Kaba class MyWindow ed

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Syntax ed

class MyWindow extends RenderWindow
    var background_color: Color
    var cam_ang: Quaternion
    var cam_ortho: bool
    var cam_pos: vec3
    var cam_radius: f32
    var cam_speed: f32
    var cb_init_data: void->void
    var cloud_renderer: PointCloudRenderer
    var ctx: owned[Context]
    var current: i32[]
    var def_shader_3d: owned![Shader]
    var font: (f32,bool,bool)
    var image_shader: owned![Shader]
    var initialized: bool
    var light_enabled: bool
    var lines_shader: owned![Shader]
    var message: string
    var message_ttl: f32
    var points: Point[]
    var post_projection_matrix: mat4
    var projection_matrix: mat4
    var tex_white: owned![Texture]
    var text_tex: owned![Texture]
    var ubo_lights: owned![UniformBuffer]
    var vb_lines: owned![VertexBuffer]
    var win: Window*

    # constructors
    func mut __init__()

    # functions
    func mut virtual draw_content()
    func export_cloud()
    func mut init_data()
    func mut load(i: i32[], update_ui: bool)
    func mut virtual on_key_down_x(k: i32)
    func mut on_list()
    func mut set_points(p: Point[])
    func mut update_cloud_renderer()

Functions ed

func mut virtual draw_content()
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func export_cloud()
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func mut init_data()
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func mut load(i: i32[], update_ui: bool)
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func mut virtual on_key_down_x(k: i32)
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func mut on_list()
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func mut set_points(p: Point[])
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func mut update_cloud_renderer()
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Elements ed

var background_color: Color
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var cam_ang: Quaternion
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var cam_ortho: bool
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var cam_pos: vec3
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var cam_radius: f32
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var cam_speed: f32
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var cb_init_data: void->void
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var cloud_renderer: PointCloudRenderer
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var ctx: owned[Context]
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var current: i32[]
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var def_shader_3d: owned![Shader]
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var font: (f32,bool,bool)
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var image_shader: owned![Shader]
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var initialized: bool
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var light_enabled: bool
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var lines_shader: owned![Shader]
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var message: string
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var message_ttl: f32
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var points: Point[]
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var post_projection_matrix: mat4
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var projection_matrix: mat4
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var tex_white: owned![Texture]
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var text_tex: owned![Texture]
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var ubo_lights: owned![UniformBuffer]
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var vb_lines: owned![VertexBuffer]
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var win: Window*
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