Part one - removed references and smart pointers
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@ -1,52 +1,51 @@
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// Copyright (c) 2022 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 "UICanvas.hpp"
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#include "scene/Scene.hpp"
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#include "ui/UIComponent.hpp"
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#include "game/DawnGame.hpp"
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using namespace Dawn;
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std::shared_ptr<UICanvas> UICanvas::createCanvas(std::shared_ptr<Scene> scene) {
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auto item = scene->createSceneItem();
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return item->addComponent<UICanvas>();
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}
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UICanvas::UICanvas(SceneItem &item) : SceneItemComponent(item) {
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}
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float_t UICanvas::getWidth() {
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return this->getGame().renderManager.getBackBuffer().getWidth();
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}
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float_t UICanvas::getHeight() {
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return this->getGame().renderManager.getBackBuffer().getHeight();
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}
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void UICanvas::onStart() {
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std::cout << "Canvas event" << std::endl;
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this->getGame().renderManager.getBackBuffer()
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.eventRenderTargetResized.addListener(this, &UICanvas::onBackBufferResize)
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;
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}
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void UICanvas::onBackBufferResize(
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RenderTarget &target,
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float_t width,
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float_t height
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) {
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auto it = this->children.begin();
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while(it != this->children.end()) {
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(*it)->updatePositions();
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++it;
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}
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}
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UICanvas::~UICanvas() {
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this->getGame().renderManager.getBackBuffer()
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.eventRenderTargetResized.removeListener(this, &UICanvas::onBackBufferResize)
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;
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// Copyright (c) 2022 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 "UICanvas.hpp"
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#include "scene/Scene.hpp"
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#include "ui/UIComponent.hpp"
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#include "game/DawnGame.hpp"
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using namespace Dawn;
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UICanvas * UICanvas::createCanvas(Scene *scene) {
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auto item = scene->createSceneItem();
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return item->addComponent<UICanvas>();
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}
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UICanvas::UICanvas(SceneItem *item) : SceneItemComponent(item) {
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}
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float_t UICanvas::getWidth() {
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return this->getGame()->renderManager.getBackBuffer()->getWidth();
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}
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float_t UICanvas::getHeight() {
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return this->getGame()->renderManager.getBackBuffer()->getHeight();
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}
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void UICanvas::onStart() {
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this->getGame()->renderManager.getBackBuffer()->eventRenderTargetResized
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.addListener(this, &UICanvas::onBackBufferResize)
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;
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}
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void UICanvas::onBackBufferResize(
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RenderTarget *target,
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float_t width,
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float_t height
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) {
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auto it = this->children.begin();
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while(it != this->children.end()) {
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(*it)->updatePositions();
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++it;
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}
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}
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UICanvas::~UICanvas() {
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this->getGame()->renderManager.getBackBuffer()->eventRenderTargetResized
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.removeListener(this, &UICanvas::onBackBufferResize)
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;
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}
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