Removing named namespace from code base.

This commit is contained in:
2026-08-22 21:39:21 -04:00
parent 678795b793
commit 4180622d6a
158 changed files with 12260 additions and 12648 deletions
+18 -21
View File
@@ -1,4 +1,4 @@
#pragma once
#pragma once
#include <Core/Application/IApplication.h>
#include <Core/HAL/Display/Display.h>
@@ -6,32 +6,29 @@
#include <Core/HotReload/HotReload.h>
#include <Graphics/GraphicsPipeline.h>
namespace Juliet
{
struct Mesh;
struct GraphicsTransferBuffer;
struct GraphicsBuffer;
struct GraphicsDevice;
struct Window;
} // namespace Juliet
struct Mesh;
struct GraphicsTransferBuffer;
struct GraphicsBuffer;
struct GraphicsDevice;
struct Window;
class JulietApplication : public Juliet::IApplication
class JulietApplication : public IApplication
{
protected:
void Init(Juliet::NonNullPtr<Juliet::Arena> arena) override;
void Init(NonNullPtr<Arena> arena) override;
void Shutdown() override;
void Update(float deltaTime) override;
bool IsRunning() override;
Juliet::Window* GetPlatformWindow() override { return MainWindow; }
Juliet::GraphicsDevice* GetGraphicsDevice() override { return GraphicsDevice; }
Window* GetPlatformWindow() override { return MainWindow; }
GraphicsDevice* GetGraphicsDevice() override { return GraphicsDevice; }
// Render Lifecycle
Juliet::ColorTargetInfo GetColorTargetInfo(Juliet::Texture* swapchainTexture) override;
Juliet::DepthStencilTargetInfo* GetDepthTargetInfo() override;
ColorTargetInfo GetColorTargetInfo(Texture* swapchainTexture) override;
DepthStencilTargetInfo* GetDepthTargetInfo() override;
#if 0
Juliet::Camera GetDebugCamera() override;
Camera GetDebugCamera() override;
#endif
public:
@@ -39,11 +36,11 @@ class JulietApplication : public Juliet::IApplication
int GetAutoCloseFrameCount() const { return AutoCloseFrameCount; }
private:
Juliet::Window* MainWindow = {};
Juliet::GraphicsDevice* GraphicsDevice = {};
Juliet::HotReloadCode GameCode = {};
Juliet::GraphicsPipeline* GraphicsPipeline = {};
Juliet::Texture* DepthBuffer = {};
Window* MainWindow = {};
GraphicsDevice* GraphicsDevice = {};
HotReloadCode GameCode = {};
GraphicsPipeline* GraphicsPipeline = {};
Texture* DepthBuffer = {};
int AutoCloseFrameCount = -1;
bool Running = false;