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- changed namespace from ns_fretBuzz to FRETBUZZ
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RohanFernandez committed Sep 4, 2020
1 parent 25a41dc commit 2f3e165
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Showing 181 changed files with 482 additions and 487 deletions.
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#include "audio_clip.h"
#include <resource_manager.h>

namespace ns_fretBuzz
namespace FRETBUZZ
{
AudioClip::AudioClip(std::string a_strAudioFilePath)
: IManagedResource()
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#include <managed_resource.h>
#include <audio_engine.h>

namespace ns_fretBuzz
namespace FRETBUZZ
{
class AudioClip : public IManagedResource
{
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#include "collider_2d.h"
#include <bitset>

namespace ns_fretBuzz
namespace FRETBUZZ
{
Collider2D::Collider2D(GameObject2D* a_GameObject2D, ColliderData& a_ColliderData)
: IComponent2D(COMPONENT_TYPE::COLLIDER_2D, a_GameObject2D),
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#include <system/component_2d.h>
#include <components/collider_data.h>

namespace ns_fretBuzz
namespace FRETBUZZ
{
class Collider2D : public IComponent2D, protected b2ContactListener
{
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#pragma once
#include <physics_engine.h>

namespace ns_fretBuzz
namespace FRETBUZZ
{
struct ColliderData
{
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#include "system/game_object.h"
#include <imgui/imgui.h>

namespace ns_fretBuzz
namespace FRETBUZZ
{
AudioSource::AudioSource(GameObject* a_GameObj, bool a_bIsPlayOnAwake)
: IComponent(COMPONENT_TYPE::AUDIO_SOURCE, a_GameObj)
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#include "system/component.h"
#include "../audio_clip.h"

namespace ns_fretBuzz
namespace FRETBUZZ
{
class GameObject;
class AudioSource : public IComponent
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#include "system/component_2d.h"
#include <cstdarg>

namespace ns_fretBuzz
namespace FRETBUZZ
{
class GameObject;
class Behaviour : public IComponent
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#include "system/camera_manager.h"
#include <imgui/imgui.h>

namespace ns_fretBuzz
namespace FRETBUZZ
{
Camera::Camera(GameObject* a_GameObj, Viewport::PROJECTION_TYPE a_ProjectionType, Viewport* a_Viewport, const LayerMask& a_LayerMask, glm::vec4 a_vec4ClearColour)
: IComponent(COMPONENT_TYPE::CAMERA, a_GameObj),
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#include "components/viewport.h"
#include "system/layer/layer_mask.h"

namespace ns_fretBuzz
namespace FRETBUZZ
{
class GameObject;
class Camera : public IComponent
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#include "canvas.h"
#include <system/camera_manager.h>

namespace ns_fretBuzz
namespace FRETBUZZ
{
Canvas::Canvas(GameObject2D* a_GameObject2D, CanvasData& a_CanvasData, bool a_bIsEnabled)
: IComponent2D(COMPONENT_TYPE::CANVAS, a_GameObject2D, a_bIsEnabled)
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#pragma once
#include "system/component_2d.h"

namespace ns_fretBuzz
namespace FRETBUZZ
{
enum class CANVAS_SPACE_TYPE
{
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#include "character_controller_2d.h"
#include "system/game_object.h"

namespace ns_fretBuzz
namespace FRETBUZZ
{
CharacterController2D::CharacterController2D(GameObject* a_GameObject)
: IComponent(COMPONENT_TYPE::CHARACTER_CONTROLLER_2D, a_GameObject)
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#pragma once
#include "system/component.h"

namespace ns_fretBuzz
namespace FRETBUZZ
{
class GameObject;
class CharacterController2D : public IComponent
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#include <resource_manager.h>
#include "graphics/shader_manager.h"

namespace ns_fretBuzz
namespace FRETBUZZ
{
const std::vector<glm::vec2> Image::s_vectTexcoords =
{
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#include "../sprite.h"
#include "graphics/material.h"

namespace ns_fretBuzz
namespace FRETBUZZ
{
class GameObject2D;
class Image : public IComponent2D
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#include "system/game_object.h"
#include "graphics/light_manager.h"

namespace ns_fretBuzz
namespace FRETBUZZ
{
Light::Light(GameObject* a_GameObj, LIGHT_TYPE a_LightType)
: IComponent(COMPONENT_TYPE::LIGHT , a_GameObj ),
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#include "system/component.h"
#include "graphics/shader.h"

namespace ns_fretBuzz
namespace FRETBUZZ
{
class GameObject;
class Light : public IComponent
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#include "system/game_object.h"
#include "graphics/shader_manager.h"

namespace ns_fretBuzz
namespace FRETBUZZ
{
MeshRenderer::MeshRenderer(GameObject* a_GameObject, Mesh& a_Mesh)
: IComponent(COMPONENT_TYPE::MESH_RENDERER, a_GameObject),
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#include "graphics/renderer.h"
#include "graphics/mesh.h"

namespace ns_fretBuzz
namespace FRETBUZZ
{
class GameObject;
class MeshRenderer : public IComponent, public IRenderer
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#include <resource_manager.h>
#include "graphics/shader_manager.h"

namespace ns_fretBuzz
namespace FRETBUZZ
{
RectCollider::RectCollider(GameObject2D* a_GameObject, ColliderData& a_RectColliderData)
:
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#include <components/collider_2d.h>
#include <graphics/line_batch_renderer.h>

namespace ns_fretBuzz
namespace FRETBUZZ
{
class GameObject2D;
class RectCollider : public Collider2D
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#include <resource_manager.h>
#include "system/game_object.h"

namespace ns_fretBuzz
namespace FRETBUZZ
{
SpriteAnimationController::SpriteAnimationController(GameObject* a_GameObj, std::string a_strAnimatorId)
: IComponent(COMPONENT_TYPE::SPRITE_ANIMATION_CONTROLLER, a_GameObj)
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#include "../sprite_animator.h"
#include "sprite_renderer.h"

namespace ns_fretBuzz
namespace FRETBUZZ
{
class SpriteAnimationController : public IComponent
{
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#include "graphics/sprite_batch_renderer.h"
#include "graphics/shader_manager.h"

namespace ns_fretBuzz
namespace FRETBUZZ
{
SpriteRenderer::SpriteRenderer(GameObject* a_GameObj, Sprite* a_Sprite)
: IComponent(COMPONENT_TYPE::SPRITE_RENDERER, a_GameObj),
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#include "graphics/material.h"
#include "graphics/renderer.h"

namespace ns_fretBuzz
namespace FRETBUZZ
{
class GameObject;
class SpriteRenderer : public IComponent, public IRenderer
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#include "text_renderer.h"
#include <resource_manager.h>

namespace ns_fretBuzz
namespace FRETBUZZ
{
TextRenderer::TextRenderer(GameObject* a_GameObj, std::string a_strText, std::string a_strFontName)
: IComponent(COMPONENT_TYPE::TEXT_RENDERER, a_GameObj)
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#include "system/component.h"
#include "graphics/font_manager.h"

namespace ns_fretBuzz
namespace FRETBUZZ
{
class TextRenderer : public IComponent
{
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#include <fretbuzz_pch.h>
#include "raycast_callback.h"

namespace ns_fretBuzz
namespace FRETBUZZ
{
void RaycastCallback::reset()
{
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#pragma once
#include <Box2D/Box2D.h>

namespace ns_fretBuzz
namespace FRETBUZZ
{
class Collider2D;
class RaycastCallback : public b2RayCastCallback
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#include "transform.h"
#include "graphics/rect.h"

namespace ns_fretBuzz
namespace FRETBUZZ
{
class RectTransform : public Transform
{
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2 changes: 1 addition & 1 deletion FretBuzz/FretBuzzFramework/framework/components/sprite.cpp
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#include <fretbuzz_pch.h>
#include "sprite.h"

namespace ns_fretBuzz
namespace FRETBUZZ
{
SpriteGroup::SpriteGroup(Texture* a_pTexture, std::vector<Sprite> a_vectSpriteData)
: m_vectSpriteData{a_vectSpriteData},
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2 changes: 1 addition & 1 deletion FretBuzz/FretBuzzFramework/framework/components/sprite.h
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#include "system/game_object.h"
#include "viewport.h"

namespace ns_fretBuzz
namespace FRETBUZZ
{
class Sprite
{
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#include <fretbuzz_pch.h>
#include "sprite_animator.h"

namespace ns_fretBuzz
namespace FRETBUZZ
{
void SpriteAnimator::destroyResource()
{
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#include <resource_manager.h>
#include "../components/sprite.h"

namespace ns_fretBuzz
namespace FRETBUZZ
{
class AnimationState
{
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#include <fretbuzz_pch.h>
#include "transform.h"

namespace ns_fretBuzz
namespace FRETBUZZ
{
Transform::Transform(glm::vec3 a_v3Position, glm::vec3 a_v3Rotation, glm::vec3 a_v3Scale, Transform* a_pParentTransform)
: m_pParentTransform{ a_pParentTransform }
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#pragma once
#include <fretbuzz.h>

namespace ns_fretBuzz
namespace FRETBUZZ
{
class Transform
{
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#include <fretbuzz_pch.h>
#include "viewport.h"

namespace ns_fretBuzz
namespace FRETBUZZ
{
Viewport::Viewport(PROJECTION_TYPE a_ProjectionType, glm::mat4 a_mat4Projection, glm::vec2 a_v2OriginXY01, glm::vec2 a_v2DimensionWH01)
: m_mat4Projection{ a_mat4Projection },
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2 changes: 1 addition & 1 deletion FretBuzz/FretBuzzFramework/framework/components/viewport.h
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#include "transform.h"
#include <imgui/imgui.h>

namespace ns_fretBuzz
namespace FRETBUZZ
{
class Viewport
{
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2 changes: 1 addition & 1 deletion FretBuzz/FretBuzzFramework/framework/fretbuzz.h
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#else
#endif

namespace ns_fretBuzz
namespace FRETBUZZ
{
///System Consts
constexpr char* FRETBUZZ_ON_WINDOW_RESIZE = "FRETBUZZ_ON_WINDOW_RESIZE";
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#include "sprite_batch_renderer.h"
#include "line_batch_renderer.h"

namespace ns_fretBuzz
namespace FRETBUZZ
{
//singleton instance
BatchRendererManager* BatchRendererManager:: s_pInstance = nullptr;
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#pragma once
#include "renderer.h"

namespace ns_fretBuzz
namespace FRETBUZZ
{
class IBatchRenderer : public IRenderer
{
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#include <fretbuzz_pch.h>
#include "data_texture.h"

namespace ns_fretBuzz
namespace FRETBUZZ
{
DataTexture::DataTexture(unsigned int a_uiWidth, unsigned int a_uiHeight, void* a_pData, GLenum a_ColorFormat)
: Texture()
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#pragma once
#include "texture.h"

namespace ns_fretBuzz
namespace FRETBUZZ
{
class DataTexture : public Texture
{
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