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Initial TableView
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@@ -18,37 +18,37 @@ void SplitView::Resources::init(boo::IGraphicsDataFactory* factory, const ThemeD
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m_shadingTex = factory->newStaticTexture(3, 1, 1, boo::TextureFormat::RGBA8, tex, 12);
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}
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SplitView::SplitView(ViewResources& system, View& parentView, Axis axis, int clearanceA, int clearanceB)
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: View(system, parentView), m_axis(axis), m_clearanceA(clearanceA), m_clearanceB(clearanceB)
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SplitView::SplitView(ViewResources& res, View& parentView, Axis axis, int clearanceA, int clearanceB)
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: View(res, parentView), m_axis(axis), m_clearanceA(clearanceA), m_clearanceB(clearanceB)
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{
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m_splitBlockBuf = system.m_factory->newDynamicBuffer(boo::BufferUse::Uniform, sizeof(ViewBlock), 1);
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m_splitVertsBuf = system.m_factory->newDynamicBuffer(boo::BufferUse::Vertex, sizeof(TexShaderVert), 4);
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m_splitBlockBuf = res.m_factory->newDynamicBuffer(boo::BufferUse::Uniform, sizeof(ViewBlock), 1);
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m_splitVertsBuf = res.m_factory->newDynamicBuffer(boo::BufferUse::Vertex, sizeof(TexShaderVert), 4);
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if (!system.m_viewRes.m_texVtxFmt)
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if (!res.m_viewRes.m_texVtxFmt)
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{
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boo::VertexElementDescriptor vdescs[] =
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{
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{m_splitVertsBuf, nullptr, boo::VertexSemantic::Position4},
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{m_splitVertsBuf, nullptr, boo::VertexSemantic::UV4}
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};
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m_splitVtxFmt = system.m_factory->newVertexFormat(2, vdescs);
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m_splitVtxFmt = res.m_factory->newVertexFormat(2, vdescs);
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boo::IGraphicsBuffer* bufs[] = {m_splitBlockBuf};
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boo::ITexture* texs[] = {system.m_splitRes.m_shadingTex};
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m_splitShaderBinding = system.m_factory->newShaderDataBinding(system.m_viewRes.m_texShader,
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m_splitVtxFmt, m_splitVertsBuf, nullptr,
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nullptr, 1, bufs, 1, texs);
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boo::ITexture* texs[] = {res.m_splitRes.m_shadingTex};
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m_splitShaderBinding = res.m_factory->newShaderDataBinding(res.m_viewRes.m_texShader,
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m_splitVtxFmt, m_splitVertsBuf, nullptr,
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nullptr, 1, bufs, 1, texs);
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}
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else
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{
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boo::IGraphicsBuffer* bufs[] = {m_splitBlockBuf};
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boo::ITexture* texs[] = {system.m_splitRes.m_shadingTex};
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m_splitShaderBinding = system.m_factory->newShaderDataBinding(system.m_viewRes.m_texShader,
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system.m_viewRes.m_texVtxFmt,
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m_splitVertsBuf, nullptr,
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nullptr, 1, bufs, 1, texs);
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boo::ITexture* texs[] = {res.m_splitRes.m_shadingTex};
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m_splitShaderBinding = res.m_factory->newShaderDataBinding(res.m_viewRes.m_texShader,
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res.m_viewRes.m_texVtxFmt,
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m_splitVertsBuf, nullptr,
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nullptr, 1, bufs, 1, texs);
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}
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commitResources(system);
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commitResources(res);
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}
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View* SplitView::setContentView(int slot, View* view)
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