remove ui namespace which is not really used, move CameraData in camera_modes.h to avoid the inclusion of canva.h

This commit is contained in:
2018-11-27 14:24:01 +01:00
parent f34ffa825d
commit 0c6b409606
57 changed files with 538 additions and 597 deletions

View File

@@ -21,8 +21,6 @@ void async_unlock();
void destroy_window();
#endif
using namespace ui;
App App::I; // singleton
void App::create()
@@ -65,7 +63,7 @@ void App::open_document(std::string path)
bool App::request_close()
{
static bool dialog_already_opened = false;
if (!ui::Canvas::I->m_unsaved)
if (!Canvas::I->m_unsaved)
return true;
if (!dialog_already_opened)
{
@@ -82,7 +80,7 @@ bool App::request_close()
#ifdef __OSX__
[osx_view close];
#endif
ui::Canvas::I->m_unsaved = false;
Canvas::I->m_unsaved = false;
};
m->btn_cancel->m_text->set_text("No");
m->btn_cancel->on_click = [this,m](Node*) {
@@ -517,9 +515,9 @@ void App::update(float dt)
// glEnable(GL_BLEND);
// sampler.bind(0);
// ui::ShaderManager::use(kShader::Texture);
// ui::ShaderManager::u_int(kShaderUniform::Tex, 0);
// ui::ShaderManager::u_mat4(kShaderUniform::MVP, glm::ortho(-1.f, 1.f, -1.f, 1.f));
// ShaderManager::use(kShader::Texture);
// ShaderManager::u_int(kShaderUniform::Tex, 0);
// ShaderManager::u_mat4(kShaderUniform::MVP, glm::ortho(-1.f, 1.f, -1.f, 1.f));
// glActiveTexture(GL_TEXTURE0);
// uirtt.bindTexture();
// m_face_plane.draw_fill();