Kaba class WindowRenderer ed

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Syntax ed

class WindowRenderer extends Renderer
    var command_buffers: owned[CommandBuffer][]
    var depth_buffer: owned[DepthBuffer]
    var device: Device&
    var frame_buffers: owned[FrameBuffer][]
    var framebuffer_resized: bool
    var height: i32
    var image_available_semaphore: owned[Semaphore]
    var image_index: i32
    var pool: owned[DescriptorPool]
    var render_finished_semaphore: owned[Semaphore]
    var swap_chain: owned![SwapChain]
    var wait_for_frame_fences: owned[Fence][]
    var width: i32
    var window: void*

    # constructors
    func mut __init__(_window: void*, _device: Device&)

    # functions
    func virtual current_command_buffer() -> CommandBuffer*
    func virtual current_frame_buffer() -> FrameBuffer*
    func virtual default_render_pass() -> RenderPass*
    func mut virtual end_frame()
    func mut rebuild_default_stuff()
    func mut virtual start_frame() -> bool

Functions ed

func virtual current_command_buffer() -> CommandBuffer*
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func virtual current_frame_buffer() -> FrameBuffer*
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func virtual default_render_pass() -> RenderPass*
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func mut virtual end_frame()
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func mut rebuild_default_stuff()
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func mut virtual start_frame() -> bool
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Elements ed

var command_buffers: owned[CommandBuffer][]
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var depth_buffer: owned[DepthBuffer]
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var device: Device&
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var frame_buffers: owned[FrameBuffer][]
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var framebuffer_resized: bool
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var height: i32
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var image_available_semaphore: owned[Semaphore]
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var image_index: i32
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var pool: owned[DescriptorPool]
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var render_finished_semaphore: owned[Semaphore]
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var swap_chain: owned![SwapChain]
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var wait_for_frame_fences: owned[Fence][]
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var width: i32
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var window: void*
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