Rename .hpps to .h

This commit is contained in:
Bailey Harrison 2023-05-01 14:13:35 +01:00
parent e1b0b79d32
commit bf6c8d8a02
58 changed files with 180 additions and 187 deletions

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@ -48,45 +48,45 @@ set(SRC_FILES
)
set(INCLUDE_FILES
include/ecs_system.hpp
include/gfx_device.hpp
include/ecs_system.h
include/gfx_device.h
include/inputs/mouse.hpp
include/inputs/keyboard.hpp
include/input_manager.hpp
include/inputs/mouse.h
include/inputs/keyboard.h
include/input_manager.h
include/systems/transform.hpp
include/systems/render.hpp
include/systems/render2d.hpp
include/systems/ui.hpp
include/systems/collisions.hpp
include/systems/transform.h
include/systems/render.h
include/systems/render2d.h
include/systems/ui.h
include/systems/collisions.h
include/resources/shader.hpp
include/resources/material.hpp
include/resources/mesh.hpp
include/resources/texture.hpp
include/resources/shader.h
include/resources/material.h
include/resources/mesh.h
include/resources/texture.h
include/event_system.hpp
include/event_system.h
include/engine_api.h
include/util/files.hpp
include/util/model_loader.hpp
include/util/files.h
include/util/model_loader.h
include/util.hpp
include/logger.hpp
include/scene_manager.hpp
include/gfx.hpp
include/scene.hpp
include/window.hpp
include/log.hpp
include/resource_manager.hpp
include/application.hpp
include/util.h
include/logger.h
include/scene_manager.h
include/gfx.h
include/scene.h
include/window.h
include/log.h
include/resource_manager.h
include/application.h
include/components/transform.hpp
include/components/renderable.hpp
include/components/collider.hpp
include/components/ui_element.hpp
include/components/transform.h
include/components/renderable.h
include/components/collider.h
include/components/ui_element.h
)
add_library(${PROJECT_NAME} STATIC

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@ -10,12 +10,12 @@
#include <glm/mat4x4.hpp>
#include "gfx.hpp"
#include "gfx_device.hpp"
#include "input_manager.hpp"
#include "resource_manager.hpp"
#include "scene_manager.hpp"
#include "window.hpp"
#include "gfx.h"
#include "gfx_device.h"
#include "input_manager.h"
#include "resource_manager.h"
#include "scene_manager.h"
#include "window.h"
namespace engine {

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@ -3,8 +3,8 @@
#include <memory>
#include "resources/material.hpp"
#include "resources/mesh.hpp"
#include "resources/material.h"
#include "resources/mesh.h"
namespace engine {

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@ -3,7 +3,7 @@
#include <memory>
#include "gfx.hpp"
#include "gfx.h"
struct SDL_Window; // <SDL_video.h>

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@ -5,9 +5,9 @@
#include <string>
#include <vector>
#include "inputs/keyboard.hpp"
#include "inputs/mouse.hpp"
#include "window.hpp"
#include "inputs/keyboard.h"
#include "inputs/mouse.h"
#include "window.h"
namespace engine {

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@ -4,7 +4,7 @@
#include <filesystem>
#include <memory>
#include "log.hpp"
#include "log.h"
#include <spdlog/sinks/basic_file_sink.h>
#include <spdlog/sinks/stdout_color_sinks.h>

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@ -3,8 +3,8 @@
#include <memory>
#include "resources/shader.hpp"
#include "resources/texture.hpp"
#include "resources/shader.h"
#include "resources/texture.h"
namespace engine {
namespace resources {

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@ -5,8 +5,8 @@
#include <glm/vec3.hpp>
#include <vector>
#include "gfx.hpp"
#include "gfx_device.hpp"
#include "gfx.h"
#include "gfx_device.h"
namespace engine {

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@ -1,9 +1,9 @@
#ifndef ENGINE_INCLUDE_RESOURCES_SHADER_H_
#define ENGINE_INCLUDE_RESOURCES_SHADER_H_
#include "application.hpp"
#include "gfx.hpp"
#include "gfx_device.hpp"
#include "application.h"
#include "gfx.h"
#include "gfx_device.h"
namespace engine {
namespace resources {

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@ -3,8 +3,8 @@
#include <string>
#include "application.hpp"
#include "gfx_device.hpp"
#include "application.h"
#include "gfx_device.h"
namespace engine {
namespace resources {

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@ -6,8 +6,8 @@
#include <map>
#include <typeinfo>
#include "ecs_system.hpp"
#include "event_system.hpp"
#include "ecs_system.h"
#include "event_system.h"
namespace engine {

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@ -4,8 +4,8 @@
#include <memory>
#include <vector>
#include "resource_manager.hpp"
#include "scene.hpp"
#include "resource_manager.h"
#include "scene.h"
namespace engine {

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@ -5,8 +5,8 @@
#include <glm/mat4x4.hpp>
#include <vector>
#include "components/collider.hpp"
#include "ecs_system.hpp"
#include "components/collider.h"
#include "ecs_system.h"
namespace engine {

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@ -1,13 +1,13 @@
#ifndef ENGINE_INCLUDE_SYSTEMS_RENDER_H_
#define ENGINE_INCLUDE_SYSTEMS_RENDER_H_
#include "components/renderable.hpp"
#include "components/transform.hpp"
#include "ecs_system.hpp"
#include "gfx.hpp"
#include "gfx_device.hpp"
#include "log.hpp"
#include "scene.hpp"
#include "components/renderable.h"
#include "components/transform.h"
#include "ecs_system.h"
#include "gfx.h"
#include "gfx_device.h"
#include "log.h"
#include "scene.h"
namespace engine {

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@ -1,7 +1,7 @@
#ifndef ENGINE_INCLUDE_SYSTEMS_RENDER2D_H_
#define ENGINE_INCLUDE_SYSTEMS_RENDER2D_H_
#include "ecs_system.hpp"
#include "ecs_system.h"
namespace engine {

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@ -1,7 +1,7 @@
#ifndef ENGINE_INCLUDE_SYSTEMS_TRANSFORM_H_
#define ENGINE_INCLUDE_SYSTEMS_TRANSFORM_H_
#include "ecs_system.hpp"
#include "ecs_system.h"
namespace engine {

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@ -1,7 +1,7 @@
#ifndef ENGINE_INCLUDE_SYSTEMS_UI_H_
#define ENGINE_INCLUDE_SYSTEMS_UI_H_
#include "ecs_system.hpp"
#include "ecs_system.h"
namespace engine {

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@ -3,7 +3,7 @@
#include <string>
#include "scene.hpp"
#include "scene.h"
namespace engine {
namespace util {

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@ -7,8 +7,8 @@
#include <SDL.h>
#include <glm/vec2.hpp>
#include "inputs/keyboard.hpp"
#include "inputs/mouse.hpp"
#include "inputs/keyboard.h"
#include "inputs/mouse.h"
namespace engine {

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@ -1,4 +1,4 @@
#include "application.hpp"
#include "application.h"
#include <filesystem>
#include <memory>
@ -8,17 +8,17 @@
#include <glm/mat4x4.hpp>
#include "gfx.hpp"
#include "gfx_device.hpp"
#include "input_manager.hpp"
#include "log.hpp"
#include "resources/material.hpp"
#include "resources/mesh.hpp"
#include "resources/shader.hpp"
#include "resources/texture.hpp"
#include "scene.hpp"
#include "scene_manager.hpp"
#include "window.hpp"
#include "gfx.h"
#include "gfx_device.h"
#include "input_manager.h"
#include "log.h"
#include "resources/material.h"
#include "resources/mesh.h"
#include "resources/shader.h"
#include "resources/texture.h"
#include "scene.h"
#include "scene_manager.h"
#include "window.h"
#ifdef _MSC_VER
#include <windows.h>

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@ -1,6 +1,6 @@
#include "ecs_system.hpp"
#include "ecs_system.h"
#include "scene.hpp"
#include "scene.h"
namespace engine {

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@ -36,15 +36,15 @@
#include <volk.h>
#include "gfx_device.hpp"
#include "gfx_device.h"
#include "vulkan/instance.h"
#include "vulkan/device.h"
#include "vulkan/gpu_allocator.h"
#include "vulkan/swapchain.h"
#include "util.hpp"
#include "util.h"
#include "config.h"
#include "log.hpp"
#include "util/files.hpp"
#include "log.h"
#include "util/files.h"
inline static void checkVulkanError(VkResult errorCode, int lineNo)
{

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@ -1,6 +1,6 @@
#include "input_manager.hpp"
#include "input_manager.h"
#include "window.hpp"
#include "window.h"
#include <string>
#include <stdexcept>

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@ -1,6 +1,6 @@
#include "resources/material.hpp"
#include "resources/material.h"
#include "resources/shader.hpp"
#include "resources/shader.h"
namespace engine::resources {

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@ -1,7 +1,7 @@
#include "resources/mesh.hpp"
#include "resources/mesh.h"
#include "log.hpp"
#include "gfx_device.hpp"
#include "log.h"
#include "gfx_device.h"
namespace engine::resources {

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@ -1,8 +1,8 @@
#include "resources/shader.hpp"
#include "resources/shader.h"
#include "application.hpp"
#include "gfx_device.hpp"
#include "log.hpp"
#include "application.h"
#include "gfx_device.h"
#include "log.h"
#include <glm/mat4x4.hpp>

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@ -1,8 +1,8 @@
#include "resources/texture.hpp"
#include "resources/texture.h"
#include "application.hpp"
#include "util/files.hpp"
#include "log.hpp"
#include "application.h"
#include "util/files.h"
#include "log.h"
#include <vector>

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@ -1,11 +1,11 @@
#include "scene.hpp"
#include "scene.h"
#include "components/transform.hpp"
#include "components/renderable.hpp"
#include "components/collider.hpp"
#include "systems/transform.hpp"
#include "systems/render.hpp"
#include "systems/collisions.hpp"
#include "components/transform.h"
#include "components/renderable.h"
#include "components/collider.h"
#include "systems/transform.h"
#include "systems/render.h"
#include "systems/collisions.h"
namespace engine {

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@ -1,7 +1,7 @@
#include "scene_manager.hpp"
#include "scene_manager.h"
#include "scene.hpp"
#include "resources/texture.hpp"
#include "scene.h"
#include "resources/texture.h"
#include <assert.h>

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@ -1,11 +1,11 @@
#include "systems/collisions.hpp"
#include "systems/collisions.h"
#include "components/transform.hpp"
#include "components/collider.hpp"
#include "components/renderable.hpp"
#include "scene.hpp"
#include "components/transform.h"
#include "components/collider.h"
#include "components/renderable.h"
#include "scene.h"
#include "log.hpp"
#include "log.h"
#include <array>

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@ -1,14 +1,14 @@
#include "systems/render.hpp"
#include "systems/render.h"
#include "application.hpp"
#include "window.hpp"
#include "gfx_device.hpp"
#include "application.h"
#include "window.h"
#include "gfx_device.h"
#include "resources/material.hpp"
#include "resources/shader.hpp"
#include "resources/texture.hpp"
#include "resources/material.h"
#include "resources/shader.h"
#include "resources/texture.h"
#include "resources/mesh.hpp"
#include "resources/mesh.h"
#include <glm/mat4x4.hpp>

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@ -1,8 +1,8 @@
#include "systems/render2d.hpp"
#include "systems/render2d.h"
#include <typeinfo>
#include "components/transform.hpp"
#include "components/transform.h"
namespace engine {

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@ -1,7 +1,7 @@
#include "systems/transform.hpp"
#include "systems/transform.h"
#include "scene.hpp"
#include "components/transform.hpp"
#include "scene.h"
#include "components/transform.h"
#include <typeinfo>

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@ -1,6 +1,6 @@
#include "systems/ui.hpp"
#include "systems/ui.h"
#include "components/ui_element.hpp"
#include "components/ui_element.h"
#include <typeinfo>

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@ -1,4 +1,4 @@
#include "util/files.hpp"
#include "util/files.h"
#include "stb_image.h"

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@ -1,16 +1,16 @@
#include "util/model_loader.hpp"
#include "util/model_loader.h"
#include "log.hpp"
#include "log.h"
#include "application.hpp"
#include "application.h"
#include "components/transform.hpp"
#include "components/renderable.hpp"
#include "components/transform.h"
#include "components/renderable.h"
#include "resources/texture.hpp"
#include "resources/material.hpp"
#include "resources/shader.hpp"
#include "resources/mesh.hpp"
#include "resources/texture.h"
#include "resources/material.h"
#include "resources/shader.h"
#include "resources/mesh.h"
#include <assimp/Importer.hpp>
#include <assimp/LogStream.hpp>

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@ -5,7 +5,7 @@
#include <cstring>
#include <assert.h>
#include "log.hpp"
#include "log.h"
#include "device.h"

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@ -5,9 +5,9 @@
#include <SDL2/SDL_vulkan.h>
#include "util.hpp"
#include "util.h"
#include "config.h"
#include "log.hpp"
#include "log.h"
#include "instance.h"

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@ -6,7 +6,7 @@
#include <SDL2/SDL_vulkan.h>
#include "log.hpp"
#include "log.h"
#include "swapchain.h"

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@ -1,4 +1,4 @@
#include "window.hpp"
#include "window.h"
#include <iostream>
#include <stdexcept>

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@ -1,21 +1,20 @@
#include "camera_controller.hpp"
#include "application.hpp"
#include "window.hpp"
#include "input_manager.hpp"
#include "scene_manager.hpp"
#include "scene.hpp"
#include "application.h"
#include "window.h"
#include "input_manager.h"
#include "scene_manager.h"
#include "scene.h"
#include "components/transform.hpp"
#include "components/collider.hpp"
#include "components/transform.h"
#include "components/collider.h"
#include "log.h"
#include <glm/trigonometric.hpp>
#include <glm/gtc/constants.hpp>
#include <glm/gtc/quaternion.hpp>
#include <glm/gtx/rotate_vector.hpp>
#include <log.hpp>
CameraControllerSystem::CameraControllerSystem(engine::Scene* scene)
: System(scene, { typeid(engine::TransformComponent).hash_code(), typeid(CameraControllerComponent).hash_code() })
{

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@ -1,10 +1,10 @@
#pragma once
#include "ecs_system.hpp"
#include "event_system.hpp"
#include "ecs_system.h"
#include "event_system.h"
#include "components/transform.hpp"
#include "systems/collisions.hpp"
#include "components/transform.h"
#include "systems/collisions.h"
struct CameraControllerComponent {
float m_cameraSensitivity = 0.007f;

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@ -1,27 +1,21 @@
#include "game.hpp"
#include "config.h"
#include "camera_controller.hpp"
#include "meshgen.hpp"
#include "application.hpp"
#include "window.hpp"
#include "input_manager.hpp"
#include "scene_manager.hpp"
#include "scene.hpp"
#include "components/transform.hpp"
#include "components/collider.hpp"
#include "components/renderable.hpp"
#include "systems/transform.hpp"
#include "systems/render.hpp"
#include "resources/material.hpp"
#include "resources/texture.hpp"
#include "util/model_loader.hpp"
#include "game.hpp"
#include "application.h"
#include "window.h"
#include "input_manager.h"
#include "scene_manager.h"
#include "scene.h"
#include "components/transform.h"
#include "components/collider.h"
#include "components/renderable.h"
#include "systems/transform.h"
#include "systems/render.h"
#include "resources/material.h"
#include "resources/texture.h"
#include "util/model_loader.h"
static void configureInputs(engine::InputManager* inputManager)
{

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@ -2,8 +2,8 @@
#include "game.hpp"
// engine
#include "logger.hpp"
#include "window.hpp"
#include "logger.h"
#include "window.h"
// standard library
#include <exception>

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@ -1,6 +1,6 @@
#include "meshgen.hpp"
#include "resources/mesh.hpp"
#include "resources/mesh.h"
#include <glm/gtc/constants.hpp>
#include <glm/ext.hpp>

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@ -1,7 +1,7 @@
#pragma once
#include <memory>
#include "resources/mesh.hpp"
#include "resources/mesh.h"
// generates a UV sphere
std::unique_ptr<engine::resources::Mesh> genSphereMesh(engine::GFXDevice* gfx, float r, int detail, bool windInside = false, bool flipNormals = false);