add initial examples, replacing the 'Demos/Demos3'. Will make it work cross-platform, OpenGL3/OpenGL2 and add more examples to it.
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/*
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GWEN
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Copyright (c) 2010 Facepunch Studios
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See license in Gwen.h
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*/
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#pragma once
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#ifndef GWEN_CONTROLS_PROPERTY_BASEPROPERTY_H
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#define GWEN_CONTROLS_PROPERTY_BASEPROPERTY_H
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#include "Gwen/Controls/Base.h"
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#include "Gwen/Gwen.h"
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#include "Gwen/Skin.h"
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#include "Gwen/Utility.h"
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namespace Gwen
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{
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namespace Controls
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{
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namespace Property
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{
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class GWEN_EXPORT Base : public Gwen::Controls::Base
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{
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public:
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GWEN_CONTROL_INLINE( Base, Gwen::Controls::Base ){}
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virtual String GetPropertyValueAnsi()
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{
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return Gwen::Utility::UnicodeToString( GetPropertyValue() );
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}
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virtual void SetPropertyValue( const String& v, bool bFireChangeEvents = false )
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{
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SetPropertyValue( Gwen::Utility::StringToUnicode( v ), bFireChangeEvents );
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}
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virtual UnicodeString GetPropertyValue() = 0;
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virtual void SetPropertyValue( const UnicodeString& v, bool bFireChangeEvents = false ) = 0;
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virtual bool IsEditing() = 0;
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virtual void DoChanged()
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{
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onChange.Call( this );
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}
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virtual void OnPropertyValueChanged( Gwen::Controls::Base* /*control*/ )
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{
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DoChanged();
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}
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Event::Caller onChange;
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};
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}
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}
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}
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#endif
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