removed foldhaus_debug_visuals.h Cleaned up assembly parsing.
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23c9dabfbb
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@ -181,7 +181,7 @@ INITIALIZE_APPLICATION(InitializeApplication)
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State->LedSystem = LedSystemInitialize(Context.PlatformMemory, 128);
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State->LedSystem = LedSystemInitialize(Context.PlatformMemory, 128);
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#if 1
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#if 1
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string SculpturePath = MakeStringLiteral("data/blumen_lumen_v2.fold");
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string SculpturePath = MakeStringLiteral("data/radialumia_v2.fold");
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LoadAssembly(&State->Assemblies, &State->LedSystem, &State->Transient, Context, SculpturePath, State->GlobalLog);
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LoadAssembly(&State->Assemblies, &State->LedSystem, &State->Transient, Context, SculpturePath, State->GlobalLog);
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#endif
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#endif
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@ -213,9 +213,7 @@ INITIALIZE_APPLICATION(InitializeApplication)
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InitializePanelSystem(&State->PanelSystem);
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InitializePanelSystem(&State->PanelSystem);
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panel* Panel = TakeNewPanel(&State->PanelSystem);
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panel* Panel = TakeNewPanel(&State->PanelSystem);
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SplitPanelVertically(Panel, .5f, &State->PanelSystem);
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SetPanelDefinition(Panel, PanelType_SculptureView, State);
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SetPanelDefinition(&Panel->Left->Panel, PanelType_ProfilerView, State);
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SetPanelDefinition(&Panel->Right->Panel, PanelType_SculptureView, State);
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}
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}
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internal void
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internal void
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@ -378,8 +376,6 @@ UPDATE_AND_RENDER(UpdateAndRender)
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assembly* Assembly = &State->Assemblies.Values[AssemblyIndex];
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assembly* Assembly = &State->Assemblies.Values[AssemblyIndex];
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led_buffer* AssemblyLedBuffer = LedSystemGetBuffer(&State->LedSystem, Assembly->LedBufferIndex);
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led_buffer* AssemblyLedBuffer = LedSystemGetBuffer(&State->LedSystem, Assembly->LedBufferIndex);
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arena_snapshot ResetAssemblyMemorySnapshot = TakeSnapshotOfArena(&State->Transient);
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for (u32 Layer = 0; Layer < CurrentBlocksMax; Layer++)
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for (u32 Layer = 0; Layer < CurrentBlocksMax; Layer++)
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{
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{
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if (!CurrentBlocksFilled[Layer]) { continue; }
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if (!CurrentBlocksFilled[Layer]) { continue; }
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@ -463,11 +459,11 @@ UPDATE_AND_RENDER(UpdateAndRender)
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}break;
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}break;
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}
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}
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}
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}
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ClearArenaToSnapshot(&State->Transient, ResetAssemblyMemorySnapshot);
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}
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}
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}
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}
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// Skipped for performance at the moment
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#if 0
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s32 HeaderSize = State->NetworkProtocolHeaderSize;
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s32 HeaderSize = State->NetworkProtocolHeaderSize;
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dmx_buffer_list* DMXBuffers = 0;
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dmx_buffer_list* DMXBuffers = 0;
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for (u32 i = 0; i < State->Assemblies.Count; i++)
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for (u32 i = 0; i < State->Assemblies.Count; i++)
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@ -504,6 +500,7 @@ UPDATE_AND_RENDER(UpdateAndRender)
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InvalidDefaultCase;
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InvalidDefaultCase;
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}
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}
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}
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}
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#endif
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PushRenderOrthographic(RenderBuffer, 0, 0, gs_Width(State->WindowBounds), gs_Height(State->WindowBounds));
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PushRenderOrthographic(RenderBuffer, 0, 0, gs_Width(State->WindowBounds), gs_Height(State->WindowBounds));
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PushRenderClearScreen(RenderBuffer);
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PushRenderClearScreen(RenderBuffer);
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@ -1,126 +0,0 @@
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//
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// File: foldhaus_debug_visuals.h
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// Author: Peter Slattery
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// Creation Date: 2020-01-01
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//
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#ifndef FOLDHAUS_DEBUG_VISUALS_H
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internal void
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DrawDebugInterface (render_command_buffer* RenderBuffer, r32 StartX, interface_config Interface, r32 WindowWidth, r32 WindowHeight, r32 DeltaTime, app_state* State, camera Camera, mouse_state Mouse, memory_arena* Transient)
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{
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DEBUG_TRACK_SCOPE(DrawDebugInterface);
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v2 TopOfDebugView = v2{StartX, WindowHeight - (NewLineYOffset(*Interface.Font) + 5)};
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v2 TopOfScreenLinePos = TopOfDebugView;
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string DebugString = InitializeEmptyString(PushArray(Transient, char, 256), 256);
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if (GlobalDebugServices->Interface.ShowCameraMouse)
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{
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PushRenderQuad2D(RenderBuffer,
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v2{TopOfDebugView.x, TopOfDebugView.y - 500},
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v2{TopOfDebugView.x + 700, TopOfDebugView.y},
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v4{0, 0, 0, .8f});
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}
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r32 FramesPerSecond = 1.0f / DeltaTime;
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PrintF(&DebugString, "Framerate: %.*f s %d fps | Modes: %d Memory Used: %d / %d | Commands: %d | HI SAM!!!! ",
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5, DeltaTime,
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(u32)FramesPerSecond,
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State->Modes.ActiveModesCount,
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State->Modes.Arena.TotalUsed,
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State->Modes.Arena.TotalSize,
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State->CommandQueue.Used);
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DrawString(RenderBuffer, DebugString, Interface.Font, TopOfScreenLinePos, WhiteV4);
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v2 ButtonDim = v2{200, (r32)NewLineYOffset(*Interface.Font) + 10};
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TopOfScreenLinePos.y -= ButtonDim.y + 10;
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v2 ButtonPos = TopOfScreenLinePos;
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button_result CameraBtn = EvaluateButton(RenderBuffer, ButtonPos, ButtonPos + ButtonDim,
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MakeStringLiteral("Camera"), Interface, Mouse);
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ButtonPos.x += ButtonDim.x + 10;
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button_result ScopeTimeBtn = EvaluateButton(RenderBuffer, ButtonPos, ButtonPos + ButtonDim,
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MakeStringLiteral("Scope Time"), Interface, Mouse);
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ButtonPos.x += ButtonDim.x + 10;
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button_result RenderSculptureBtn = EvaluateButton(RenderBuffer, ButtonPos, ButtonPos + ButtonDim,
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MakeStringLiteral("Visualize"), Interface, Mouse);
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ButtonPos.x += ButtonDim.x + 10;
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string SACNButtonString;
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if (GlobalDebugServices->Interface.SendSACNData)
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{
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SACNButtonString = MakeStringLiteral("Turn SACN Off");
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}
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else
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{
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SACNButtonString = MakeStringLiteral("Turn SACN On");
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}
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button_result SendSACNDataBtn = EvaluateButton(RenderBuffer, ButtonPos, ButtonPos + ButtonDim,
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SACNButtonString, Interface, Mouse);
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TopOfScreenLinePos.y -= NewLineYOffset(*Interface.Font) + 10;
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if (CameraBtn.Pressed)
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{
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GlobalDebugServices->Interface.ShowCameraMouse = !GlobalDebugServices->Interface.ShowCameraMouse;
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}
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if (ScopeTimeBtn.Pressed)
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{
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GlobalDebugServices->Interface.ShowTrackedScopes = !GlobalDebugServices->Interface.ShowTrackedScopes;
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}
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if (RenderSculptureBtn.Pressed)
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{
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GlobalDebugServices->Interface.RenderSculpture =
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!GlobalDebugServices->Interface.RenderSculpture;
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}
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if (SendSACNDataBtn.Pressed)
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{
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GlobalDebugServices->Interface.SendSACNData = !GlobalDebugServices->Interface.SendSACNData;
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}
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if (GlobalDebugServices->Interface.ShowCameraMouse)
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{
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PrintF(&DebugString, "Camera x=%.*f y=%.*f z=%.*f LookAt x=%.*f y=%.*f z=%.*f",
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3, Camera.Position.x,
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3, Camera.Position.y,
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3, Camera.Position.z,
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3, Camera.LookAt.x,
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3, Camera.LookAt.y,
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3, Camera.LookAt.z);
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DrawString(RenderBuffer, DebugString, Interface.Font, TopOfScreenLinePos, v4{1.0f, 1.0f, 1.0f, 1.0f});
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TopOfScreenLinePos.y -= NewLineYOffset(*Interface.Font);
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b32 LeftButtonIsDown = (Mouse.LeftButtonState & KeyState_IsDown) > 0;
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b32 LeftButtonWasDown = (Mouse.LeftButtonState & KeyState_WasDown) > 0;
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s32 MousePrecision = 0;
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PrintF(&DebugString, "Mouse Pos: (%.*f, %.*f) Down: (%.*f, %.*f) State: %s %s",
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MousePrecision, Mouse.Pos.x,
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MousePrecision, Mouse.Pos.y,
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MousePrecision, Mouse.DownPos.x,
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MousePrecision, Mouse.DownPos.y,
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(LeftButtonIsDown ? "Is Down" : "Is Not Down"),
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(LeftButtonWasDown ? "Was Down" : "Was Not Down"));
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DrawString(RenderBuffer, DebugString, Interface.Font,
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TopOfScreenLinePos, WhiteV4);
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TopOfScreenLinePos.y -= NewLineYOffset(*Interface.Font);
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PrintF(&DebugString, "Render Buffer: %d / %d (at this point)",
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RenderBuffer->CommandMemoryUsed,
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RenderBuffer->CommandMemorySize);
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DrawString(RenderBuffer, DebugString, Interface.Font,
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TopOfScreenLinePos, WhiteV4);
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TopOfScreenLinePos.y -= NewLineYOffset(*Interface.Font);
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}
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}
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#define FOLDHAUS_DEBUG_VISUALS_H
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#endif // FOLDHAUS_DEBUG_VISUALS_H
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@ -448,7 +448,7 @@ static bool IsNumeric (char C)
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}
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}
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static bool IsNumericExtended (char C)
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static bool IsNumericExtended (char C)
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{
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{
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return (IsNumeric(C) || (C == 'x') || (C == 'f') || (C == '.'));
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return (IsNumeric(C) || (C == '-') || (C == 'x') || (C == 'f') || (C == '.'));
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}
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}
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static bool IsAlphaNumeric (char C)
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static bool IsAlphaNumeric (char C)
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{
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{
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