Minor Update - Logger Tweak
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@@ -36,7 +36,7 @@ ApplicationClass::~ApplicationClass()
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bool ApplicationClass::Initialize(int screenWidth, int screenHeight, HWND hwnd)
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{
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Logger::Get().Log("Initializing application class", __FILE__, __LINE__);
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Logger::Get().Log("Initializing application class", __FILE__, __LINE__, Logger::LogLevel::Initialize);
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try
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{
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@@ -295,7 +295,7 @@ bool ApplicationClass::Initialize(int screenWidth, int screenHeight, HWND hwnd)
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Logger::Get().Log(std::string("Exception caught during initialization: ") + e.what(), __FILE__, __LINE__, Logger::LogLevel::Error);
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return false;
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}
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Logger::Get().Log("Application class initialized", __FILE__, __LINE__);
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Logger::Get().Log("Application class initialized", __FILE__, __LINE__, Logger::LogLevel::Initialize);
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return true;
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}
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@@ -303,82 +303,82 @@ bool ApplicationClass::Initialize(int screenWidth, int screenHeight, HWND hwnd)
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void ApplicationClass::Shutdown()
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{
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Logger::Get().Log("Shutting down application class", __FILE__, __LINE__);
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Logger::Get().Log("Shutting down application class", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
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// Release the shader manager object.
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if (m_ShaderManager)
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{
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Logger::Get().Log("Releasing the shader manager object", __FILE__, __LINE__);
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Logger::Get().Log("Releasing the shader manager object", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
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m_ShaderManager->Shutdown();
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delete m_ShaderManager;
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m_ShaderManager = 0;
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Logger::Get().Log("Shader manager object released", __FILE__, __LINE__);
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Logger::Get().Log("Shader manager object released", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
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}
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// Release the frustum class object.
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if (m_Frustum)
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{
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Logger::Get().Log("Releasing the frustum class object", __FILE__, __LINE__);
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Logger::Get().Log("Releasing the frustum class object", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
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delete m_Frustum;
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m_Frustum = 0;
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Logger::Get().Log("Frustum class object released", __FILE__, __LINE__);
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Logger::Get().Log("Frustum class object released", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
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}
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// Release the display plane object.
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if (m_DisplayPlane)
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{
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Logger::Get().Log("Releasing the display plane object", __FILE__, __LINE__);
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Logger::Get().Log("Releasing the display plane object", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
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m_DisplayPlane->Shutdown();
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delete m_DisplayPlane;
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m_DisplayPlane = 0;
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Logger::Get().Log("Display plane object released", __FILE__, __LINE__);
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Logger::Get().Log("Display plane object released", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
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}
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// Release the position object.
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if (m_Position)
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{
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Logger::Get().Log("Releasing the position object", __FILE__, __LINE__);
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Logger::Get().Log("Releasing the position object", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
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delete m_Position;
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m_Position = 0;
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Logger::Get().Log("Position object released", __FILE__, __LINE__);
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Logger::Get().Log("Position object released", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
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}
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// Release the model list object.
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if (m_ModelList)
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{
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Logger::Get().Log("Releasing the model list object", __FILE__, __LINE__);
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Logger::Get().Log("Releasing the model list object", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
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m_ModelList->Shutdown();
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delete m_ModelList;
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m_ModelList = 0;
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Logger::Get().Log("Model list object released", __FILE__, __LINE__);
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Logger::Get().Log("Model list object released", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
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}
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// Release the text objects for the render count string.
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if (m_RenderCountString)
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{
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Logger::Get().Log("Releasing the render count string object", __FILE__, __LINE__);
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Logger::Get().Log("Releasing the render count string object", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
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m_RenderCountString->Shutdown();
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delete m_RenderCountString;
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m_RenderCountString = 0;
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Logger::Get().Log("Render count string object released", __FILE__, __LINE__);
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Logger::Get().Log("Render count string object released", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
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}
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// Release the text objects for the mouse strings.
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if (m_MouseStrings)
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{
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Logger::Get().Log("Releasing the mouse strings", __FILE__, __LINE__);
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Logger::Get().Log("Releasing the mouse strings", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
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m_MouseStrings[0].Shutdown();
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m_MouseStrings[1].Shutdown();
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@@ -387,108 +387,110 @@ void ApplicationClass::Shutdown()
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delete[] m_MouseStrings;
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m_MouseStrings = 0;
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Logger::Get().Log("Mouse strings released", __FILE__, __LINE__);
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Logger::Get().Log("Mouse strings released", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
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}
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// Release the text object for the fps string.
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if (m_FpsString)
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{
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Logger::Get().Log("Releasing the fps string object", __FILE__, __LINE__);
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Logger::Get().Log("Releasing the fps string object", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
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m_FpsString->Shutdown();
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delete m_FpsString;
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m_FpsString = 0;
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Logger::Get().Log("Fps string object released", __FILE__, __LINE__);
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Logger::Get().Log("Fps string object released", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
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}
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// Release the fps object.
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if (m_Fps)
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{
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Logger::Get().Log("Releasing the fps object", __FILE__, __LINE__);
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Logger::Get().Log("Releasing the fps object", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
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delete m_Fps;
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m_Fps = 0;
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Logger::Get().Log("Fps object released", __FILE__, __LINE__);
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Logger::Get().Log("Fps object released", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
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}
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// Release the font object.
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if (m_Font)
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{
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Logger::Get().Log("Releasing the font object", __FILE__, __LINE__);
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Logger::Get().Log("Releasing the font object", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
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m_Font->Shutdown();
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delete m_Font;
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m_Font = 0;
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Logger::Get().Log("Font object released", __FILE__, __LINE__);
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Logger::Get().Log("Font object released", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
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}
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// Release the font shader object.
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if (m_FontShader)
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{
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Logger::Get().Log("Releasing the font shader object", __FILE__, __LINE__);
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Logger::Get().Log("Releasing the font shader object", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
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m_FontShader->Shutdown();
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delete m_FontShader;
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m_FontShader = 0;
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Logger::Get().Log("Font shader object released", __FILE__, __LINE__);
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Logger::Get().Log("Font shader object released", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
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}
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// Release the timer object.
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if (m_Timer)
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{
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Logger::Get().Log("Releasing the timer object", __FILE__, __LINE__);
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Logger::Get().Log("Releasing the timer object", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
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delete m_Timer;
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m_Timer = 0;
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Logger::Get().Log("Timer object released", __FILE__, __LINE__);
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Logger::Get().Log("Timer object released", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
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}
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// Release the sprite object.
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if (m_Sprite)
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{
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Logger::Get().Log("Releasing the sprite object", __FILE__, __LINE__);
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Logger::Get().Log("Releasing the sprite object", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
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m_Sprite->Shutdown();
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delete m_Sprite;
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m_Sprite = 0;
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Logger::Get().Log("Sprite object released", __FILE__, __LINE__);
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Logger::Get().Log("Sprite object released", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
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}
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for (auto light : m_Lights)
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{
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Logger::Get().Log("Releasing the light object", __FILE__, __LINE__);
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Logger::Get().Log("Releasing the light object", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
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if (light)
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{
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delete light;
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light = 0;
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}
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Logger::Get().Log("Light object released", __FILE__, __LINE__);
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Logger::Get().Log("Light object released", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
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}
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// Release the light object.
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if (m_Light)
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{
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Logger::Get().Log("Releasing the light object", __FILE__, __LINE__);
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Logger::Get().Log("Releasing the light object", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
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delete m_Light;
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m_Light = 0;
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Logger::Get().Log("Light object released", __FILE__, __LINE__);
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Logger::Get().Log("Light object released", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
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}
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// Release the model object.
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if (m_Model)
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{
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Logger::Get().Log("Releasing the model object", __FILE__, __LINE__);
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Logger::Get().Log("Releasing the model object", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
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m_Model->Shutdown();
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delete m_Model;
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m_Model = 0;
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Logger::Get().Log("Model object released", __FILE__, __LINE__);
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Logger::Get().Log("Model object released", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
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}
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Logger::Get().Log("Application class shut down", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
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}
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@@ -517,7 +519,7 @@ bool ApplicationClass::Frame(InputClass* Input)
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// Check if the user pressed escape and wants to exit the application.
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if (Input->IsEscapePressed())
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{
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Logger::Get().Log("User pressed escape, exiting application", __FILE__, __LINE__);
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Logger::Get().Log("User pressed escape, exiting application", __FILE__, __LINE__, Logger::LogLevel::Input);
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m_ShouldQuit = true;
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}
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