Big cleanup... Expect bugs
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81
Application.h
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81
Application.h
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#pragma once
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#include <G3DAll.h>
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#include "PropertyWindow.h"
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#include "TextButtonInstance.h"
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#include "ImageButtonInstance.h"
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#include "CameraController.h"
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class TextButtonInstance;
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class ImageButtonInstance;
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class PartInstance;
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class CameraController;
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class Application { // : public GApp {
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public:
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Application(HWND parentWindow);
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void Boop();
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virtual ~Application() {}
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virtual void exitApplication();
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virtual void onInit();
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virtual void onLogic();
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virtual void onNetwork();
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virtual void onSimulation(RealTime rdt, SimTime sdt, SimTime idt);
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virtual void onGraphics(RenderDevice* rd);
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virtual void onUserInput(UserInput* ui);
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virtual void onCleanup();
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void clearInstances();
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PartInstance* makePart();
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void drawButtons(RenderDevice* rd);
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void drawOutline(Vector3 from, Vector3 to, RenderDevice* rd, LightingParameters lighting, Vector3 size, Vector3 pos, CoordinateFrame c);
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void makeFlag(Vector3 &vec, RenderDevice* &rd);
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TextButtonInstance* makeTextButton();
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ImageButtonInstance* makeImageButton(G3D::TextureRef newImage, G3D::TextureRef overImage, G3D::TextureRef downImage, G3D::TextureRef disableImage);
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std::vector<Instance*> getSelection();
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void deleteInstance();
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void run();
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void QuitApp();
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void resizeWithParent(HWND parentWindow);
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void onCreate(HWND parentWindow);
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void onKeyPressed(int key);
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void onKeyUp(int key);
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void onMouseLeftPressed(HWND hwnd,int x, int y);
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void onMouseLeftUp(int x, int y);
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void onMouseRightPressed(int x, int y);
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void onMouseRightUp(int x, int y);
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void onMouseMoved(int x, int y);
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void onMouseWheel(int x, int y, short delta);
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int getMode();
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CameraController cameraController;
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RenderDevice* renderDevice;
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UserInput* userInput;
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PropertyWindow* _propWindow;
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void generateShadowMap(const CoordinateFrame& lightViewMatrix) const;
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private:
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void initGUI();
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HWND _hWndMain;
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SkyRef sky;
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bool quit;
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bool mouseOnScreen;
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bool rightButtonHolding;
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void main();
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GWindow* _window;
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HWND _hwndToolbox;
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HWND _buttonTest;
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HWND _hwndRenderer;
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DataModelInstance* _dataModel;
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std::string _message;
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G3D::RealTime _messageTime;
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G3D::TextureRef shadowMap;
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std::string _title;
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bool _dragging;
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int _mode;
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GAppSettings _settings;
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double lightProjX, lightProjY, lightProjNear, lightProjFar;
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protected:
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Stopwatch m_graphicsWatch;
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Stopwatch m_logicWatch;
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Stopwatch m_networkWatch;
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Stopwatch m_userInputWatch;
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Stopwatch m_simulationWatch;
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Stopwatch m_waitWatch;
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};
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