restructure modules. make GuiModules depend on WindowModule
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35
modules/examples/GuiModules/TestClay/src/TestClay.cpp
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35
modules/examples/GuiModules/TestClay/src/TestClay.cpp
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#include "TestClay.h"
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#define CLAY_IMPLIMENTATION
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#include "clay.h"
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#include <GLFW/glfw3.h>
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TestClay::TestClay(void* h, Archimedes::App& a) : Archimedes::GuiModule(h, a) {
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name = "TestClay";
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}
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TestClay::~TestClay() {
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}
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void TestClay::onLoad() {
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createWindow();
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window->getRenderer().init();
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}
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void TestClay::run() {
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window->getRenderer().addRenderCmd([](){
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});
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if(window->shouldClose())
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app.end();
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window->doFrame();
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}
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25
modules/examples/GuiModules/TestClay/src/TestClay.h
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25
modules/examples/GuiModules/TestClay/src/TestClay.h
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#include "Archimedes.h"
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class TestClay : public Archimedes::GuiModule {
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public:
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TestClay(void*, Archimedes::App&);
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~TestClay();
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void onLoad();
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void run();
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private:
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};
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extern "C" {
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Archimedes::Module* create(void* handle, Archimedes::App& app) {
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return new TestClay(handle, app);
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}
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}
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74
modules/examples/GuiModules/TestImgui/src/TestImgui.cpp
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74
modules/examples/GuiModules/TestImgui/src/TestImgui.cpp
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#include "TestImgui.h"
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#include "imgui.h"
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#include "backends/imgui_impl_glfw.h"
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#include "backends/imgui_impl_opengl3.h"
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#include <GLFW/glfw3.h>
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TestImgui::TestImgui(void* h, Archimedes::App* a) : Archimedes::GuiModule(h, a) {
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name = "TestImgui";
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}
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TestImgui::~TestImgui() {
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window->getRenderer().removeRenderCmd(rcmd);
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ImGui_ImplOpenGL3_Shutdown();
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ImGui_ImplGlfw_Shutdown();
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ImGui::DestroyContext();
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}
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void TestImgui::onLoad() {
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createWindow();
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window->getRenderer().init();
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IMGUI_CHECKVERSION();
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ImGui::CreateContext();
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ImGuiIO& io = ImGui::GetIO(); (void)io;
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io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
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io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
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io.ConfigFlags |= ImGuiConfigFlags_DockingEnable; // Enable Docking
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//io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable; // Enable Multi-Viewport / Platform Windows
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// Setup Dear ImGui style
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ImGui::StyleColorsDark();
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//ImGui::StyleColorsLight();
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// Setup Platform/Renderer backends
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ImGui_ImplGlfw_InitForOpenGL(window->getWindowImpl().getWindow(), true);
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ImGui_ImplOpenGL3_Init("#version 130");
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rcmd = window->getRenderer().addRenderCmd([](){
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ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
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/*if (ImGui::GetIO().ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
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{
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ImGui::UpdatePlatformWindows();
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ImGui::RenderPlatformWindowsDefault();
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}*/
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});
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//cmdlist.push_back(it);
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}
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void TestImgui::run() {
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ImGui_ImplOpenGL3_NewFrame();
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ImGui_ImplGlfw_NewFrame();
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ImGui::NewFrame();
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if(demo)
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ImGui::ShowDemoWindow(&this->demo);
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else
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app->end();
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ImGui::Render();
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if(window->shouldClose())
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app->end();
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window->doFrame();
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}
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27
modules/examples/GuiModules/TestImgui/src/TestImgui.h
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27
modules/examples/GuiModules/TestImgui/src/TestImgui.h
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#ifndef GUIMODULE
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#define GUIMODULE
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#endif
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#include "Archimedes.h"
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class TestImgui : public Archimedes::GuiModule {
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public:
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TestImgui(void*, Archimedes::App*);
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~TestImgui();
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void onLoad();
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void run();
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private:
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bool demo = true;
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std::list<Archimedes::Renderer::renderCmd*>::iterator rcmd;
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};
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#ifndef TESTIMGUI_STATIC
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#define MODULE_TYPE TestImgui
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#include "endModule.h"
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#endif
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