Merge remote-tracking branch 'origin/master' into Rendering
# Conflicts: # include/Engine/Rendering/RenderQueueFactory.h
This commit is contained in:
@@ -54,6 +54,8 @@ public:
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ComponentWrapper Allocate(EntityID entity);
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// Get the component belonging to a specific entity
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ComponentWrapper GetByEntity(EntityID ent);
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// Returns true if the pool contains a component for the specified entity
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bool KnowsEntity(EntityID ent);
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// Delete a component and free its memory
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void Delete(ComponentWrapper& wrapper);
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@@ -0,0 +1,17 @@
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#ifndef Events_KeyboardChar_h__
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#define Events_KeyboardChar_h__
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#include "EventBroker.h"
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namespace Events
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{
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struct KeyboardChar : Event
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{
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double Timestamp = 0.f;
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unsigned int Char = 0;
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};
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}
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#endif
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@@ -0,0 +1,17 @@
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#ifndef Events_MouseScroll_h__
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#define Events_MouseScroll_h__
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#include "EventBroker.h"
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namespace Events
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{
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struct MouseScroll : Event
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{
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double DeltaX;
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double DeltaY;
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};
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}
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#endif
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@@ -8,9 +8,11 @@
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#include "EventBroker.h"
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#include "EKeyDown.h"
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#include "EKeyUp.h"
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#include "EKeyboardChar.h"
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#include "EMousePress.h"
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#include "EMouseRelease.h"
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#include "EMouseMove.h"
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#include "EMouseScroll.h"
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#include "ELockMouse.h"
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#include "EGamepadAxis.h"
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#include "EGamepadButton.h"
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@@ -64,6 +66,11 @@ private:
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void PublishGamepadAxisIfChanged(int gamepadID, Gamepad::Axis axis);
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void PublishGamepadButtonIfChanged(int gamepadID, Gamepad::Button button);
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static std::vector<unsigned int> GLFWCharCallbackQueue;
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static void GLFWCharCallback(GLFWwindow* window, unsigned int c);
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static std::vector<std::pair<double, double>> GLFWScrollCallbackQueue;
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static void GLFWScrollCallback(GLFWwindow* window, double xoffset, double yoffset);
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};
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#endif
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@@ -7,19 +7,39 @@
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class System
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{
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friend class SystemPipeline;
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public:
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System(EventBroker* eventBroker, std::string componentType)
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protected:
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System(EventBroker* eventBroker)
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: m_EventBroker(eventBroker)
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, m_ComponentType(componentType)
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{ }
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virtual void Update(World* world, ComponentWrapper& component, double dt) = 0;
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protected:
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std::string m_ComponentType;
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EventBroker* m_EventBroker;
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};
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class PureSystem : public System
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{
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friend class SystemPipeline;
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protected:
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PureSystem(EventBroker* eventBroker, std::string componentType)
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: System(eventBroker)
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, m_ComponentType(componentType)
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{ }
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const std::string m_ComponentType;
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virtual void UpdateComponent(World* world, ComponentWrapper& component, double dt) = 0;
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};
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class ImpureSystem : public System
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{
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friend class SystemPipeline;
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protected:
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ImpureSystem(EventBroker* eventBroker)
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: System(eventBroker)
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{ }
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virtual void Update(World* world, double dt) = 0;
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};
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#endif
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@@ -14,7 +14,7 @@ public:
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{ }
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~SystemPipeline()
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{
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for (auto& pair : m_Systems) {
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for (auto& pair : m_PureSystems) {
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for (auto& system : pair.second) {
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delete system;
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}
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@@ -25,17 +25,32 @@ public:
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void AddSystem(Arguments... args)
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{
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System* system = new T(m_EventBroker, args...);
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if (!system->m_ComponentType.empty()) {
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m_Systems[system->m_ComponentType].push_back(system);
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} else {
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LOG_ERROR("Failed to add system \"%s\": Missing component type!", typeid(T).name());
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delete system;
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m_Systems[typeid(T).name()] = system;
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if (std::is_base_of<PureSystem, T>::value) {
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PureSystem* pureSystem = static_cast<PureSystem*>(system);
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if (!pureSystem->m_ComponentType.empty()) {
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m_PureSystems[pureSystem->m_ComponentType].push_back(pureSystem);
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} else {
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LOG_ERROR("Failed to add pure system \"%s\": Missing component type!", typeid(T).name());
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}
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}
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if (std::is_base_of<ImpureSystem, T>::value) {
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ImpureSystem* impureSystem = static_cast<ImpureSystem*>(system);
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m_ImpureSystems.push_back(impureSystem);
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}
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}
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void Update(World* world, double dt)
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{
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// Process events
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for (auto& pair : m_Systems) {
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m_EventBroker->Process(pair.first);
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}
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// Update
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for (auto& pair : m_PureSystems) {
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const std::string& componentName = pair.first;
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auto& systems = pair.second;
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const ComponentPool* pool = world->GetComponents(componentName);
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@@ -44,15 +59,20 @@ public:
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}
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for (auto& component : *pool) {
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for (auto& system : systems) {
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system->Update(world, component, dt);
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system->UpdateComponent(world, component, dt);
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}
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}
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}
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for (auto& system : m_ImpureSystems) {
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system->Update(world, dt);
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}
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}
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private:
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EventBroker* m_EventBroker;
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std::unordered_map<std::string, std::vector<System*>> m_Systems;
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std::map<std::string, System*> m_Systems;
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std::map<std::string, std::vector<PureSystem*>> m_PureSystems;
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std::vector<ImpureSystem*> m_ImpureSystems;
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};
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#endif
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@@ -14,17 +14,27 @@ public:
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// Create empty entity
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EntityID CreateEntity(EntityID parent = 0);
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// Delete entity and all components within
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void DeleteEntity(EntityID entity);
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// Register a component type and allocate space for it
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void RegisterComponent(ComponentInfo& ci);
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// Attach a component to an entity and fill it with default values
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ComponentWrapper AttachComponent(EntityID entity, std::string componentType);
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// Check if an entity has a component
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bool HasComponent(EntityID entity, std::string componentType);
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// Get a component of an entity
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ComponentWrapper GetComponent(EntityID entity, std::string componentType);
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// Delete a component off an entity
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void DeleteComponent(EntityID entity, std::string componentType);
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// Get all components of the specified type
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const ComponentPool* GetComponents(std::string componentType);
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// Get entity parent
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EntityID GetParent(EntityID entity);
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// Get all component pools
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const std::unordered_map<std::string, ComponentPool*>& GetComponentPools() const { return m_ComponentPools; }
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// Get the entity children map
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const std::unordered_multimap<EntityID, EntityID>& GetEntityChildren() const { return m_EntityChildren; }
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private:
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EntityID m_CurrentEntityID = 1;
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@@ -0,0 +1,35 @@
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#include <imgui/imgui.h>
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#include <glm/gtx/common.hpp>
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#include "../Core/System.h"
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#include "../Core/EMousePress.h"
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#include "../Core/ConfigFile.h"
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#include "../Input/EInputCommand.h"
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#include "../Rendering/EPicking.h"
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#include "../Rendering/RenderQueueFactory.h"
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class EditorSystem : public ImpureSystem
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{
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public:
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EditorSystem(EventBroker* eventBroker);
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virtual void Update(World* world, double dt) override;
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private:
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bool m_Enabled;
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bool m_Visible;
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std::vector<glm::vec2> m_PickingQueue;
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EntityID m_Widget = 0;
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EntityID m_Selection = 0;
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EntityID m_LastSelection = 0;
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glm::vec3 m_Position;
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EventRelay<EditorSystem, Events::InputCommand> m_EInputCommand;
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bool OnInputCommand(const Events::InputCommand& e);
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EventRelay<EditorSystem, Events::MousePress> m_EMousePress;
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bool OnMousePress(const Events::MousePress& e);
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EventRelay<EditorSystem, Events::Picking> m_EPicking;
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bool OnPicking(const Events::Picking& e);
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void drawUI(World* world, double dt);
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bool createDeleteButton(std::string componentType);
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};
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@@ -1,3 +1,4 @@
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#include <imgui/imgui.h>
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#include "../Input/FirstPersonInputController.h"
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template <typename EventContext>
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@@ -13,22 +14,35 @@ public:
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virtual bool OnCommand(const Events::InputCommand& e) override
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{
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ImGuiIO& io = ImGui::GetIO();
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if (e.Command == "PrimaryFire") {
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if (e.Value > 0) {
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LockMouse();
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if (!io.WantCaptureMouse) {
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LockMouse();
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}
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} else {
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UnlockMouse();
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}
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return false;
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}
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if (e.Command == "Right") {
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float value = std::max(-1.f, std::min(e.Value, 1.f));
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m_Velocity.x = value;
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}
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if (e.Command == "Forward") {
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float value = std::max(-1.f, std::min(e.Value, 1.f));
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m_Velocity.z = -value;
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if (!io.WantCaptureKeyboard) {
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if (e.Command == "Right") {
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float value = std::max(-1.f, std::min(e.Value, 1.f));
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m_Velocity.x = value;
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}
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if (e.Command == "Forward") {
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float value = std::max(-1.f, std::min(e.Value, 1.f));
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m_Velocity.z = -value;
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}
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if (e.Command == "Sprint") {
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if (e.Value > 0.f) {
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m_Speed = m_BaseSpeed * 2.f * (e.Value);
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} else {
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m_Speed = m_BaseSpeed;
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}
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}
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}
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return FirstPersonInputController::OnCommand(e);
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@@ -37,12 +51,13 @@ public:
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void Update(double dt)
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{
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if (glm::length2(m_Velocity) > 0) {
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m_Position += m_Orientation * (glm::normalize(m_Velocity) * m_BaseSpeed);
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m_Position += m_Orientation * (glm::normalize(m_Velocity) * m_Speed * (float)dt);
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}
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}
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protected:
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glm::vec3 m_Position = glm::vec3(0, 0, 0);
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glm::vec3 m_Velocity = glm::vec3(0, 0, 0);
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float m_BaseSpeed = 0.1f;
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float m_BaseSpeed = 2.0f;
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float m_Speed = m_BaseSpeed;
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};
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@@ -40,15 +40,17 @@ public:
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{
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PickData pickData;
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// Invert screen y coordinate
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screenCoord.y = Resolution.Height - screenCoord.y;
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ScreenCoords::PixelData data = ScreenCoords::ToPixelData(screenCoord, PickingBuffer, *DepthBuffer);
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auto it = PickingColorsToEntity->find(glm::vec2(data.Color[0], data.Color[1]));
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if (it != PickingColorsToEntity->end()) {
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pickData.Entity = it->second;
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} else {
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pickData.Entity = -1;
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pickData.Entity = 0;
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}
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pickData.Position = ScreenCoords::ToWorldPos(screenCoord.x, Resolution.Width - screenCoord.y, data.Depth, Resolution, ProjectionMatrix, ViewMatrix);
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pickData.Position = ScreenCoords::ToWorldPos(screenCoord.x, screenCoord.y, data.Depth, Resolution, ProjectionMatrix, ViewMatrix);
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return pickData;
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}
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@@ -0,0 +1,60 @@
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#include <imgui/imgui.h>
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#include "../OpenGL.h"
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#include "IRenderer.h"
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#include "../Core/EventBroker.h"
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#include "../Core/EMousePress.h"
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#include "../Core/EMouseRelease.h"
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#include "../Core/EMouseMove.h"
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#include "../Core/EMouseScroll.h"
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#include "../Core/EKeyDown.h"
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#include "../Core/EKeyUp.h"
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#include "../Core/EKeyboardChar.h"
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class ImGuiRenderPass
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{
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public:
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ImGuiRenderPass(IRenderer* renderer, EventBroker* eventBroker);
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void Update(double dt);
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void Draw();
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private:
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IRenderer* m_Renderer;
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EventBroker* m_EventBroker;
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GLFWwindow* g_Window;
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double g_DeltaTime = 0.0;
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float g_MouseWheel = 0.f;
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GLuint g_FontTexture;
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int g_ShaderHandle;
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int g_VertHandle;
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int g_FragHandle;
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int g_AttribLocationTex;
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int g_AttribLocationProjMtx;
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int g_AttribLocationPosition;
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int g_AttribLocationUV;
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int g_AttribLocationColor;
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GLuint g_VboHandle;
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GLuint g_VaoHandle;
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GLuint g_ElementsHandle;
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EventRelay<ImGuiRenderPass, Events::MousePress> m_EMousePress;
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bool OnMousePress(const Events::MousePress& e);
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EventRelay<ImGuiRenderPass, Events::MouseRelease> m_EMouseRelease;
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bool OnMouseRelease(const Events::MouseRelease& e);
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EventRelay<ImGuiRenderPass, Events::MouseMove> m_EMouseMove;
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bool OnMouseMove(const Events::MouseMove& e);
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EventRelay<ImGuiRenderPass, Events::MouseScroll> m_EMouseScroll;
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bool OnMouseScroll(const Events::MouseScroll& e);
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EventRelay<ImGuiRenderPass, Events::KeyDown> m_EKeyDown;
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bool OnKeyDown(const Events::KeyDown& e);
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EventRelay<ImGuiRenderPass, Events::KeyUp> m_EKeyUp;
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bool OnKeyUp(const Events::KeyUp& e);
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EventRelay<ImGuiRenderPass, Events::KeyboardChar> m_EKeyboardChar;
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bool OnKeyboardChar(const Events::KeyboardChar& e);
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bool createDeviceObjects();
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bool createFontsTexture();
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void newFrame();
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};
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@@ -15,8 +15,12 @@ public:
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RenderQueueFactory(EventBroker* eventBroker);
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void Update(World* world);
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RenderQueueCollection RenderQueues() const { return m_RenderQueues; }
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static glm::vec3 AbsolutePosition(World* world, EntityID entity);
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static glm::quat AbsoluteOrientation(World* world, EntityID entity);
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static glm::vec3 AbsoluteScale(World* world, EntityID entity);
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private:
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EventBroker* m_EventBroker;
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RenderQueueCollection m_RenderQueues;
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@@ -26,10 +30,6 @@ private:
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glm::mat4 ModelMatrix(World* world, EntityID entity);
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glm::vec3 AbsolutePosition(World* world, EntityID entity);
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glm::quat AbsoluteOrientation(World* world, EntityID entity);
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glm::vec3 AbsoluteScale(World* world, EntityID entity);
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EntityID m_CurrentCamera;
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};
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@@ -28,6 +28,7 @@ enum lightType
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#include "../Core/EventBroker.h"
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#include "EPicking.h"
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#include "ImGuiRenderPass.h"
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class Renderer : public IRenderer
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{
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@@ -56,6 +57,7 @@ private:
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DrawScenePass* m_DrawScenePass;
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PickingPass* m_PickingPass;
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ImGuiRenderPass* m_ImGuiRenderPass;
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//----------------------Functions----------------------//
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void InitializeWindow();
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Reference in New Issue
Block a user