Integrate wxWidgets application and enhance SFML project
- Added `wxwidgets` module with a basic application (menu and UI setup in `main.cpp`) and CMake configuration. - Updated `Paddle` class in SFML to support dynamic key bindings and movement logic via `Update` method. - Introduced `asset_ids.h` for centralized asset file definitions in SFML. - Enhanced `sfml/main.cpp` with animation logic and drawable management using `std::vector`. - Adjusted CMake configurations for SFML and added asset copying to runtime directory.
This commit is contained in:
Generated
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@@ -1 +1 @@
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CMakeSFMLProject
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wxwidgets
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Generated
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@@ -3,7 +3,7 @@
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<component name="CMakePythonSetting">
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<option name="pythonIntegrationState" value="YES" />
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</component>
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<component name="CMakeWorkspace" PROJECT_DIR="$PROJECT_DIR$/sfml">
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<component name="CMakeWorkspace" PROJECT_DIR="$PROJECT_DIR$/wxwidgets">
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<contentRoot DIR="$PROJECT_DIR$" />
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</component>
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</project>
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@@ -7,3 +7,4 @@ add_subdirectory(classes)
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add_subdirectory(containers)
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add_subdirectory(misc)
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add_subdirectory(sfml)
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add_subdirectory(wxwidgets)
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@@ -20,3 +20,5 @@ target_compile_features(main PRIVATE cxx_std_17)
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target_link_libraries(main PRIVATE SFML::Graphics)
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set_property(DIRECTORY ${CMAKE_CURRENT_SOURCE_DIR} PROPERTY VS_STARTUP_PROJECT main)
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file(COPY assets DESTINATION ${CMAKE_RUNTIME_OUTPUT_DIRECTORY})
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@@ -4,7 +4,8 @@
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#include "Paddle.h"
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Paddle::Paddle() {
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Paddle::Paddle(Keyboard::Key upKey, Keyboard::Key downKey) : _upKey(upKey), _downKey(downKey)
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{
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_shape = new sf::RectangleShape(sf::Vector2f(20.f, 100.f));
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_shape->setFillColor(Color::White);
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}
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@@ -13,3 +14,13 @@ Paddle::~Paddle() {
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delete _shape;
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_shape = nullptr;
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}
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void Paddle::Update(float dt) {
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if (Keyboard::isKeyPressed(_upKey)) {
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_shape->setPosition(_shape->getPosition() + Vector2f(0, -100 * dt));
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}
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if (Keyboard::isKeyPressed(_downKey)) {
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_shape->setPosition(_shape->getPosition() + Vector2f(0, 100 * dt));
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}
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}
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@@ -10,13 +10,17 @@ using namespace sf;
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class Paddle {
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public:
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Paddle();
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Paddle(Keyboard::Key upKey, Keyboard::Key downKey);
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~Paddle();
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void Update(float dt);
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Shape& getShape() const { return *_shape; }
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private:
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Shape* _shape;
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Keyboard::Key _upKey;
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Keyboard::Key _downKey;
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};
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@@ -0,0 +1,11 @@
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//
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// Created by David Hackbarth on 06.03.26.
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//
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#ifndef CMAKESFMLPROJECT_ASSET_IDS_H
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#define CMAKESFMLPROJECT_ASSET_IDS_H
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#define IDLE "assets/Characters/Double/character_pink_idle.png"
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#define WALK_A "assets/Characters/Double/character_pink_walk_a.png"
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#endif //CMAKESFMLPROJECT_ASSET_IDS_H
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@@ -1,22 +1,37 @@
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#include <SFML/Graphics.hpp>
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#include <vector>
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#include "Paddle.h"
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#include "asset_ids.h"
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int main()
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{
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sf::RenderWindow window( sf::VideoMode( { 640, 480 } ), "SFML works!" );
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std::vector<sf::Drawable*> drawables;
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sf::CircleShape shape( 10.f );
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shape.setFillColor( sf::Color::White );
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drawables.push_back(&shape);
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Paddle player1;
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Paddle player2;
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Paddle player1(Keyboard::Key::W, Keyboard::Key::S);
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Paddle player2(Keyboard::Key::Up, Keyboard::Key::Down);
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drawables.push_back(&player1.getShape());
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drawables.push_back(&player2.getShape());
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// texture/sprite
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Texture texture("/Users/hacky/Projects/HWR/hwr2024_a/cpp/sfml/assets/Characters/Double/character_pink_idle.png");
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Sprite character(texture);
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Texture idleTexture(IDLE);
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Texture walkATexture(WALK_A);
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Texture walkBTexture("assets/Characters/Double/character_pink_walk_b.png");
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Sprite character(idleTexture);
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drawables.push_back(&character);
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bool isA = true;
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float speed = 100.0f;
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// time
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Clock clock;
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Clock animationClock;
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while ( window.isOpen() )
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{
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while ( const std::optional event = window.pollEvent() )
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@@ -27,19 +42,27 @@ int main()
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float dt = clock.restart().asSeconds();
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if (Keyboard::isKeyPressed(Keyboard::Key::W)) {
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player1.getShape().setPosition(player1.getShape().getPosition() + Vector2f(0, -speed * dt));
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}
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// update
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player1.Update(dt);
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player2.Update(dt);
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if (Keyboard::isKeyPressed(Keyboard::Key::S)) {
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player1.getShape().setPosition(player1.getShape().getPosition() + Vector2f(0, speed * dt));
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// animation
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if (animationClock.getElapsedTime().asMilliseconds() >= 300) {
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isA = !isA;
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animationClock.restart();
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character.setTexture(isA ? walkATexture : walkBTexture);
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}
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window.clear();
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// window.draw( shape );
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// window.draw(player1.getShape());
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// window.draw(player2.getShape());
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window.draw(character);
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// window.draw(character);
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for (sf::Drawable* drawable : drawables) {
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window.draw(*drawable);
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}
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window.display();
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}
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}
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@@ -0,0 +1,13 @@
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cmake_minimum_required(VERSION 4.1)
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project(wxwidgets LANGUAGES CXX)
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set(CMAKE_CXX_STANDARD 20)
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find_package(wxWidgets REQUIRED COMPONENTS net core base)
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if (wxWidgets_USE_FILE)
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include(${wxWidgets_USE_FILE})
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endif ()
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add_executable(main
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src/main.cpp)
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target_link_libraries(main ${wxWidgets_LIBRARIES})
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@@ -0,0 +1,61 @@
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#include <wx/wx.h>
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class App : public wxApp {
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public:
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bool OnInit() override;
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};
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wxIMPLEMENT_APP(App);
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class MainWindow : public wxFrame {
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public:
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MainWindow();
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private:
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void OnShowMenuItemClick(wxCommandEvent& event);
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};
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bool App::OnInit() {
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MainWindow* mainWindow = new MainWindow();
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mainWindow->Show();
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return true;
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}
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enum AppIds {
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ID_LOWEST = 0,
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ID_SHOW
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};
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MainWindow::MainWindow() : wxFrame(nullptr, wxID_ANY, "Hello, world!")
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{
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wxMenu* fileMenu = new wxMenu();
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fileMenu->Append(ID_SHOW, "Show");
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fileMenu->Append(wxID_ABOUT);
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fileMenu->Append(wxID_EXIT);
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wxMenuBar* menuBar = new wxMenuBar();
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menuBar->Append(fileMenu, "&File");
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SetMenuBar(menuBar);
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Bind(wxEVT_MENU, &MainWindow::OnShowMenuItemClick, this, ID_SHOW);
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wxBoxSizer* mainVertical = new wxBoxSizer(wxVERTICAL);
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wxStaticText* label = new wxStaticText(this, wxID_ANY, "Hello, world!");
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mainVertical->Add(label);
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mainVertical->Add(new wxStaticText(this, wxID_ANY, "Internal Instance"));
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wxBoxSizer* horizontal = new wxBoxSizer(wxHORIZONTAL);
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horizontal->Add(new wxButton(this, ID_SHOW, "Show"));
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horizontal->Add(new wxButton(this, ID_SHOW, "Show"));
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horizontal->Add(new wxButton(this, ID_SHOW, "Show"));
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horizontal->Add(new wxButton(this, ID_SHOW, "Show"));
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mainVertical->Add(horizontal);
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SetSizer(mainVertical);
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}
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void MainWindow::OnShowMenuItemClick(wxCommandEvent& event) {
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wxMessageBox("Hello, world!");
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}
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