Boilerplate, boilerplate, boilerplate!!!
I've created a project for client & editor programs, by simply copying one to the other. Right now, the client still has the editor scene, but I'll switch that out soon. I've also added a license header to the server's source. I don't remember what else I did, but at this point it should theoretically build out of the box.
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/* Copyright: (c) Kayne Ruse 2013
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*
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* This software is provided 'as-is', without any express or implied
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* warranty. In no event will the authors be held liable for any damages
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* arising from the use of this software.
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*
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* Permission is granted to anyone to use this software for any purpose,
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* including commercial applications, and to alter it and redistribute it
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* freely, subject to the following restrictions:
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*
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* 1. The origin of this software must not be misrepresented; you must not
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* claim that you wrote the original software. If you use this software
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* in a product, an acknowledgment in the product documentation would be
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* appreciated but is not required.
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*
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* 2. Altered source versions must be plainly marked as such, and must not be
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* misrepresented as being the original software.
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*
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* 3. This notice may not be removed or altered from any source
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* distribution.
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*/
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#include "editor_scene.hpp"
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//-------------------------
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//Public access members
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//-------------------------
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EditorScene::EditorScene() {
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//
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}
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EditorScene::~EditorScene() {
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//
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}
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//-------------------------
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//Frame loop
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//-------------------------
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void EditorScene::FrameStart() {
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//
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}
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void EditorScene::Update(double delta) {
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//
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}
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void EditorScene::FrameEnd() {
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//
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}
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void EditorScene::Render(SDL_Surface* const screen) {
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//
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}
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//-------------------------
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//Event handlers
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//-------------------------
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void EditorScene::MouseMotion(SDL_MouseMotionEvent const& motion) {
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//
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}
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void EditorScene::MouseButtonDown(SDL_MouseButtonEvent const& button) {
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//
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}
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void EditorScene::MouseButtonUp(SDL_MouseButtonEvent const& button) {
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//
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}
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void EditorScene::KeyDown(SDL_KeyboardEvent const& key) {
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switch(key.keysym.sym) {
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case SDLK_ESCAPE:
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QuitEvent();
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break;
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}
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}
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void EditorScene::KeyUp(SDL_KeyboardEvent const& key) {
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//
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}
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