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https://github.com/blitzkit/blitzkit.git
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feat: better ui sizing
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14fb62bda4
commit
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4 files changed
+202
-149
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@@ -46,115 +46,120 @@ export function RotationInputs({
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return (
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<Flex
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gap="2"
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justify="center"
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align="center"
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style={{
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width: 'calc(100% - 16px)',
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position: 'absolute',
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left: 16,
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bottom: 16,
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left: 8,
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bottom: 8,
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}}
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>
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<TextField.Root
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variant="surface"
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<Flex
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gap="2"
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style={{
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width: 115,
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width: 352,
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}}
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>
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<TextField.Slot>Hull</TextField.Slot>
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<TextField.Input
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defaultValue={Math.round(model.hullYaw * (180 / Math.PI))}
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onBlur={() => {
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const normalized = normalizeAnglePI(
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-Number(hullYawInput.current?.value) * (Math.PI / 180),
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);
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mutateTankopedia((state) => {
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state.model.hullYaw = normalized;
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});
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hullYawInput.current!.value = `${Math.round(normalized)}`;
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<TextField.Root
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style={{
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flex: 1,
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}}
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onKeyDown={(event) => {
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if (event.key === 'Enter') {
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hullYawInput.current?.blur();
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}
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}}
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onFocus={() => hullYawInput.current?.focus()}
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ref={hullYawInput}
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style={{ textAlign: 'right' }}
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/>
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<TextField.Slot>°</TextField.Slot>
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</TextField.Root>
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>
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<TextField.Slot>Hull</TextField.Slot>
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<TextField.Input
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defaultValue={Math.round(model.hullYaw * (180 / Math.PI))}
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onBlur={() => {
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const normalized = normalizeAnglePI(
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-Number(hullYawInput.current?.value) * (Math.PI / 180),
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);
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mutateTankopedia((state) => {
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state.model.hullYaw = normalized;
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});
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hullYawInput.current!.value = `${Math.round(normalized)}`;
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}}
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onKeyDown={(event) => {
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if (event.key === 'Enter') {
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hullYawInput.current?.blur();
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}
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}}
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onFocus={() => hullYawInput.current?.focus()}
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ref={hullYawInput}
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style={{ textAlign: 'right' }}
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/>
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<TextField.Slot>°</TextField.Slot>
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</TextField.Root>
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<TextField.Root
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variant="surface"
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style={{
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width: 115,
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}}
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>
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<TextField.Slot>Turret</TextField.Slot>
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<TextField.Input
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defaultValue={Math.round(model.turretYaw * (180 / Math.PI))}
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onBlur={() => {
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const [pitch, yaw] = applyPitchYawLimits(
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model.gunPitch,
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-Number(turretYawInput.current?.value) * (Math.PI / 180),
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gunModelDefinition.pitch,
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turretModelDefinition.yaw,
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);
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mutateTankopedia((state) => {
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state.model.gunPitch = pitch;
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state.model.turretYaw = yaw;
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});
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turretYawInput.current!.value = `${Math.round(
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yaw * (180 / Math.PI),
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)}`;
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<TextField.Root
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style={{
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flex: 1,
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}}
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onKeyDown={(event) => {
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if (event.key === 'Enter') {
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turretYawInput.current?.blur();
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}
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}}
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onFocus={() => turretYawInput.current?.focus()}
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ref={turretYawInput}
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style={{ textAlign: 'right' }}
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/>
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<TextField.Slot>°</TextField.Slot>
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</TextField.Root>
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>
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<TextField.Slot>Turret</TextField.Slot>
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<TextField.Input
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defaultValue={Math.round(model.turretYaw * (180 / Math.PI))}
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onBlur={() => {
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const [pitch, yaw] = applyPitchYawLimits(
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model.gunPitch,
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-Number(turretYawInput.current?.value) * (Math.PI / 180),
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gunModelDefinition.pitch,
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turretModelDefinition.yaw,
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);
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mutateTankopedia((state) => {
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state.model.gunPitch = pitch;
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state.model.turretYaw = yaw;
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});
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turretYawInput.current!.value = `${Math.round(
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yaw * (180 / Math.PI),
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)}`;
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}}
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onKeyDown={(event) => {
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if (event.key === 'Enter') {
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turretYawInput.current?.blur();
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}
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}}
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onFocus={() => turretYawInput.current?.focus()}
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ref={turretYawInput}
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style={{ textAlign: 'right' }}
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/>
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<TextField.Slot>°</TextField.Slot>
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</TextField.Root>
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<TextField.Root
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variant="surface"
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style={{
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width: 115,
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}}
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>
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<TextField.Slot>Gun</TextField.Slot>
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<TextField.Input
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defaultValue={-Math.round(model.gunPitch * (180 / Math.PI))}
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onBlur={() => {
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const [pitch, yaw] = applyPitchYawLimits(
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-Number(gunPitchInput.current?.value) * (Math.PI / 180),
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model.turretYaw,
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gunModelDefinition.pitch,
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turretModelDefinition.yaw,
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);
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mutateTankopedia((state) => {
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state.model.gunPitch = pitch;
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state.model.turretYaw = yaw;
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});
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gunPitchInput.current!.value = `${Math.round(
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pitch * (180 / Math.PI),
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)}`;
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<TextField.Root
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style={{
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flex: 1,
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}}
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onKeyDown={(event) => {
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if (event.key === 'Enter') {
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gunPitchInput.current?.blur();
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}
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}}
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onFocus={() => gunPitchInput.current?.focus()}
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ref={gunPitchInput}
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style={{ textAlign: 'right' }}
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/>
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<TextField.Slot>°</TextField.Slot>
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</TextField.Root>
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>
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<TextField.Slot>Gun</TextField.Slot>
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<TextField.Input
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defaultValue={-Math.round(model.gunPitch * (180 / Math.PI))}
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onBlur={() => {
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const [pitch, yaw] = applyPitchYawLimits(
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-Number(gunPitchInput.current?.value) * (Math.PI / 180),
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model.turretYaw,
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gunModelDefinition.pitch,
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turretModelDefinition.yaw,
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);
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mutateTankopedia((state) => {
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state.model.gunPitch = pitch;
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state.model.turretYaw = yaw;
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});
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gunPitchInput.current!.value = `${Math.round(
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pitch * (180 / Math.PI),
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)}`;
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}}
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onKeyDown={(event) => {
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if (event.key === 'Enter') {
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gunPitchInput.current?.blur();
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}
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}}
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onFocus={() => gunPitchInput.current?.focus()}
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ref={gunPitchInput}
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style={{ textAlign: 'right' }}
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/>
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<TextField.Slot>°</TextField.Slot>
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</TextField.Root>
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</Flex>
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</Flex>
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);
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}
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@@ -3,6 +3,8 @@
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import {
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ArrowLeftIcon,
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CaretRightIcon,
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EnterFullScreenIcon,
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ExitFullScreenIcon,
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MagnifyingGlassIcon,
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} from '@radix-ui/react-icons';
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import {
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@@ -24,7 +26,7 @@ import { Canvas } from '@react-three/fiber';
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import { go } from 'fuzzysort';
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import { debounce } from 'lodash';
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import Link from 'next/link';
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import { Suspense, use, useRef, useState } from 'react';
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import { Suspense, use, useEffect, useRef, useState } from 'react';
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import { Group, Vector3 } from 'three';
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import { Flag } from '../../../../components/Flag';
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import { ModuleButtons } from '../../../../components/ModuleButton';
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@@ -37,7 +39,6 @@ import {
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} from '../../../../core/blitzkrieg/tankDefinitions';
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import { theme } from '../../../../stitches.config';
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import { Loader } from '../../components/Loader';
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import * as styles from '../page.css';
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import { Controls } from './components/Control';
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import { RotationInputs } from './components/RotationInputs';
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import { SceneProps } from './components/SceneProps';
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@@ -64,6 +65,8 @@ export default function Page({ params }: { params: { id: string } }) {
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const [versusGun, setVersusGun] = useState(versusTurret.guns.at(-1)!);
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const [versusTankTab, setVersusTankTab] = useState('search');
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const canvas = useRef<HTMLCanvasElement>(null);
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const canvasWrapper = useRef<HTMLDivElement>(null);
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const [isFullScreen, setIsFullScreen] = useState(false);
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function handlePointerDown() {
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window.addEventListener('pointermove', handlePointerMove);
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@@ -79,6 +82,18 @@ export default function Page({ params }: { params: { id: string } }) {
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window.removeEventListener('pointerup', handlePointerUp);
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}
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useEffect(() => {
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function handleFullScreenChange() {
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setIsFullScreen(document.fullscreenElement !== null);
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}
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document.addEventListener('fullscreenchange', handleFullScreenChange);
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return () => {
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document.removeEventListener('fullscreenchange', handleFullScreenChange);
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};
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});
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return (
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<PageWrapper color="purple">
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<Flex gap="8" direction="column">
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@@ -90,7 +105,7 @@ export default function Page({ params }: { params: { id: string } }) {
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>
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<Flex gap="1" align="center">
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<ArrowLeftIcon />
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<Text>Back to tankopedia</Text>
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<Text>Back</Text>
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</Flex>
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</Link>
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@@ -100,59 +115,91 @@ export default function Page({ params }: { params: { id: string } }) {
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</Flex>
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</Flex>
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<Card style={{ position: 'relative' }}>
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<Flex direction="column" gap="2">
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<Tabs.Root value={mode} onValueChange={setMode}>
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<Tabs.List>
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<Tabs.Trigger value="model">Model</Tabs.Trigger>
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<Tabs.Trigger value="armor">Armor</Tabs.Trigger>
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</Tabs.List>
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</Tabs.Root>
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<div style={{ height: '50vh', maxHeight: 576 }}>
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<Canvas
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shadows
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ref={canvas}
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camera={{ fov: 20 }}
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onPointerDown={handlePointerDown}
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<Theme radius={isFullScreen ? 'none' : undefined}>
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<Card
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style={{
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position: 'relative',
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border: isFullScreen ? 'none' : 'unset',
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}}
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ref={canvasWrapper}
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>
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<Theme radius="full" style={{ height: '100%' }}>
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<Flex
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style={{
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height: isFullScreen ? '100%' : '75vh',
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maxHeight: isFullScreen ? 'unset' : 576,
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}}
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direction="column"
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gap="2"
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>
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<Controls />
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<SceneProps />
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<Tabs.Root value={mode} onValueChange={setMode}>
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<Tabs.List>
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<Tabs.Trigger value="model">Model</Tabs.Trigger>
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<Tabs.Trigger value="armor">Armor</Tabs.Trigger>
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</Tabs.List>
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</Tabs.Root>
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<Suspense
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fallback={
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<Html center position={[0, 1.5, 0]}>
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<Loader
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naked
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color={theme.colors.textHighContrast_purple}
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<div style={{ height: '100%' }}>
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<Canvas
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shadows
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ref={canvas}
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camera={{ fov: 20 }}
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onPointerDown={handlePointerDown}
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>
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<Controls />
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<SceneProps />
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<Suspense
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fallback={
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<Html center position={[0, 1.5, 0]}>
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<Loader
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naked
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color={theme.colors.textHighContrast_purple}
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/>
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</Html>
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}
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>
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<TankModel
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gunId={gun.id}
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tankId={tank.id}
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turretId={turret.id}
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ref={hullContainer}
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/>
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</Html>
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}
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</Suspense>
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</Canvas>
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</div>
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<Button
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variant="ghost"
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style={{
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position: 'absolute',
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top: 18,
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right: 18,
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}}
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onClick={() => {
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if (isFullScreen) {
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document.exitFullscreen();
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} else {
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canvasWrapper.current?.requestFullscreen();
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}
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}}
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>
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<TankModel
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gunId={gun.id}
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tankId={tank.id}
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turretId={turret.id}
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ref={hullContainer}
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/>
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</Suspense>
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</Canvas>
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</div>
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{isFullScreen ? (
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<ExitFullScreenIcon />
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) : (
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<EnterFullScreenIcon />
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)}
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</Button>
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{mode === 'armor' && (
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<Flex gap="2" align="center" className={styles.enhancedArmor}>
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<Checkbox defaultChecked />
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<Text>Enhanced armor</Text>
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<RotationInputs
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gunId={gun.id}
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tankId={tank.id}
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turretId={turret.id}
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/>
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</Flex>
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)}
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<RotationInputs
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gunId={gun.id}
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tankId={tank.id}
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turretId={turret.id}
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/>
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</Flex>
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</Card>
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</Theme>
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</Card>
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</Theme>
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<Theme radius="small">
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<Flex gap="4">
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@@ -41,7 +41,7 @@ export const listingImage = style({
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},
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});
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export const enhancedArmor = style({
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export const alignTopRight = style({
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'@media': {
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'screen and (min-width: 400px)': {
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position: 'absolute',
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@@ -16,6 +16,7 @@ import {
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TextField,
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} from '@radix-ui/themes';
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import { go } from 'fuzzysort';
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import Link from 'next/link';
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import { Suspense, use, useEffect, useMemo, useRef, useState } from 'react';
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import PageWrapper from '../../../components/PageWrapper';
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import { asset } from '../../../core/blitzkrieg/asset';
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@@ -198,7 +199,7 @@ export default function Page() {
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<Flex wrap="wrap" gap="3" justify="center">
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{searchedList
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.map((tank) => (
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<a
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<Link
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key={tank.id}
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href={`/tools/tankopedia/${tank.id}`}
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style={{
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@@ -309,7 +310,7 @@ export default function Page() {
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</Flex>
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</Inset>
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</Card>
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</a>
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</Link>
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))
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.slice(page * TANKS_PER_PAGE, (page + 1) * TANKS_PER_PAGE)}
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</Flex>
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