Move everything under the guecs/ directory in src/ so that it meshes better with other projects.
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30 changed files with 74 additions and 73 deletions
253
include/guecs/ui.hpp
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253
include/guecs/ui.hpp
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#pragma once
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#include "guecs/dbc.hpp"
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#include "guecs/lel.hpp"
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#include <string>
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#include <memory>
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#include <functional>
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#include <any>
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#include <queue>
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#include <typeindex>
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#include <unordered_map>
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#include "guecs/sfml/components.hpp"
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namespace guecs {
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using std::shared_ptr, std::wstring, std::string;
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using Entity = unsigned long;
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using EntityMap = std::unordered_map<Entity, size_t>;
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template <typename T>
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struct ComponentStorage {
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std::vector<T> data;
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std::queue<size_t> free_indices;
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};
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struct Clickable {
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/* This is actually called by UI::mouse and passed the entity ID of the
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* button pressed so you can interact with it in the event handler.
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*/
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std::function<void(Entity ent, std::any data)> action;
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};
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struct ActionData {
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std::any data;
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};
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struct CellName {
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string name;
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};
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struct SpriteTexture {
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std::shared_ptr<sf::Sprite> sprite = nullptr;
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std::shared_ptr<sf::Texture> texture = nullptr;
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};
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class Backend {
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public:
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virtual SpriteTexture texture_get(const string& name) = 0;
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virtual void sound_play(const string& name) = 0;
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virtual void sound_stop(const string& name) = 0;
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virtual std::shared_ptr<sf::Shader> shader_get(const std::string& name) = 0;
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virtual bool shader_updated() = 0;
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};
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void init(Backend* backend);
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class UI {
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public:
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Entity MAIN = 0;
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unsigned long entity_count = 1;
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std::unordered_map<std::type_index, EntityMap> $components;
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std::unordered_map<std::type_index, std::any> $component_storages;
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std::unordered_map<string, Entity> $name_ents;
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shared_ptr<sf::Font> $font = nullptr;
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lel::Parser $parser;
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string $grid = "";
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UI();
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void position(int x, int y, int width, int height);
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sf::Vector2f get_position();
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sf::Vector2f get_size();
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void layout(const string& grid);
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Entity init_entity(const string& name);
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Entity entity(const string& name);
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Entity entity(const string& name, int id);
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inline lel::CellMap& cells() {
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return $parser.cells;
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}
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void init();
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void render(sf::RenderWindow& window);
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bool mouse(float x, float y, bool hover);
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void click_on(const string& name, bool required=false);
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void click_on(Entity slot_id);
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void debug_layout(sf::RenderWindow& window);
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Entity entity() { return ++entity_count; }
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template <typename Comp>
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size_t make_component() {
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auto &storage = component_storage_for<Comp>();
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size_t index;
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if(!storage.free_indices.empty()) {
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index = storage.free_indices.front();
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storage.free_indices.pop();
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} else {
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storage.data.emplace_back();
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index = storage.data.size() - 1;
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}
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return index;
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}
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template <typename Comp>
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ComponentStorage<Comp> &component_storage_for() {
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auto type_index = std::type_index(typeid(Comp));
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$component_storages.try_emplace(type_index, ComponentStorage<Comp>{});
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return std::any_cast<ComponentStorage<Comp> &>(
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$component_storages.at(type_index));
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}
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template <typename Comp>
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EntityMap &entity_map_for() {
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return $components[std::type_index(typeid(Comp))];
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}
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template <typename Comp>
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void set(Entity ent, Comp val) {
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EntityMap &map = entity_map_for<Comp>();
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if(has<Comp>(ent)) {
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get<Comp>(ent) = val;
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return;
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}
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map.insert_or_assign(ent, make_component<Comp>());
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get<Comp>(ent) = val;
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}
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template <typename Comp>
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Comp& get(Entity ent) {
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EntityMap &map = entity_map_for<Comp>();
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auto &storage = component_storage_for<Comp>();
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auto index = map.at(ent);
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return storage.data[index];
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}
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template <typename Comp>
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Comp* get_if(Entity entity) {
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EntityMap &map = entity_map_for<Comp>();
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auto &storage = component_storage_for<Comp>();
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if(map.contains(entity)) {
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auto index = map.at(entity);
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return &storage.data[index];
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} else {
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return nullptr;
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}
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}
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template <typename Comp>
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bool has(Entity ent) {
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EntityMap &map = entity_map_for<Comp>();
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return map.contains(ent);
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}
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template <typename Comp>
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void remove(Entity ent) {
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EntityMap &map = entity_map_for<Comp>();
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if(map.contains(ent)) {
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size_t index = map.at(ent);
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component_storage_for<Comp>().free_indices.push(index);
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}
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map.erase(ent);
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}
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template <typename Comp>
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void query(std::function<void(Entity, Comp &)> cb) {
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EntityMap &map = entity_map_for<Comp>();
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for(auto &[entity, index] : map) {
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cb(entity, get<Comp>(entity));
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}
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}
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template <typename CompA, typename CompB>
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void query(std::function<void(Entity, CompA &, CompB &)> cb) {
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EntityMap &map_a = entity_map_for<CompA>();
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EntityMap &map_b = entity_map_for<CompB>();
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for(auto &[entity, index_a] : map_a) {
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if(map_b.contains(entity)) {
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cb(entity, get<CompA>(entity), get<CompB>(entity));
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}
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}
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}
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template <typename Comp>
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void set_init(Entity ent, Comp val) {
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dbc::check(has<lel::Cell>(ent),"WRONG! slot is missing its cell?!");
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auto& cell = get<lel::Cell>(ent);
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val.init(cell);
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set<Comp>(ent, val);
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}
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template <typename Comp>
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void do_if(Entity ent, std::function<void(Comp &)> cb) {
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if(has<Comp>(ent)) {
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cb(get<Comp>(ent));
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}
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}
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lel::Cell& cell_for(Entity ent) {
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return get<lel::Cell>(ent);
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}
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lel::Cell& cell_for(const string& name) {
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Entity ent = entity(name);
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return get<lel::Cell>(ent);
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}
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// BUG: close could just be remove with overload
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template <typename Comp>
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void close(string region) {
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auto ent = entity(region);
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if(has<Comp>(ent)) {
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remove<Comp>(ent);
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}
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}
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template<typename T>
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void render_helper(sf::RenderWindow& window, Entity ent, bool is_shape, T& target) {
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sf::Shader *shader_ptr = nullptr;
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if(auto shader = get_if<Effect>(ent)) {
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if(shader->$active && !is_shape) {
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auto ptr = shader->checkout_ptr();
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ptr->setUniform("is_shape", is_shape);
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// NOTE: this is needed because SFML doesn't handle shared_ptr
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shader_ptr = ptr.get();
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}
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}
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window.draw(*target, shader_ptr);
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}
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void show_sprite(const string& region, const string& sprite_name);
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void show_text(const string& region, const wstring& content);
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void show_label(const string& region, const wstring& content);
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};
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wstring to_wstring(const string& str);
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}
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