[DEV] update at the new resource definition methode
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@ -64,10 +64,7 @@ ege::ElementGame::~ElementGame(void)
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// same ...
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// same ...
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DynamicDisable();
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DynamicDisable();
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RemoveShape();
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RemoveShape();
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if (NULL != m_mesh) {
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ewol::Mesh::Release(m_mesh);
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// release the mesh
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ewol::resource::Release(m_mesh);
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}
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if (NULL != m_body) {
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if (NULL != m_body) {
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delete(m_body);
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delete(m_body);
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m_body = NULL;
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m_body = NULL;
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@ -107,7 +104,7 @@ void ege::ElementGame::FunctionFreeShape(void* _pointer)
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bool ege::ElementGame::LoadMesh(const etk::UString& _meshFileName)
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bool ege::ElementGame::LoadMesh(const etk::UString& _meshFileName)
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{
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{
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ewol::Mesh* tmpMesh=NULL;
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ewol::Mesh* tmpMesh=NULL;
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ewol::resource::Keep(_meshFileName, tmpMesh);
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tmpMesh = ewol::Mesh::Keep(_meshFileName);
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if(NULL==tmpMesh) {
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if(NULL==tmpMesh) {
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EGE_ERROR("can not load the resources : " << _meshFileName);
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EGE_ERROR("can not load the resources : " << _meshFileName);
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return false;
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return false;
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@ -119,7 +116,7 @@ bool ege::ElementGame::SetMesh(ewol::Mesh* _mesh)
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{
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{
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if (NULL!=m_mesh) {
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if (NULL!=m_mesh) {
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RemoveShape();
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RemoveShape();
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ewol::resource::Release(m_mesh);
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ewol::Mesh::Release(m_mesh);
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}
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}
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m_mesh = _mesh;
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m_mesh = _mesh;
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// auto load the shape :
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// auto load the shape :
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@ -51,7 +51,7 @@ ege::Scene::Scene(bool _setAutoBullet, bool _setAutoCamera) :
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AddEventId(eventPlayTimeChange);
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AddEventId(eventPlayTimeChange);
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AddEventId(eventKillEnemy);
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AddEventId(eventKillEnemy);
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ewol::resource::Keep(m_debugDrawing);
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m_debugDrawing = ewol::Colored3DObject::Keep();
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m_ratioTime = 1.0f;
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m_ratioTime = 1.0f;
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if (_setAutoBullet==true) {
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if (_setAutoBullet==true) {
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@ -117,7 +117,7 @@ void ege::Scene::SetCamera(ege::Camera* _camera)
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ege::Scene::~Scene(void)
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ege::Scene::~Scene(void)
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{
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{
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ewol::resource::Release(m_debugDrawing);
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ewol::Colored3DObject::Release(m_debugDrawing);
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/*
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/*
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ewol::resource::Release(m_directDrawObject);
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ewol::resource::Release(m_directDrawObject);
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//cleanup in the reverse order of creation/initialization
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//cleanup in the reverse order of creation/initialization
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