maybe if the engine was the master of layers
This commit is contained in:
@@ -56,6 +56,8 @@ void App::Run()
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mDisplay.EndFrame();
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}
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mDisplay.Destroy();
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}
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const Display& App::GetDisplay()
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@@ -65,6 +67,8 @@ const Display& App::GetDisplay()
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void App::PushLayer( GameLayer* layer )
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{
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mGameLayers.push_back( layer );
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}
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@@ -23,6 +23,8 @@ public:
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const Display& GetDisplay();
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// Layers, once assigned, until poped are assumed to
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// never change their spot in the layer hierarchy
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void PushLayer( GameLayer* layer );
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void PushTopLayer( GameLayer* layer );
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void PushDebugLayer( GameLayer* layer );
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@@ -28,10 +28,6 @@ void EventListener::DeRegisterAsSink( std::string system )
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}
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void EventListener::UpdateLayer( int layer )
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{
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}
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EventDispatcher::EventDispatcher()
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@@ -82,10 +82,11 @@ public:
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EventListener();
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virtual ~EventListener();
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void RegisterAsSink( std::string system, int layer = 0 );
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void DeRegisterAsSink( std::string system );
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void PushRegisterAsSink( std::string system );
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void PushStickyRegisterAsSink( std::string system );
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void EmplaceRegisterAsSink( std::string system );
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void UpdateLayer( int layer );
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void DeRegisterAsSink( std::string system );
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// return true = event handled
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virtual bool EventRecieved( GenericEvent& e ) = 0;
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2
Aeon/ThirdParty/ImGui/imgui.cpp
vendored
2
Aeon/ThirdParty/ImGui/imgui.cpp
vendored
@@ -7280,7 +7280,7 @@ static void ImGui::ErrorCheckEndFrameSanityChecks()
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// We silently accommodate for this case by ignoring/ the case where all io.KeyXXX modifiers were released (aka key_mod_flags == 0),
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// while still correctly asserting on mid-frame key press events.
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const ImGuiKeyModFlags key_mod_flags = GetMergedKeyModFlags();
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//IM_ASSERT((key_mod_flags == 0 || g.IO.KeyMods == key_mod_flags) && "Mismatching io.KeyCtrl/io.KeyShift/io.KeyAlt/io.KeySuper vs io.KeyMods");
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// IM_ASSERT((key_mod_flags == 0 || g.IO.KeyMods == key_mod_flags) && "Mismatching io.KeyCtrl/io.KeyShift/io.KeyAlt/io.KeySuper vs io.KeyMods");
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IM_UNUSED(key_mod_flags);
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// Recover from errors
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@@ -81,7 +81,7 @@ public:
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Level* level = new Level;
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TopLevel* topLevel = new TopLevel;
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PushLayer( (Aeon::Core::GameLayer*)level );
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PushDebugLayer( (Aeon::Core::GameLayer*)topLevel );
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PushLayer( (Aeon::Core::GameLayer*)topLevel );
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Run();
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delete level;
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}
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