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Fixed the god-awful indentation
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@@ -20,75 +20,118 @@ using std::string;
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#include "leak_dumper.h"
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namespace Shared{ namespace Graphics{
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namespace Shared {
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namespace Graphics {
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class Context;
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class Context;
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class TextureManager;
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class Texture1D;
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class Texture2D;
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class Texture3D;
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class TextureCube;
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class ModelManager;
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class ModelRenderer;
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class Model;
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class TextureManager;
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class Texture1D;
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class Texture2D;
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class Texture3D;
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class TextureCube;
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class FontManager;
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class TextRenderer2D;
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class TextRenderer3D;
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class Font2D;
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class Font3D;
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class ModelManager;
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class ModelRenderer;
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class Model;
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class ParticleManager;
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class ParticleRenderer;
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class ShaderManager;
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class ShaderProgram;
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class VertexShader;
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class FragmentShader;
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class FontManager;
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class TextRenderer2D;
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class TextRenderer3D;
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class Font2D;
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class Font3D;
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// =====================================================
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// class GraphicsFactory
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// =====================================================
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class ParticleManager;
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class ParticleRenderer;
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class GraphicsFactory{
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public:
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virtual ~GraphicsFactory(){}
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class ShaderManager;
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class ShaderProgram;
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class VertexShader;
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class FragmentShader;
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//context
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virtual Context *newContext() {return NULL;}
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// =====================================================
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// class GraphicsFactory
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// =====================================================
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//textures
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virtual TextureManager *newTextureManager() {return NULL;}
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virtual Texture1D *newTexture1D() {return NULL;}
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virtual Texture2D *newTexture2D() {return NULL;}
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virtual Texture3D *newTexture3D() {return NULL;}
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virtual TextureCube *newTextureCube() {return NULL;}
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//models
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virtual ModelManager *newModelManager() {return NULL;}
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virtual ModelRenderer *newModelRenderer() {return NULL;}
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virtual Model *newModel(const string &path,TextureManager* textureManager,bool deletePixMapAfterLoad,std::map<string,std::vector<std::pair<string, string> > > *loadedFileList, string *sourceLoader) {return NULL;}
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class GraphicsFactory {
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public:
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virtual ~GraphicsFactory() {
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}
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//text
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virtual FontManager *newFontManager() {return NULL;}
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virtual TextRenderer2D *newTextRenderer2D() {return NULL;}
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virtual TextRenderer3D *newTextRenderer3D() {return NULL;}
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virtual Font2D *newFont2D() {return NULL;}
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virtual Font3D *newFont3D() {return NULL;}
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//context
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virtual Context *newContext() {
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return NULL;
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}
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//particles
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virtual ParticleManager *newParticleManager() {return NULL;}
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virtual ParticleRenderer *newParticleRenderer() {return NULL;}
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//shaders
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virtual ShaderManager *newShaderManager() {return NULL;}
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virtual ShaderProgram *newShaderProgram() {return NULL;}
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virtual VertexShader *newVertexShader() {return NULL;}
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virtual FragmentShader *newFragmentShader() {return NULL;}
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};
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//textures
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virtual TextureManager *newTextureManager() {
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return NULL;
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}
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virtual Texture1D *newTexture1D() {
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return NULL;
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}
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virtual Texture2D *newTexture2D() {
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return NULL;
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}
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virtual Texture3D *newTexture3D() {
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return NULL;
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}
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virtual TextureCube *newTextureCube() {
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return NULL;
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}
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}}//end namespace
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//models
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virtual ModelManager *newModelManager() {
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return NULL;
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}
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virtual ModelRenderer *newModelRenderer() {
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return NULL;
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}
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virtual Model *newModel(const string &path, TextureManager* textureManager, bool deletePixMapAfterLoad, std::map<string, std::vector<std::pair<string, string> > > *loadedFileList, string *sourceLoader) {
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return NULL;
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}
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//text
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virtual FontManager *newFontManager() {
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return NULL;
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}
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virtual TextRenderer2D *newTextRenderer2D() {
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return NULL;
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}
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virtual TextRenderer3D *newTextRenderer3D() {
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return NULL;
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}
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virtual Font2D *newFont2D() {
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return NULL;
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}
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virtual Font3D *newFont3D() {
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return NULL;
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}
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//particles
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virtual ParticleManager *newParticleManager() {
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return NULL;
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}
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virtual ParticleRenderer *newParticleRenderer() {
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return NULL;
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}
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//shaders
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virtual ShaderManager *newShaderManager() {
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return NULL;
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}
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virtual ShaderProgram *newShaderProgram() {
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return NULL;
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}
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virtual VertexShader *newVertexShader() {
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return NULL;
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}
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virtual FragmentShader *newFragmentShader() {
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return NULL;
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}
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};
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}
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}//end namespace
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#endif
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