add a rectangle shader
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11
share/jes/shaders/rect.f.glsl
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11
share/jes/shaders/rect.f.glsl
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#version 130
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/* Color */
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uniform vec4 color;
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out vec4 frag_color;
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void main(void)
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{
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frag_color = color;
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}
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25
share/jes/shaders/rect.v.glsl
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25
share/jes/shaders/rect.v.glsl
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#version 130
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/* Viewport width and height */
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uniform ivec2 viewport_size;
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/* Position offset */
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uniform ivec2 position;
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/* Rectangle size */
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uniform ivec2 size;
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/* Vertex coordinates: x, y */
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in vec2 coords;
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/**
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* Map coordinates such that:
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* (0 .. viewport_size.[xy]) => (-1.0 .. 1.0)
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*/
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vec2 map_to_screen(vec2 position)
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{
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return 2.0 * position / viewport_size - 1.0;
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}
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void main(void)
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{
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gl_Position = vec4(map_to_screen(vec2(position) + coords * size), 0, 1);
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}
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18
src/gui/Shaders/RectShader.cc
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18
src/gui/Shaders/RectShader.cc
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#include "RectShader.h"
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#include "Runtime.h"
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RectShader::RectShader()
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{
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std::string v_path = Runtime::find(Runtime::SHADER, "rect.v");
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std::string f_path = Runtime::find(Runtime::SHADER, "rect.f");
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m_program = glcxx::Program::create(
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glcxx::Shader::create_from_file(GL_VERTEX_SHADER, v_path.c_str()),
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glcxx::Shader::create_from_file(GL_FRAGMENT_SHADER, f_path.c_str()),
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"coords", 0);
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m_uniforms.viewport_size = m_program->get_uniform_location("viewport_size");
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m_uniforms.color = m_program->get_uniform_location("color");
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m_uniforms.position = m_program->get_uniform_location("position");
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m_uniforms.size = m_program->get_uniform_location("size");
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}
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46
src/gui/Shaders/RectShader.h
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46
src/gui/Shaders/RectShader.h
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#ifndef RECTSHADER_H
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#define RECTSHADER_H
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#include "glcxx.hpp"
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#include <memory>
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class RectShader
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{
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public:
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RectShader();
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void use() { m_program->use(); }
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void set_viewport_size(int width, int height)
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{
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glUniform2i(m_uniforms.viewport_size, width, height);
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}
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void set_color(float r, float g, float b, float a)
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{
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glUniform4f(m_uniforms.color, r, g, b, a);
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}
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void set_position(int x, int y)
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{
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glUniform2i(m_uniforms.position, x, y);
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}
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void set_size(int x, int y)
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{
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glUniform2i(m_uniforms.size, x, y);
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}
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protected:
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std::shared_ptr<glcxx::Program> m_program;
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struct
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{
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GLint viewport_size;
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GLint color;
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GLint position;
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GLint size;
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} m_uniforms;
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};
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#endif
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@ -118,6 +118,7 @@ bool Window::create(std::shared_ptr<Buffer> buffer)
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m_shaders.text->set_color(1.0, 1.0, 1.0, 1.0);
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m_shaders.text->set_color(1.0, 1.0, 1.0, 1.0);
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m_shaders.flat = std::make_shared<FlatShader>();
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m_shaders.flat = std::make_shared<FlatShader>();
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m_shaders.rect = std::make_shared<RectShader>();
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GLint cursor_bounds[] = {0, 0,
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GLint cursor_bounds[] = {0, 0,
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m_font.get_advance(), 0,
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m_font.get_advance(), 0,
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@ -130,6 +131,18 @@ bool Window::create(std::shared_ptr<Buffer> buffer)
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glEnableVertexAttribArray(0);
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glEnableVertexAttribArray(0);
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glVertexAttribPointer(0, 2, GL_INT, GL_FALSE, 0, 0);
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glVertexAttribPointer(0, 2, GL_INT, GL_FALSE, 0, 0);
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GLint rect_coords[] = {
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0, 0,
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1, 0,
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1, 1,
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0, 1};
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m_rect_array = glcxx::Array::create();
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m_rect_array->bind();
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m_rect_buffer = glcxx::Buffer::create(GL_ARRAY_BUFFER, GL_STATIC_DRAW,
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rect_coords, sizeof(rect_coords));
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glEnableVertexAttribArray(0);
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glVertexAttribPointer(0, 2, GL_INT, GL_FALSE, 0, 0);
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m_buffer = buffer;
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m_buffer = buffer;
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m_cursor = m_buffer->piece_table->add_cursor();
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m_cursor = m_buffer->piece_table->add_cursor();
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m_start_piece = m_buffer->piece_table->start_piece->next;
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m_start_piece = m_buffer->piece_table->start_piece->next;
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@ -430,6 +443,8 @@ void Window::resize()
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m_shaders.text->set_viewport_size(m_width, m_height);
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m_shaders.text->set_viewport_size(m_width, m_height);
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m_shaders.flat->use();
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m_shaders.flat->use();
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m_shaders.flat->set_viewport_size(m_width, m_height);
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m_shaders.flat->set_viewport_size(m_width, m_height);
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m_shaders.rect->use();
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m_shaders.rect->set_viewport_size(m_width, m_height);
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m_columns = m_width / m_font.get_advance();
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m_columns = m_width / m_font.get_advance();
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if (m_columns < 1)
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if (m_columns < 1)
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m_columns = 1;
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m_columns = 1;
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@ -474,3 +489,13 @@ void Window::colrow_to_xy(int col, int row, int * x, int * y)
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*x = col * m_font.get_advance();
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*x = col * m_font.get_advance();
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*y = m_height - (row + 1) * m_font.get_line_height();
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*y = m_height - (row + 1) * m_font.get_line_height();
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}
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}
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void Window::draw_rect(int x, int y, int width, int height, float r, float g, float b, float a)
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{
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m_rect_array->bind();
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m_shaders.rect->use();
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m_shaders.rect->set_color(r, g, b, a);
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m_shaders.rect->set_position(x, y);
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m_shaders.rect->set_size(width, height);
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glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
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}
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#include <SDL.h>
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#include <SDL.h>
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#include "TextShader.h"
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#include "TextShader.h"
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#include "FlatShader.h"
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#include "FlatShader.h"
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#include "RectShader.h"
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#include "Font.h"
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#include "Font.h"
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#include "Buffer.h"
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#include "Buffer.h"
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#include "glcxx.hpp"
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#include "glcxx.hpp"
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@ -38,6 +39,7 @@ protected:
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void draw_text();
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void draw_text();
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void draw_character(int screen_column, int screen_row, uint32_t character);
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void draw_character(int screen_column, int screen_row, uint32_t character);
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void update_cursor_row(int cursor_row);
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void update_cursor_row(int cursor_row);
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void draw_rect(int x, int y, int width, int height, float r, float g, float b, float a);
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SDL_Window * m_window;
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SDL_Window * m_window;
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bool m_exit_requested;
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bool m_exit_requested;
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@ -47,6 +49,7 @@ protected:
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{
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{
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std::shared_ptr<TextShader> text;
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std::shared_ptr<TextShader> text;
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std::shared_ptr<FlatShader> flat;
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std::shared_ptr<FlatShader> flat;
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std::shared_ptr<RectShader> rect;
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} m_shaders;
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} m_shaders;
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Font m_font;
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Font m_font;
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std::shared_ptr<glcxx::Array> m_cursor_array;
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std::shared_ptr<glcxx::Array> m_cursor_array;
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std::shared_ptr<glcxx::Buffer> m_cursor_buffer;
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std::shared_ptr<glcxx::Buffer> m_cursor_buffer;
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std::shared_ptr<glcxx::Array> m_rect_array;
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std::shared_ptr<glcxx::Buffer> m_rect_buffer;
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std::shared_ptr<PieceTable::Cursor> m_cursor;
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std::shared_ptr<PieceTable::Cursor> m_cursor;
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