重新命名EventDispatcher的添加/解决函数
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@@ -29,12 +29,12 @@ namespace hgl
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{
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render_framework=rf;
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rf->RegisterEventDispatch(this);
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rf->AddChildDispatcher(this);
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}
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virtual ~WorkManager()
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{
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render_framework->UnregisterEventDispatch(this);
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render_framework->RemoveChildDispatcher(this);
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SAFE_CLEAR(cur_work_object);
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}
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@@ -1,10 +1,12 @@
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#pragma once
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#include<hgl/type/object/TickObject.h>
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#include<hgl/graph/RenderFramework.h>
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#include<hgl/graph/VKRenderResource.h>
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#include<hgl/graph/mtl/MaterialLibrary.h>
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#include<hgl/graph/Renderer.h>
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#include<hgl/graph/Scene.h>
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#include<hgl/io/event/WindowEvent.h>
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#include<hgl/Time.h>
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//#include<iostream>
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@@ -20,7 +22,7 @@ namespace hgl
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*
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* WorkObject被定义为工作对象,所有的渲染控制都需要被写在WorkObject的Render函数下。
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*/
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class WorkObject:public TickObject
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class WorkObject:public TickObject,public io::WindowEvent
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{
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graph::RenderFramework *render_framework=nullptr;
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@@ -65,7 +65,7 @@ protected: //RenderContext,未来合并成一个RenderContext结构
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void CreateDefaultRenderer();
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protected: //EventDispatch
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protected: //EventDispatcher
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io::MouseEvent *mouse_event=nullptr;
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