Add conditional serde support into platform specific, to handle virtual key ocodes.
use super::{framebuffer::Framebuffer, quadrender, shader_strings, GameState, Rltk, Shader};
+#[cfg_attr(
+ feature = "serialization",
+ derive(serde::Serialize, serde::Deserialize)
+)]
+
#[cfg(not(target_arch = "wasm32"))]
use glutin::{
dpi::LogicalSize, event::Event, event::WindowEvent, event_loop::ControlFlow,
