Scene change support
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		@@ -10,6 +10,7 @@ target_sources(${DAWN_TARGET_NAME}
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    UIComponent.cpp
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    UIComponentRenderable.cpp
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    UIImage.cpp
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    UIEmpty.cpp
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    UIBorder.cpp
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)
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								src/dawn/scene/components/ui/UIEmpty.cpp
									
									
									
									
									
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								src/dawn/scene/components/ui/UIEmpty.cpp
									
									
									
									
									
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							@@ -0,0 +1,15 @@
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// Copyright (c) 2023 Dominic Masters
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// 
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// This software is released under the MIT License.
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// https://opensource.org/licenses/MIT
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#include "UIEmpty.hpp"
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using namespace Dawn;
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UIEmpty::UIEmpty(SceneItem *item) : UIComponent(item) { }
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float_t UIEmpty::getContentWidth() { return 0.0f; }
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float_t UIEmpty::getContentHeight() { return 0.0f; }
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float_t UIEmpty::getChildOffsetX() { return 0.0f; }
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float_t UIEmpty::getChildOffsetY() { return 0.0f; }
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								src/dawn/scene/components/ui/UIEmpty.hpp
									
									
									
									
									
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								src/dawn/scene/components/ui/UIEmpty.hpp
									
									
									
									
									
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							@@ -0,0 +1,18 @@
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// Copyright (c) 2023 Dominic Masters
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// 
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// This software is released under the MIT License.
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// https://opensource.org/licenses/MIT
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#pragma once
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#include "UIComponent.hpp"
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namespace Dawn {
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  class UIEmpty : public UIComponent {
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    public:
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      UIEmpty(SceneItem *item);
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      float_t getContentWidth() override;
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      float_t getContentHeight() override;
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      float_t getChildOffsetX() override;
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      float_t getChildOffsetY() override;
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  };
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}
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@@ -211,7 +211,9 @@ void UILabel::rebufferQuads(const std::vector<struct UILabelText> newTexts) {
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    // Now, iterate each character
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    for(int32_t i = 0; i < len; i++) {
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      char ch = text.text[i];
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      std::u32string::value_type ch = text.text[i];
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      // FT_ULong ch = text.text[i];
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      char c = text.text[i];
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      // Handle special characters
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      if(ch == '\n') {
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@@ -228,8 +230,7 @@ void UILabel::rebufferQuads(const std::vector<struct UILabelText> newTexts) {
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      assertTrue(ch != '\n');
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      // Get font data.
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      FT_ULong c = ch;
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      auto charInfo = realText.texture->getCharacterData(c);
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      auto charInfo = realText.texture->getCharacterData(ch);
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      // Word wrapping
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      if(
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