remove ui namespace which is not really used, move CameraData in camera_modes.h to avoid the inclusion of canva.h
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12
src/app.cpp
12
src/app.cpp
@@ -21,8 +21,6 @@ void async_unlock();
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void destroy_window();
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#endif
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using namespace ui;
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App App::I; // singleton
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void App::create()
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@@ -65,7 +63,7 @@ void App::open_document(std::string path)
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bool App::request_close()
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{
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static bool dialog_already_opened = false;
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if (!ui::Canvas::I->m_unsaved)
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if (!Canvas::I->m_unsaved)
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return true;
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if (!dialog_already_opened)
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{
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@@ -82,7 +80,7 @@ bool App::request_close()
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#ifdef __OSX__
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[osx_view close];
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#endif
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ui::Canvas::I->m_unsaved = false;
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Canvas::I->m_unsaved = false;
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};
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m->btn_cancel->m_text->set_text("No");
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m->btn_cancel->on_click = [this,m](Node*) {
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@@ -517,9 +515,9 @@ void App::update(float dt)
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// glEnable(GL_BLEND);
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// sampler.bind(0);
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// ui::ShaderManager::use(kShader::Texture);
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// ui::ShaderManager::u_int(kShaderUniform::Tex, 0);
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// ui::ShaderManager::u_mat4(kShaderUniform::MVP, glm::ortho(-1.f, 1.f, -1.f, 1.f));
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// ShaderManager::use(kShader::Texture);
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// ShaderManager::u_int(kShaderUniform::Tex, 0);
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// ShaderManager::u_mat4(kShaderUniform::MVP, glm::ortho(-1.f, 1.f, -1.f, 1.f));
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// glActiveTexture(GL_TEXTURE0);
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// uirtt.bindTexture();
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// m_face_plane.draw_fill();
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