, rounded_clip_arrays, text_texture_key,
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};
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use ruin_ui::{
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ClipRegion, Color, GlyphInstance, Point, PreparedText, Rect, SceneSnapshot,
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TextSelectionStyle, UiSize,
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};
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use ruin_ui::{ClipRegion, Color, Point, PreparedText, Rect, SceneSnapshot, UiSize};
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#[test]
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fn quad_scenes_expand_to_six_vertices_per_quad() {
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