Initial directory structure
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Executable
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# Build Folders
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build/
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bin/
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lib/
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# Because apparently nobody has any self control
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*.orig
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#include "StyleGuide.h"
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namespace OuterNamespace
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{
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namespace InnerNamespace
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{
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// Constructor with initializer list
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ClassType::ClassType(int arg1)
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: BaseClassType(this),
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, m_PrivateMember1(arg1)
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{ }
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// Destructor
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ClassType::~ClassType()
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{
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if (m_PrivateMember2 != nullptr) {
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delete m_PrivateMember2;
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m_PrivateMember2 = nullptr;
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}
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}
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// Base class virtual override
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bool ClassType::PublicVirtualMemberFunction(bool value)
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{
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return BaseClassType::PublicVirtualMemberFunction(value);
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}
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// Base class pure virtual override
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bool ClassName::PublicPureVirtualMemberFunction(bool value)
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{
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// Treat parenthesis as curly braces for functions with lots of arguments
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manyArgumentFunction(
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"abcdefghijklmnopqrstuvwxyz",
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"abcdefghijklmnopqrstuvwxyz",
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"abcdefghijklmnopqrstuvwxyz"
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);
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// For loops
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int sum = 0;
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for (int i = 0; i < 5; i++) {
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for (int j = 0; j < 5; j++) {
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// Math!
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// 1. Group multiplication and division operands
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// 2. Separate addition and subtraction with space
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sum = sum + i*j;
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}
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}
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// For-each loops
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std::vector<int> vec;
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for (auto& i : vec) {
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if (i == 0) {
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return true;
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}
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}
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return false;
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}
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// Private member function
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bool ClassName::privateMemberFunction()
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{
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switch (m_PrivateMember1) {
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case 1:
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m_PrivateMember2 = new ClassType(2);
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break;
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default:
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return false;
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}
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return false;
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}
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}
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}
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Executable
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#ifndef Namespace_FileName_h__
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#define Namespace_FileName_h__
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#include <standard_library>
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#include <external_dependency>
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// Relative paths preferred
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#include "Internal/Header.h"
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namespace OuterNamespace
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{
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namespace InnerNamespace
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{
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enum class EnumType
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{
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Red,
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Green,
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Blue
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};
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struct StructType
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{
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int PublicMember = 0;
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};
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template <typename T>
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class BaseClassType
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{
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public:
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BaseClassType(T* child)
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: m_Child(child)
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{ }
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virtual bool PublicVirtualMemberFunction(bool value) { return value; }
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virtual bool PublicPureVirtualMemberFunction(bool value) = 0;
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private:
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T* m_Child = nullptr;
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};
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class ClassType : public BaseClassType<ClassType>
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{
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public:
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// Constructor
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ClassType(int arg1);
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// Destructor
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~ClassType();
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// Getter
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int PrivateMember1() const { return m_PrivateMember1; } // Prefer copy for fundamental types
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const StructType* PrivateMember2() const { return m_PrivateMember2; }
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// Setter
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void SetPrivateMember1(const int& privateMember1) { m_PrivateMember1 = privateMember1; }
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void SetPrivateMember2(StructType* privateMember2) { m_PrivateMember2 = privateMember2; }
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// Public templated member function
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template <typename T>
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T* PublicMemberFunction(bool value);
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// Base class virtual override
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bool PublicVirtualMemberFunction(bool value) override;
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// Base class pure virtual override
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bool PublicPureVirtualMemberFunction(bool value) override;
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private:
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// Private members with default values
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int m_PrivateMember1 = 1;
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StructType* m_PrivateMember2 = nullptr;
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// Private member functions
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bool privateMemberFunction();
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void manyArgumentFunction(std::string arg1, std::string arg2, std::string arg3) { }
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};
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// Public templated member function
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template <typename T>
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T* ClassType::PublicMemberFunction(bool value)
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{
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if (m_PrivateMember2 == nullptr) {
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return nullptr;
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}
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if (m_PrivateMember2->PublicMember == 1) {
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return new T();
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}
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else {
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return nullptr;
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}
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}
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}
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}
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#endif
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Executable
+28
@@ -0,0 +1,28 @@
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@ECHO off
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SET DeployLocation=bin\
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ECHO Deploying resources to %DeployLocation%
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:: Asset folders
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RMDIR "%DeployLocation%\Models"
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RMDIR "%DeployLocation%\Textures"
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RMDIR "%DeployLocation%\Sounds"
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MKLINK "%DeployLocation%\Models\" "assets\Models" /J
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MKLINK "%DeployLocation%\Textures\" "assets\Textures\" /J
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MKLINK "%DeployLocation%\Sounds\" "assets\Sounds\" /J
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:: Configuration files
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MKLINK "%DeployLocation%\DefaultConfig.ini" "assets\DefaultConfig.ini" /H
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:: Shaders
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RMDIR /S /Q "%DeployLocation%\Shaders"
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MKDIR "%DeployLocation%\Shaders"
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MKLINK "%DeployLocation%\Shaders\OpenGL\" "src\game\Rendering\OpenGL\Shaders\" /J
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MKLINK "%DeployLocation%\Shaders\DirectX\" "src\game\Rendering\DirectX\Shaders\" /J
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:: Platform specific binaries
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IF "%~1"=="" GOTO :EOF
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ECHO Deploying %1 binaries to %DeployLocation%
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COPY "deps\bin\%1\x64\*.dll" "%DeployLocation%"
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:: Licenses
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::COPY "libs\assimp-3.1.1\LICENSE" "%ConfigPath%\Assimp License.txt"
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::COPY "libs\glew-1.11.0\LICENSE.txt" "%ConfigPath%\GLEW License.txt"
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::COPY "libs\glm-0.9.5.4\copying.txt" "%ConfigPath%\GLM License.txt"
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::COPY "libs\assimp-3.1.1\LICENSE" "%ConfigPath%\Assimp License.txt"
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