refactor!: refactor to support multiple Views/Render Targets
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@@ -58,7 +58,7 @@ class Gizmo {
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};
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public:
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Gizmo(Engine& engine, View *view, Scene *scene);
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Gizmo(Engine& engine, Scene *scene);
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~Gizmo();
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Entity x() {
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@@ -73,15 +73,12 @@ class Gizmo {
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Entity center() {
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return _entities[3];
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};
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View* view() {
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return _view;
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}
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bool isActive() {
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return _isActive;
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}
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void pick(uint32_t x, uint32_t y, void (*callback)(EntityId entityId, int x, int y));
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void pick(View* view, uint32_t x, uint32_t y, void (*callback)(EntityId entityId, int x, int y));
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bool isGizmoEntity(Entity entity);
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void setVisibility(bool visible);
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@@ -90,9 +87,7 @@ class Gizmo {
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void highlight(Entity entity);
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void unhighlight();
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Engine &_engine;
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View *_view;
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Scene *_scene;
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filament::Camera *_camera;
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utils::Entity _entities[7] = { utils::Entity(), utils::Entity(), utils::Entity(), utils::Entity(), utils::Entity(), utils::Entity(), utils::Entity() };
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Material* _material;
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MaterialInstance* _materialInstances[7];
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