Major cleanup.
Moved to namespace Cleanup includes
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@@ -1,45 +1,50 @@
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#pragma once
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#include "Core/Timestep.h"
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#include "Rendering/Framebuffer.h"
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#include "Rendering/Buffers/Framebuffer.h"
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#include "Scene/Scene.h"
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#include "Core/Core.h"
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struct GLFWwindow;
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class Window
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namespace Nuake
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{
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private:
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static Ref<Window> s_Instance;
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class Window
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{
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private:
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static Ref<Window> s_Instance;
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int m_Width = 1280;
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int m_Height = 720;
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int m_Width = 1280;
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int m_Height = 720;
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GLFWwindow* m_Window;
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GLFWwindow* m_Window;
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Ref<FrameBuffer> m_Framebuffer;
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Ref<GBuffer> m_GBuffer;
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Ref<FrameBuffer> m_Framebuffer;
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Ref<Scene> m_Scene;
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Vector2 m_FramebufferOffset;
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Ref<Scene> m_Scene;
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Vector2 m_FramebufferOffset;
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public:
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Window();
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~Window();
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public:
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Window();
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~Window();
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static Ref<Window> Get(); // Get the window instance
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GLFWwindow* GetHandle();
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static Ref<Window> Get(); // Get the window instance
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GLFWwindow* GetHandle();
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bool ShouldClose();
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bool ShouldClose();
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int Init();
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void Update(Timestep ts);
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void FixedUpdate(Timestep ts);
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void Draw();
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void EndDraw();
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int Init();
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void Update(Timestep ts);
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void FixedUpdate(Timestep ts);
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void Draw();
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void EndDraw();
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Ref<FrameBuffer> GetFrameBuffer() const;
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Ref<Texture> GetSceneRenderTexture();
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void DrawQuad();
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Ref<FrameBuffer> GetFrameBuffer() const;
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Ref<Texture> GetSceneRenderTexture();
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void DrawQuad();
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Ref<Scene> GetScene();
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bool SetScene(Ref<Scene> scene);
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};
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}
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Ref<Scene> GetScene();
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bool SetScene(Ref<Scene> scene);
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};
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