mirror of
https://github.com/zhenyan121/Cubed.git
synced 2026-08-08 17:57:02 +08:00
feat: add DevPanel
This commit is contained in:
105
src/app.cpp
105
src/app.cpp
@@ -8,6 +8,8 @@
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#include <Cubed/tools/system_info.hpp>
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#include <Cubed/tools/perlin_noise.hpp>
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#include <imgui_impl_glfw.h>
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#include <exception>
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namespace Cubed {
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@@ -21,8 +23,15 @@ App::~App() {
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}
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void App::cursor_position_callback(GLFWwindow* window, double xpos, double ypos) {
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ImGuiIO& io = ImGui::GetIO();
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App* app = static_cast<App*>(glfwGetWindowUserPointer(window));
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ASSERT_MSG(app, "nullptr");
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if (io.WantCaptureMouse && app->m_window.is_mouse_enable()) {
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ImGui_ImplGlfw_CursorPosCallback(window, xpos, ypos);
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return;
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}
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if (!app->m_window.is_mouse_enable()) {
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app->m_camera.update_cursor_position_camera(xpos, ypos);
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}
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@@ -30,6 +39,7 @@ void App::cursor_position_callback(GLFWwindow* window, double xpos, double ypos)
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}
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void App::init() {
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m_window.init();
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m_window.imgui_init();
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Logger::info("Window Init Success");
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glfwSetWindowUserPointer(m_window.get_glfw_window(), this);
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@@ -40,6 +50,9 @@ void App::init() {
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glfwSetWindowSizeCallback(m_window.get_glfw_window(), window_reshape_callback);
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glfwSetKeyCallback(m_window.get_glfw_window(), key_callback);
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glfwSetScrollCallback(m_window.get_glfw_window(), mouse_scroll_callback);
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glfwSetCursorEnterCallback(m_window.get_glfw_window(), cursor_enter_callback);
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PerlinNoise::init();
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m_renderer.init();
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@@ -52,21 +65,27 @@ void App::init() {
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Logger::info("World Init Success");
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m_camera.camera_init(&m_world.get_player("TestPlayer"));
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m_dev_panel.init();
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}
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void App::key_callback(GLFWwindow* window, int key, int scancode, int action, int mods) {
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ImGuiIO& io = ImGui::GetIO();
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App* app = static_cast<App*>(glfwGetWindowUserPointer(window));
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ASSERT_MSG(app, "nullptr");
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//ImGui_ImplGlfw_CursorEnterCallback(window, !app->m_window.is_mouse_enable());
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if (io.WantCaptureKeyboard && app->m_window.is_mouse_enable()) {
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if ((key == GLFW_KEY_LEFT_ALT || key == GLFW_KEY_ESCAPE) && action == GLFW_PRESS) {
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app->m_window.toggle_mouse_able();
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app->m_camera.reset_camera();
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return;
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}
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ImGui_ImplGlfw_KeyCallback(window, key, scancode, action, mods);
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return;
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}
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switch(key) {
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case GLFW_KEY_Q:
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if (action == GLFW_PRESS) {
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if (glfwGetInputMode(window, GLFW_CURSOR) == GLFW_CURSOR_DISABLED) {
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glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_NORMAL);
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} else if (glfwGetInputMode(window, GLFW_CURSOR) == GLFW_CURSOR_NORMAL) {
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glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
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}
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}
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break;
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case GLFW_KEY_ESCAPE:
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@@ -84,9 +103,10 @@ void App::key_callback(GLFWwindow* window, int key, int scancode, int action, in
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app->m_texture_manager.need_reload();
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}
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break;
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case GLFW_KEY_P:
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case GLFW_KEY_LEFT_ALT:
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if (action == GLFW_PRESS) {
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app->m_window.toggle_mouse_able();
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app->m_camera.reset_camera();
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}
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break;
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@@ -95,10 +115,22 @@ void App::key_callback(GLFWwindow* window, int key, int scancode, int action, in
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app->m_world.get_player("TestPlayer").update_player_move_state(key, action);
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}
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void App::mouse_button_callback(GLFWwindow* window, int button, int action, int mods) {
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void App::mouse_button_callback(GLFWwindow* window, int button, int action, int mods) {
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ImGuiIO& io = ImGui::GetIO();
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App* app = static_cast<App*>(glfwGetWindowUserPointer(window));
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ASSERT_MSG(app, "nullptr");
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if (io.WantCaptureMouse && app->m_window.is_mouse_enable()) {
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ImGui_ImplGlfw_MouseButtonCallback(window, button, action, mods);
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return;
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}
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switch (button) {
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case GLFW_MOUSE_BUTTON_LEFT:
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if (action == GLFW_PRESS) {
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if(app->m_window.is_mouse_enable()) {
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app->m_window.toggle_mouse_able();
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app->m_camera.reset_camera();
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break;;
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}
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Input::get_input_state().mouse_state.left = true;
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}
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if (action == GLFW_RELEASE) {
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@@ -117,8 +149,13 @@ void App::mouse_button_callback(GLFWwindow* window, int button, int action, int
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}
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void App::window_focus_callback(GLFWwindow* window, int focused) {
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ImGuiIO& io = ImGui::GetIO();
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App* app = static_cast<App*>(glfwGetWindowUserPointer(window));
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ASSERT_MSG(app, "nullptr");
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if (io.WantCaptureMouse && app->m_window.is_mouse_enable()) {
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ImGui_ImplGlfw_WindowFocusCallback(window, focused);
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return;
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}
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if (focused) {
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app->m_camera.reset_camera();
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}
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@@ -126,23 +163,45 @@ void App::window_focus_callback(GLFWwindow* window, int focused) {
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}
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void App::window_reshape_callback(GLFWwindow* window, int new_width, int new_height) {
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App* app = static_cast<App*>(glfwGetWindowUserPointer(window));
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ASSERT_MSG(app, "nullptr");
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app->m_window.update_viewport();
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}
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void App::mouse_scroll_callback(GLFWwindow* window, double xoffset, double yoffset) {
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ImGuiIO& io = ImGui::GetIO();
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App* app = static_cast<App*>(glfwGetWindowUserPointer(window));
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ASSERT_MSG(app, "nullptr");
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if (io.WantCaptureMouse && app->m_window.is_mouse_enable()) {
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ImGui_ImplGlfw_ScrollCallback(window, xoffset, yoffset);
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return;
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}
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auto& player = app->m_world.get_player("TestPlayer");
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player.update_scroll(yoffset);
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}
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void App::render() {
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void App::cursor_enter_callback(GLFWwindow* window, int entered) {
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ImGuiIO& io = ImGui::GetIO();
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App* app = static_cast<App*>(glfwGetWindowUserPointer(window));
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ASSERT_MSG(app, "nullptr");
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if (io.WantCaptureMouse && app->m_window.is_mouse_enable()) {
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ImGui_ImplGlfw_CursorEnterCallback(window, entered);
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return;
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}
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}
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void App::render() {
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if (glfwGetWindowAttrib(m_window.get_glfw_window(), GLFW_ICONIFIED) != 0)
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{
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ImGui_ImplGlfw_Sleep(10);
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return;
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}
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m_renderer.render();
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glfwSwapBuffers(m_window.get_glfw_window());
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}
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void App::run() {
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@@ -178,11 +237,12 @@ void App::update() {
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const auto& player= m_world.get_player("TestPlayer");
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if (player_gait != player.get_gait()) {
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player_gait = player.get_gait();
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float fov = static_cast<float>(Config::get().get<double>("player.fov"));
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if (player_gait == Gait::WALK) {
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m_renderer.update_fov(NORMAL_FOV);
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m_renderer.update_fov(fov);
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}
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if (player_gait == Gait::RUN) {
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m_renderer.update_fov(NORMAL_FOV + 3.0f);
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m_renderer.update_fov(fov + 5.0f);
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}
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}
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@@ -216,4 +276,23 @@ float App::get_fps() {
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return fps;
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}
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Camera& App::camera() {
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return m_camera;
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}
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DevPanel& App::dev_panel() {
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return m_dev_panel;
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}
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Renderer& App::renderer() {
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return m_renderer;
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}
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TextureManager& App::texture_manager() {
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return m_texture_manager;
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}
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Window& App::window() {
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return m_window;
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}
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World& App::world() {
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return m_world;
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}
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}
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