namespace housekeeping continued again
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1232
src/app/core/constants.h
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1232
src/app/core/constants.h
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File diff suppressed because it is too large
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185
src/app/core/controller.cc
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185
src/app/core/controller.cc
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#include "controller.h"
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#include <SDL2/SDL.h>
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#include <imgui/backends/imgui_impl_sdl.h>
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#include <imgui/backends/imgui_impl_sdlrenderer.h>
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#include <imgui/imgui.h>
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#include <imgui/imgui_internal.h>
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#include <memory>
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#include "gui/editor/editor.h"
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namespace yaze {
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namespace app {
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namespace core {
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bool Controller::isActive() const { return active_; }
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void Controller::onEntry() {
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CreateWindow();
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CreateRenderer();
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CreateGuiContext();
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editor_.SetupScreen(sdl_renderer_);
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ImGuiIO &io = ImGui::GetIO();
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io.KeyMap[ImGuiKey_Backspace] = SDL_GetScancodeFromKey(SDLK_BACKSPACE);
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io.KeyMap[ImGuiKey_Enter] = SDL_GetScancodeFromKey(SDLK_RETURN);
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io.KeyMap[ImGuiKey_UpArrow] = SDL_GetScancodeFromKey(SDLK_UP);
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io.KeyMap[ImGuiKey_DownArrow] = SDL_GetScancodeFromKey(SDLK_DOWN);
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io.KeyMap[ImGuiKey_Tab] = SDL_GetScancodeFromKey(SDLK_TAB);
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io.KeyMap[ImGuiKey_LeftCtrl] = SDL_GetScancodeFromKey(SDLK_LCTRL);
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active_ = true;
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}
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void Controller::onInput() {
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int wheel = 0;
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int mouseX;
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int mouseY;
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SDL_Event event;
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ImGuiIO &io = ImGui::GetIO();
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const int buttons = SDL_GetMouseState(&mouseX, &mouseY);
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while (SDL_PollEvent(&event)) {
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switch (event.type) {
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case SDL_KEYDOWN:
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switch (event.key.keysym.sym) {
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case SDLK_UP:
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case SDLK_DOWN:
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case SDLK_RETURN:
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case SDLK_BACKSPACE:
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case SDLK_TAB:
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io.KeysDown[event.key.keysym.scancode] =
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(event.type == SDL_KEYDOWN);
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break;
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default:
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break;
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}
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break;
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case SDL_KEYUP: {
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int key = event.key.keysym.scancode;
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IM_ASSERT(key >= 0 && key < IM_ARRAYSIZE(io.KeysDown));
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io.KeysDown[key] = (event.type == SDL_KEYDOWN);
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io.KeyShift = ((SDL_GetModState() & KMOD_SHIFT) != 0);
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io.KeyCtrl = ((SDL_GetModState() & KMOD_CTRL) != 0);
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io.KeyAlt = ((SDL_GetModState() & KMOD_ALT) != 0);
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io.KeySuper = ((SDL_GetModState() & KMOD_GUI) != 0);
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break;
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}
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case SDL_WINDOWEVENT:
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switch (event.window.event) {
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case SDL_WINDOWEVENT_CLOSE:
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quit();
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break;
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case SDL_WINDOWEVENT_SIZE_CHANGED:
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io.DisplaySize.x = static_cast<float>(event.window.data1);
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io.DisplaySize.y = static_cast<float>(event.window.data2);
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break;
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default:
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break;
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}
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break;
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case SDL_TEXTINPUT:
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io.AddInputCharactersUTF8(event.text.text);
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break;
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case SDL_MOUSEWHEEL:
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wheel = event.wheel.y;
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break;
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default:
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break;
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}
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}
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io.DeltaTime = 1.0f / 60.0f;
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io.MousePos = ImVec2(static_cast<float>(mouseX), static_cast<float>(mouseY));
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io.MouseDown[0] = buttons & SDL_BUTTON(SDL_BUTTON_LEFT);
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io.MouseDown[1] = buttons & SDL_BUTTON(SDL_BUTTON_RIGHT);
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io.MouseWheel = static_cast<float>(wheel);
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}
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void Controller::onLoad() { editor_.UpdateScreen(); }
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void Controller::doRender() {
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SDL_RenderClear(sdl_renderer_.get());
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ImGui::Render();
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ImGui_ImplSDLRenderer_RenderDrawData(ImGui::GetDrawData());
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SDL_RenderPresent(sdl_renderer_.get());
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}
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void Controller::onExit() {
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ImGui_ImplSDLRenderer_Shutdown();
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ImGui_ImplSDL2_Shutdown();
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ImGui::DestroyContext();
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SDL_Quit();
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}
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void Controller::CreateWindow() {
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if (SDL_Init(SDL_INIT_EVERYTHING)) {
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SDL_Log("SDL_Init: %s\n", SDL_GetError());
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} else {
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sdl_window_ = std::unique_ptr<SDL_Window, sdl_deleter>(
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SDL_CreateWindow("Yet Another Zelda3 Editor", // window title
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SDL_WINDOWPOS_UNDEFINED, // initial x position
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SDL_WINDOWPOS_UNDEFINED, // initial y position
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1200, // width, in pixels
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800, // height, in pixels
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SDL_WINDOW_RESIZABLE | SDL_WINDOW_OPENGL),
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sdl_deleter());
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}
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}
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void Controller::CreateRenderer() {
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if (sdl_window_ == nullptr) {
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SDL_Log("SDL_CreateWindow: %s\n", SDL_GetError());
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SDL_Quit();
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} else {
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sdl_renderer_ = std::unique_ptr<SDL_Renderer, sdl_deleter>(
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SDL_CreateRenderer(
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sdl_window_.get(), -1,
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SDL_RENDERER_ACCELERATED | SDL_RENDERER_PRESENTVSYNC),
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sdl_deleter());
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if (sdl_renderer_ == nullptr) {
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SDL_Log("SDL_CreateRenderer: %s\n", SDL_GetError());
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SDL_Quit();
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} else {
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SDL_SetRenderDrawBlendMode(sdl_renderer_.get(), SDL_BLENDMODE_BLEND);
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SDL_SetRenderDrawColor(sdl_renderer_.get(), 0x00, 0x00, 0x00, 0x00);
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}
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}
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}
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void Controller::CreateGuiContext() {
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// Create the ImGui and ImPlot contexts
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ImGui::CreateContext();
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// Initialize ImGui for SDL
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ImGui_ImplSDL2_InitForSDLRenderer(sdl_window_.get(), sdl_renderer_.get());
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ImGui_ImplSDLRenderer_Init(sdl_renderer_.get());
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// Load available fonts
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const ImGuiIO &io = ImGui::GetIO();
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io.Fonts->AddFontFromFileTTF("assets/font/Karla-Regular.ttf", 14.0f);
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// merge in icons from Google Material Design
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static const ImWchar icons_ranges[] = {ICON_MIN_MD, 0xf900, 0};
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ImFontConfig icons_config;
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icons_config.MergeMode = true;
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icons_config.GlyphOffset.y = 5.0f;
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icons_config.GlyphMinAdvanceX = 13.0f;
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icons_config.PixelSnapH = true;
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io.Fonts->AddFontFromFileTTF(FONT_ICON_FILE_NAME_MD, 18.0f, &icons_config,
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icons_ranges);
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io.Fonts->AddFontFromFileTTF("assets/font/Roboto-Medium.ttf", 14.0f);
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io.Fonts->AddFontFromFileTTF("assets/font/Cousine-Regular.ttf", 14.0f);
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io.Fonts->AddFontFromFileTTF("assets/font/DroidSans.ttf", 16.0f);
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// Set the default style
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gui::ColorsYaze();
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// Build a new ImGui frame
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ImGui_ImplSDLRenderer_NewFrame();
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ImGui_ImplSDL2_NewFrame(sdl_window_.get());
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}
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} // namespace core
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} // namespace app
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} // namespace yaze
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55
src/app/core/controller.h
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55
src/app/core/controller.h
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#ifndef YAZE_APP_CORE_CONTROLLER_H
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#define YAZE_APP_CORE_CONTROLLER_H
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#define SDL_MAIN_HANDLED
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#include <SDL2/SDL.h>
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#include <imgui/backends/imgui_impl_sdl.h>
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#include <imgui/backends/imgui_impl_sdlrenderer.h>
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#include <imgui/imgui.h>
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#include <imgui/imgui_internal.h>
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#include "gui/editor/editor.h"
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#include "gui/icons.h"
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#include "gui/style.h"
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int main(int argc, char **argv);
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namespace yaze {
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namespace app {
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namespace core {
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class Controller {
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public:
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Controller() = default;
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bool isActive() const;
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void onEntry();
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void onInput();
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void onLoad();
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void doRender();
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void onExit();
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private:
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void CreateWindow();
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void CreateRenderer();
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void CreateGuiContext();
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inline void quit() { active_ = false; }
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friend int ::main(int argc, char **argv);
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struct sdl_deleter {
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void operator()(SDL_Window *p) const { SDL_DestroyWindow(p); }
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void operator()(SDL_Renderer *p) const { SDL_DestroyRenderer(p); }
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void operator()(SDL_Texture *p) const { SDL_DestroyTexture(p); }
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};
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bool active_;
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Editor::Editor editor_;
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std::shared_ptr<SDL_Window> sdl_window_;
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std::shared_ptr<SDL_Renderer> sdl_renderer_;
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};
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} // namespace core
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} // namespace app
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} // namespace yaze
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#endif // YAZE_APP_CORE_CONTROLLER_H
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18
src/app/core/entry_point.h
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18
src/app/core/entry_point.h
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#ifndef YAZE_APP_CONTROLLER_ENTRYPOINT_H
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#define YAZE_APP_CONTROLLER_ENTRYPOINT_H
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#include "controller.h"
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int main(int argc, char** argv) {
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yaze::app::core::Controller controller;
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controller.onEntry();
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while (controller.isActive()) {
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controller.onInput();
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controller.onLoad();
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controller.doRender();
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}
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controller.onExit();
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return EXIT_SUCCESS;
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}
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#endif // YAZE_APP_CONTROLLER_ENTRYPOINT_H
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