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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10
src/main.cpp
10
src/main.cpp
@@ -384,10 +384,10 @@ static void SetupExceptionHandler()
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BT_AddLogFile(wpath);
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BT_SetPreErrHandler([](INT_PTR){
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if (ui::Canvas::I)
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if (Canvas::I)
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{
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auto path = App::I.data_path + "/recovery.ppi";
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ui::Canvas::I->project_save_thread(path);
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Canvas::I->project_save_thread(path);
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static char abspath[MAX_PATH];
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GetFullPathNameA(path.c_str(), MAX_PATH, abspath, NULL);
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static char message[4096];
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@@ -727,7 +727,7 @@ int main(int argc, char** argv)
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if (a == Controller::Action::Press)
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{
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async_lock();
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ui::Canvas::I->stroke_start(vive->controllers[0].pos * 800.f, vive->controllers[0].axis[1].x, ui::Canvas::I->m_current_brush);
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Canvas::I->stroke_start(vive->controllers[0].pos * 800.f, vive->controllers[0].axis[1].x, Canvas::I->m_current_brush);
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async_unlock();
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controller_last_point = vive->controllers[0].pos * 800.f;
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controller_points.clear();
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@@ -737,7 +737,7 @@ int main(int argc, char** argv)
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{
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trigger_down = false;
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async_lock();
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ui::Canvas::I->stroke_end();
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Canvas::I->stroke_end();
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async_unlock();
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}
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}
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@@ -763,7 +763,7 @@ int main(int argc, char** argv)
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if (glm::distance(p, controller_last_point) > 1)
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{
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async_lock();
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ui::Canvas::I->stroke_update(p, vive->controllers[0].axis[1].x);
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Canvas::I->stroke_update(p, vive->controllers[0].axis[1].x);
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async_unlock();
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controller_last_point = p;
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App::I.redraw = true;
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