Browse Source

Changed source file structure

Grouped header and source files into directories from the previous flat structure
Renamed all .h files to .hpp
Paul A. 10 months ago
parent
commit
337b0defc1
100 changed files with 626 additions and 662 deletions
  1. 228 228
      Praxis3D/Praxis3D.vcxproj
  2. 157 157
      Praxis3D/Praxis3D.vcxproj.filters
  3. BIN
      Praxis3D/Praxis3D1.rc
  4. 0 6
      Praxis3D/Source/BaseGraphicsComponent.cpp
  5. 2 2
      Praxis3D/Source/Common/Include/Clock.hpp
  6. 0 0
      Praxis3D/Source/Common/Include/EnumFactory.hpp
  7. 1 1
      Praxis3D/Source/Common/Include/Filesystem.hpp
  8. 1 1
      Praxis3D/Source/Common/Include/ObjectPool.hpp
  9. 1 1
      Praxis3D/Source/Common/Include/ObjectRegister.hpp
  10. 3 3
      Praxis3D/Source/Common/Include/PropertySet.hpp
  11. 1 1
      Praxis3D/Source/Common/Include/Utilities.hpp
  12. 0 0
      Praxis3D/Source/Common/Include/Version.hpp
  13. 1 1
      Praxis3D/Source/Common/Source/PropertySet.cpp
  14. 2 2
      Praxis3D/Source/Communication/Include/ChangeController.hpp
  15. 5 5
      Praxis3D/Source/Communication/Include/ObserverBase.hpp
  16. 3 3
      Praxis3D/Source/Communication/Source/ChangeController.cpp
  17. 1 1
      Praxis3D/Source/Communication/Source/ObserverBase.cpp
  18. 2 2
      Praxis3D/Source/DataManagers/Include/GUIDataManager.hpp
  19. 2 2
      Praxis3D/Source/DataManagers/Include/PhysicsDataManager.hpp
  20. 4 4
      Praxis3D/Source/DataManagers/Include/SpatialDataManager.hpp
  21. 2 2
      Praxis3D/Source/Definitions/Include/CommonDefinitions.hpp
  22. 4 4
      Praxis3D/Source/Definitions/Include/Containers.hpp
  23. 6 14
      Praxis3D/Source/Definitions/Include/EntityViewDefinitions.hpp
  24. 6 6
      Praxis3D/Source/Definitions/Include/InheritanceObjects.hpp
  25. 1 1
      Praxis3D/Source/Definitions/Source/CommonDefinitions.cpp
  26. 10 10
      Praxis3D/Source/Engine/Include/Engine.hpp
  27. 0 0
      Praxis3D/Source/Engine/Include/EngineDefinitions.hpp
  28. 12 12
      Praxis3D/Source/Engine/Source/Engine.cpp
  29. 4 4
      Praxis3D/Source/Engine/States/Include/EditorState.hpp
  30. 5 5
      Praxis3D/Source/Engine/States/Include/EngineState.hpp
  31. 4 4
      Praxis3D/Source/Engine/States/Include/MainMenuState.hpp
  32. 4 4
      Praxis3D/Source/Engine/States/Include/PlayState.hpp
  33. 8 8
      Praxis3D/Source/Engine/States/Source/EditorState.cpp
  34. 8 8
      Praxis3D/Source/Engine/States/Source/EngineState.cpp
  35. 8 8
      Praxis3D/Source/Engine/States/Source/MainMenuState.cpp
  36. 8 8
      Praxis3D/Source/Engine/States/Source/PlayState.cpp
  37. 1 1
      Praxis3D/Source/ErrorHandler/Include/ErrorCodes.hpp
  38. 2 2
      Praxis3D/Source/ErrorHandler/Include/ErrorHandler.hpp
  39. 1 1
      Praxis3D/Source/ErrorHandler/Source/ErrorCodes.cpp
  40. 4 4
      Praxis3D/Source/ErrorHandler/Source/ErrorHandler.cpp
  41. 0 3
      Praxis3D/Source/FmodErrorCodes.cpp
  42. 0 1
      Praxis3D/Source/Input.cpp
  43. 0 2
      Praxis3D/Source/LightComponent.cpp
  44. 4 4
      Praxis3D/Source/Loaders/Include/Config.hpp
  45. 3 3
      Praxis3D/Source/Loaders/Include/ConfigLoader.hpp
  46. 2 2
      Praxis3D/Source/Loaders/Include/LoaderBase.hpp
  47. 4 4
      Praxis3D/Source/Loaders/Include/Loaders.hpp
  48. 4 4
      Praxis3D/Source/Loaders/Include/ModelLoader.hpp
  49. 1 1
      Praxis3D/Source/Loaders/Include/PropertyLoader.hpp
  50. 4 4
      Praxis3D/Source/Loaders/Include/SceneLoader.hpp
  51. 4 4
      Praxis3D/Source/Loaders/Include/ShaderLoader.hpp
  52. 4 4
      Praxis3D/Source/Loaders/Include/TextureLoader.hpp
  53. 3 3
      Praxis3D/Source/Loaders/Source/Config.cpp
  54. 2 2
      Praxis3D/Source/Loaders/Source/ConfigLoader.cpp
  55. 6 6
      Praxis3D/Source/Loaders/Source/ModelLoader.cpp
  56. 3 3
      Praxis3D/Source/Loaders/Source/PropertyLoader.cpp
  57. 4 4
      Praxis3D/Source/Loaders/Source/SceneLoader.cpp
  58. 5 5
      Praxis3D/Source/Loaders/Source/ShaderLoader.cpp
  59. 7 8
      Praxis3D/Source/Loaders/Source/TextureLoader.cpp
  60. 0 0
      Praxis3D/Source/Math/Include/Math.hpp
  61. 1 1
      Praxis3D/Source/Math/Source/Math.cpp
  62. 0 0
      Praxis3D/Source/Multithreading/Include/SpinWait.hpp
  63. 4 4
      Praxis3D/Source/Multithreading/Include/TaskManager.hpp
  64. 2 2
      Praxis3D/Source/Multithreading/Include/TaskScheduler.hpp
  65. 1 1
      Praxis3D/Source/Multithreading/Source/SpinWait.cpp
  66. 3 3
      Praxis3D/Source/Multithreading/Source/TaskManager.cpp
  67. 2 2
      Praxis3D/Source/Multithreading/Source/TaskScheduler.cpp
  68. 0 4
      Praxis3D/Source/ObjectDirectorycpp.cpp
  69. 0 7
      Praxis3D/Source/Renderer.cpp
  70. 0 0
      Praxis3D/Source/RendererGL.cpp
  71. 0 1
      Praxis3D/Source/RendererGL.h
  72. 0 3
      Praxis3D/Source/Scancodes.cpp
  73. 1 1
      Praxis3D/Source/ServiceLocators/Include/ClockLocator.hpp
  74. 1 1
      Praxis3D/Source/ServiceLocators/Include/ErrorHandlerLocator.hpp
  75. 1 1
      Praxis3D/Source/ServiceLocators/Include/GUIHandlerLocator.hpp
  76. 2 2
      Praxis3D/Source/ServiceLocators/Include/ObjectDirectory.hpp
  77. 2 2
      Praxis3D/Source/ServiceLocators/Include/TaskManagerLocator.hpp
  78. 2 2
      Praxis3D/Source/ServiceLocators/Include/WindowLocator.hpp
  79. 1 1
      Praxis3D/Source/ServiceLocators/Source/ClockLocator.cpp
  80. 1 1
      Praxis3D/Source/ServiceLocators/Source/ErrorHandlerLocator.cpp
  81. 1 1
      Praxis3D/Source/ServiceLocators/Source/GUIHandlerLocator.cpp
  82. 1 1
      Praxis3D/Source/ServiceLocators/Source/Loaders.cpp
  83. 1 1
      Praxis3D/Source/ServiceLocators/Source/ObjectDirectory.cpp
  84. 1 1
      Praxis3D/Source/ServiceLocators/Source/TaskManagerLocator.cpp
  85. 2 2
      Praxis3D/Source/ServiceLocators/Source/WindowLocator.cpp
  86. 0 0
      Praxis3D/Source/Shaders/AtmosphericScattering/Include/AtmScatteringConstants.hpp
  87. 0 0
      Praxis3D/Source/Shaders/AtmosphericScattering/Include/AtmScatteringModel.hpp
  88. 0 0
      Praxis3D/Source/Shaders/AtmosphericScattering/Include/AtmScatteringShaderDefinitions.hpp
  89. 0 0
      Praxis3D/Source/Shaders/AtmosphericScattering/Include/AtmScatteringShaderFunctions.hpp
  90. 0 0
      Praxis3D/Source/Shaders/AtmosphericScattering/Include/AtmScatteringShaderPass.hpp
  91. 3 3
      Praxis3D/Source/Shaders/Include/ShaderUniformUpdater.hpp
  92. 5 5
      Praxis3D/Source/Shaders/Include/ShaderUniforms.hpp
  93. 3 3
      Praxis3D/Source/Shaders/Source/ShaderUniformUpdater.cpp
  94. 1 1
      Praxis3D/Source/Systems/AudioSystem/Components/Include/ImpactSoundComponent.hpp
  95. 1 1
      Praxis3D/Source/Systems/AudioSystem/Components/Include/SoundComponent.hpp
  96. 1 1
      Praxis3D/Source/Systems/AudioSystem/Components/Include/SoundListenerComponent.hpp
  97. 5 5
      Praxis3D/Source/Systems/AudioSystem/Include/AudioScene.hpp
  98. 3 3
      Praxis3D/Source/Systems/AudioSystem/Include/AudioSystem.hpp
  99. 1 1
      Praxis3D/Source/Systems/AudioSystem/Include/AudioTask.hpp
  100. 1 1
      Praxis3D/Source/Systems/AudioSystem/Include/FmodErrorCodes.hpp

+ 228 - 228
Praxis3D/Praxis3D.vcxproj

@@ -99,12 +99,13 @@
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       <IntrinsicFunctions>true</IntrinsicFunctions>
       <SDLCheck>true</SDLCheck>
       <SDLCheck>true</SDLCheck>
       <LanguageStandard>stdcpp20</LanguageStandard>
       <LanguageStandard>stdcpp20</LanguageStandard>
-      <PreprocessorDefinitions>NOMINMAX;NDEBUG;_RELEASE;_CONSOLE;_CRT_SECURE_NO_DEPRECATE;CUSTOM_IMGUIFILEDIALOG_CONFIG="..\\..\\..\\Praxis3D\Source\EngineDefinitions.h";GLM_FORCE_CTOR_INIT;%(PreprocessorDefinitions)</PreprocessorDefinitions>
+      <PreprocessorDefinitions>NOMINMAX;NDEBUG;_RELEASE;_CONSOLE;_CRT_SECURE_NO_DEPRECATE;CUSTOM_IMGUIFILEDIALOG_CONFIG="..\\..\\..\\Praxis3D\Source\Engine\Include\EngineDefinitions.hpp";GLM_FORCE_CTOR_INIT;%(PreprocessorDefinitions)</PreprocessorDefinitions>
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       <AdditionalOptions>/bigobj /MP8 %(AdditionalOptions)</AdditionalOptions>
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       <WholeProgramOptimization>true</WholeProgramOptimization>
       <WholeProgramOptimization>true</WholeProgramOptimization>
       <DebugInformationFormat>ProgramDatabase</DebugInformationFormat>
       <DebugInformationFormat>ProgramDatabase</DebugInformationFormat>
+      <AdditionalIncludeDirectories>$(ProjectDir)\Source;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
     </ClCompile>
     </ClCompile>
     <Link>
     <Link>
       <GenerateDebugInformation>true</GenerateDebugInformation>
       <GenerateDebugInformation>true</GenerateDebugInformation>
@@ -150,77 +151,76 @@
     <ClCompile Include="..\Dependencies\include\imgui_tex_inspect\imgui_tex_inspect.cpp" />
     <ClCompile Include="..\Dependencies\include\imgui_tex_inspect\imgui_tex_inspect.cpp" />
     <ClCompile Include="..\Dependencies\include\imgui_tex_inspect\tex_inspect_opengl.cpp" />
     <ClCompile Include="..\Dependencies\include\imgui_tex_inspect\tex_inspect_opengl.cpp" />
     <ClCompile Include="main.cpp" />
     <ClCompile Include="main.cpp" />
-    <ClCompile Include="Source\AboutWindow.cpp" />
-    <ClCompile Include="Source\AtmScatteringModel.cpp" />
-    <ClCompile Include="Source\AtmScatteringPass.cpp" />
-    <ClCompile Include="Source\AudioScene.cpp" />
-    <ClCompile Include="Source\AudioSystem.cpp" />
-    <ClCompile Include="Source\AudioTask.cpp" />
-    <ClCompile Include="Source\BaseGraphicsComponent.cpp" />
-    <ClCompile Include="Source\BaseGraphicsObjects.cpp" />
-    <ClCompile Include="Source\ChangeController.cpp" />
-    <ClCompile Include="Source\ClockLocator.cpp" />
-    <ClCompile Include="Source\CommonDefinitions.cpp" />
-    <ClCompile Include="Source\Config.cpp" />
-    <ClCompile Include="Source\ConfigLoader.cpp" />
-    <ClCompile Include="Source\DeferredRenderer.cpp" />
-    <ClCompile Include="Source\EditorState.cpp" />
-    <ClCompile Include="Source\EditorWindow.cpp" />
-    <ClCompile Include="Source\Engine.cpp" />
-    <ClCompile Include="Source\EngineState.cpp" />
-    <ClCompile Include="Source\ErrorCodes.cpp" />
-    <ClCompile Include="Source\ErrorHandler.cpp" />
-    <ClCompile Include="Source\ErrorHandlerLocator.cpp" />
-    <ClCompile Include="Source\FmodErrorCodes.cpp" />
-    <ClCompile Include="Source\GeometryBuffer.cpp" />
-    <ClCompile Include="Source\GUIHandler.cpp" />
-    <ClCompile Include="Source\GUIHandlerLocator.cpp" />
-    <ClCompile Include="Source\GUIScene.cpp" />
-    <ClCompile Include="Source\GUISystem.cpp" />
-    <ClCompile Include="Source\GUITask.cpp" />
-    <ClCompile Include="Source\Input.cpp" />
-    <ClCompile Include="Source\KeyCommand.cpp" />
-    <ClCompile Include="Source\LightComponent.cpp" />
-    <ClCompile Include="Source\Loaders.cpp" />
-    <ClCompile Include="Source\LuaScript.cpp" />
-    <ClCompile Include="Source\MainMenuState.cpp" />
-    <ClCompile Include="Source\Math.cpp" />
-    <ClCompile Include="Source\ModelLoader.cpp" />
-    <ClCompile Include="Source\NullObjects.cpp" />
-    <ClCompile Include="Source\NullSystemObjects.cpp" />
-    <ClCompile Include="Source\ObjectDirectory.cpp" />
-    <ClCompile Include="Source\ObserverBase.cpp" />
-    <ClCompile Include="Source\PhysicsScene.cpp" />
-    <ClCompile Include="Source\PhysicsTask.cpp" />
-    <ClCompile Include="Source\PlayState.cpp" />
-    <ClCompile Include="Source\PropertyLoader.cpp" />
-    <ClCompile Include="Source\PropertySet.cpp" />
-    <ClCompile Include="Source\Renderer.cpp" />
-    <ClCompile Include="Source\RendererBackend.cpp" />
-    <ClCompile Include="Source\RendererFrontend.cpp" />
-    <ClCompile Include="Source\RendererGL.cpp" />
-    <ClCompile Include="Source\RendererScene.cpp" />
-    <ClCompile Include="Source\RendererSystem.cpp" />
-    <ClCompile Include="Source\RenderTask.cpp" />
-    <ClCompile Include="Source\RigidBodyComponent.cpp" />
-    <ClCompile Include="Source\Scancodes.cpp" />
-    <ClCompile Include="Source\SceneLoader.cpp" />
-    <ClCompile Include="Source\ScriptScene.cpp" />
-    <ClCompile Include="Source\ScriptSystem.cpp" />
-    <ClCompile Include="Source\ScriptTask.cpp" />
-    <ClCompile Include="Source\ShaderLoader.cpp" />
-    <ClCompile Include="Source\ShaderUniformUpdater.cpp" />
-    <ClCompile Include="Source\SpinWait.cpp" />
-    <ClCompile Include="Source\System.cpp" />
-    <ClCompile Include="Source\TaskManager.cpp" />
-    <ClCompile Include="Source\TaskManagerLocator.cpp" />
-    <ClCompile Include="Source\TaskScheduler.cpp" />
-    <ClCompile Include="Source\TextureLoader.cpp" />
-    <ClCompile Include="Source\Universal.cpp" />
-    <ClCompile Include="Source\Window.cpp" />
-    <ClCompile Include="Source\WindowLocator.cpp" />
-    <ClCompile Include="Source\WorldScene.cpp" />
-    <ClCompile Include="Source\WorldTask.cpp" />
+    <ClCompile Include="Source\Systems\GUISystem\Objects\Source\AboutWindow.cpp" />
+    <ClCompile Include="Source\Systems\RendererSystem\Source\AtmScatteringModel.cpp" />
+    <ClCompile Include="Source\Systems\RendererSystem\Passes\Source\AtmScatteringPass.cpp" />
+    <ClCompile Include="Source\Systems\AudioSystem\Source\AudioScene.cpp" />
+    <ClCompile Include="Source\Systems\AudioSystem\Source\AudioSystem.cpp" />
+    <ClCompile Include="Source\Systems\AudioSystem\Source\AudioTask.cpp" />
+    <ClCompile Include="Source\Systems\RendererSystem\Components\Source\BaseGraphicsComponent.cpp" />
+    <ClCompile Include="Source\Systems\RendererSystem\Components\Source\BaseGraphicsObjects.cpp" />
+    <ClCompile Include="Source\Communication\Source\ChangeController.cpp" />
+    <ClCompile Include="Source\ServiceLocators\Source\ClockLocator.cpp" />
+    <ClCompile Include="Source\Definitions\Source\CommonDefinitions.cpp" />
+    <ClCompile Include="Source\Loaders\Source\Config.cpp" />
+    <ClCompile Include="Source\Loaders\Source\ConfigLoader.cpp" />
+    <ClCompile Include="Source\Systems\RendererSystem\Source\DeferredRenderer.cpp" />
+    <ClCompile Include="Source\Engine\States\Source\EditorState.cpp" />
+    <ClCompile Include="Source\Systems\GUISystem\Objects\Source\EditorWindow.cpp" />
+    <ClCompile Include="Source\Engine\Source\Engine.cpp" />
+    <ClCompile Include="Source\Engine\States\Source\EngineState.cpp" />
+    <ClCompile Include="Source\ErrorHandler\Source\ErrorCodes.cpp" />
+    <ClCompile Include="Source\ErrorHandler\Source\ErrorHandler.cpp" />
+    <ClCompile Include="Source\ServiceLocators\Source\ErrorHandlerLocator.cpp" />
+    <ClCompile Include="Source\Systems\AudioSystem\Source\FmodErrorCodes.cpp" />
+    <ClCompile Include="Source\Systems\RendererSystem\Source\GeometryBuffer.cpp" />
+    <ClCompile Include="Source\Systems\GUISystem\Source\GUIHandler.cpp" />
+    <ClCompile Include="Source\ServiceLocators\Source\GUIHandlerLocator.cpp" />
+    <ClCompile Include="Source\Systems\GUISystem\Source\GUIScene.cpp" />
+    <ClCompile Include="Source\Systems\GUISystem\Source\GUISystem.cpp" />
+    <ClCompile Include="Source\Systems\GUISystem\Source\GUITask.cpp" />
+    <ClCompile Include="Source\Window\Source\Input.cpp" />
+    <ClCompile Include="Source\Window\Source\KeyCommand.cpp" />
+    <ClCompile Include="Source\Systems\RendererSystem\Components\Source\LightComponent.cpp" />
+    <ClCompile Include="Source\ServiceLocators\Source\Loaders.cpp" />
+    <ClCompile Include="Source\Systems\ScriptingSystem\Objects\Source\LuaScript.cpp" />
+    <ClCompile Include="Source\Engine\States\Source\MainMenuState.cpp" />
+    <ClCompile Include="Source\Math\Source\Math.cpp" />
+    <ClCompile Include="Source\Loaders\Source\ModelLoader.cpp" />
+    <ClCompile Include="Source\Systems\Base\Source\NullObjects.cpp" />
+    <ClCompile Include="Source\Systems\Base\Source\NullSystemObjects.cpp" />
+    <ClCompile Include="Source\ServiceLocators\Source\ObjectDirectory.cpp" />
+    <ClCompile Include="Source\Communication\Source\ObserverBase.cpp" />
+    <ClCompile Include="Source\Systems\PhysicsSystem\Source\PhysicsScene.cpp" />
+    <ClCompile Include="Source\Systems\PhysicsSystem\Source\PhysicsTask.cpp" />
+    <ClCompile Include="Source\Engine\States\Source\PlayState.cpp" />
+    <ClCompile Include="Source\Loaders\Source\PropertyLoader.cpp" />
+    <ClCompile Include="Source\Common\Source\PropertySet.cpp" />
+    <ClCompile Include="Source\Systems\RendererSystem\Source\Renderer.cpp" />
+    <ClCompile Include="Source\Systems\RendererSystem\Source\RendererBackend.cpp" />
+    <ClCompile Include="Source\Systems\RendererSystem\Source\RendererFrontend.cpp" />
+    <ClCompile Include="Source\Systems\RendererSystem\Source\RendererScene.cpp" />
+    <ClCompile Include="Source\Systems\RendererSystem\Source\RendererSystem.cpp" />
+    <ClCompile Include="Source\Systems\RendererSystem\Source\RenderTask.cpp" />
+    <ClCompile Include="Source\Systems\PhysicsSystem\Components\Source\RigidBodyComponent.cpp" />
+    <ClCompile Include="Source\Window\Source\Scancodes.cpp" />
+    <ClCompile Include="Source\Loaders\Source\SceneLoader.cpp" />
+    <ClCompile Include="Source\Systems\ScriptingSystem\Source\ScriptScene.cpp" />
+    <ClCompile Include="Source\Systems\ScriptingSystem\Source\ScriptSystem.cpp" />
+    <ClCompile Include="Source\Systems\ScriptingSystem\Source\ScriptTask.cpp" />
+    <ClCompile Include="Source\Loaders\Source\ShaderLoader.cpp" />
+    <ClCompile Include="Source\Shaders\Source\ShaderUniformUpdater.cpp" />
+    <ClCompile Include="Source\Multithreading\Source\SpinWait.cpp" />
+    <ClCompile Include="Source\Systems\Base\Source\System.cpp" />
+    <ClCompile Include="Source\Multithreading\Source\TaskManager.cpp" />
+    <ClCompile Include="Source\ServiceLocators\Source\TaskManagerLocator.cpp" />
+    <ClCompile Include="Source\Multithreading\Source\TaskScheduler.cpp" />
+    <ClCompile Include="Source\Loaders\Source\TextureLoader.cpp" />
+    <ClCompile Include="Source\Systems\Base\Source\Universal.cpp" />
+    <ClCompile Include="Source\Window\Source\Window.cpp" />
+    <ClCompile Include="Source\ServiceLocators\Source\WindowLocator.cpp" />
+    <ClCompile Include="Source\Systems\WorldSystem\Source\WorldScene.cpp" />
+    <ClCompile Include="Source\Systems\WorldSystem\Source\WorldTask.cpp" />
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@@ -234,162 +234,162 @@
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+ 157 - 157
Praxis3D/Praxis3D.vcxproj.filters

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     </ClInclude>
-    <ClInclude Include="Source\ShaderUniformUpdater.h">
+    <ClInclude Include="Source\ShaderUniformUpdater.hpp">
       <Filter>Shaders\Header Files</Filter>
       <Filter>Shaders\Header Files</Filter>
     </ClInclude>
     </ClInclude>
-    <ClInclude Include="Source\ChangeController.h">
+    <ClInclude Include="Source\ChangeController.hpp">
       <Filter>Header Files</Filter>
       <Filter>Header Files</Filter>
     </ClInclude>
     </ClInclude>
-    <ClInclude Include="Source\Clock.h">
+    <ClInclude Include="Source\Clock.hpp">
       <Filter>Header Files</Filter>
       <Filter>Header Files</Filter>
     </ClInclude>
     </ClInclude>
-    <ClInclude Include="Source\Config.h">
+    <ClInclude Include="Source\Config.hpp">
       <Filter>Header Files</Filter>
       <Filter>Header Files</Filter>
     </ClInclude>
     </ClInclude>
-    <ClInclude Include="Source\Engine.h">
+    <ClInclude Include="Source\Engine.hpp">
       <Filter>Header Files</Filter>
       <Filter>Header Files</Filter>
     </ClInclude>
     </ClInclude>
-    <ClInclude Include="Source\EngineDefinitions.h">
+    <ClInclude Include="Source\EngineDefinitions.hpp">
       <Filter>Header Files</Filter>
       <Filter>Header Files</Filter>
     </ClInclude>
     </ClInclude>
-    <ClInclude Include="Source\EnumFactory.h">
+    <ClInclude Include="Source\EnumFactory.hpp">
       <Filter>Header Files</Filter>
       <Filter>Header Files</Filter>
     </ClInclude>
     </ClInclude>
-    <ClInclude Include="Source\Input.h">
+    <ClInclude Include="Source\Input.hpp">
       <Filter>Header Files</Filter>
       <Filter>Header Files</Filter>
     </ClInclude>
     </ClInclude>
-    <ClInclude Include="Source\KeyCommand.h">
+    <ClInclude Include="Source\KeyCommand.hpp">
       <Filter>Header Files</Filter>
       <Filter>Header Files</Filter>
     </ClInclude>
     </ClInclude>
-    <ClInclude Include="Source\Math.h">
+    <ClInclude Include="Source\Math.hpp">
       <Filter>Header Files</Filter>
       <Filter>Header Files</Filter>
     </ClInclude>
     </ClInclude>
-    <ClInclude Include="Source\NullSystemObjects.h">
+    <ClInclude Include="Source\NullSystemObjects.hpp">
       <Filter>Header Files</Filter>
       <Filter>Header Files</Filter>
     </ClInclude>
     </ClInclude>
-    <ClInclude Include="Source\ObjectPool.h">
+    <ClInclude Include="Source\ObjectPool.hpp">
       <Filter>Header Files</Filter>
       <Filter>Header Files</Filter>
     </ClInclude>
     </ClInclude>
-    <ClInclude Include="Source\ObserverBase.h">
+    <ClInclude Include="Source\ObserverBase.hpp">
       <Filter>Header Files</Filter>
       <Filter>Header Files</Filter>
     </ClInclude>
     </ClInclude>
-    <ClInclude Include="Source\PropertySet.h">
+    <ClInclude Include="Source\PropertySet.hpp">
       <Filter>Header Files</Filter>
       <Filter>Header Files</Filter>
     </ClInclude>
     </ClInclude>
-    <ClInclude Include="Source\Scancodes.h">
+    <ClInclude Include="Source\Scancodes.hpp">
       <Filter>Header Files</Filter>
       <Filter>Header Files</Filter>
     </ClInclude>
     </ClInclude>
-    <ClInclude Include="Source\ServiceBase.h">
+    <ClInclude Include="Source\ServiceBase.hpp">
       <Filter>Header Files</Filter>
       <Filter>Header Files</Filter>
     </ClInclude>
     </ClInclude>
-    <ClInclude Include="Source\System.h">
+    <ClInclude Include="Source\System.hpp">
       <Filter>Header Files</Filter>
       <Filter>Header Files</Filter>
     </ClInclude>
     </ClInclude>
-    <ClInclude Include="Source\Universal.h">
+    <ClInclude Include="Source\Universal.hpp">
       <Filter>Header Files</Filter>
       <Filter>Header Files</Filter>
     </ClInclude>
     </ClInclude>
-    <ClInclude Include="Source\Utilities.h">
+    <ClInclude Include="Source\Utilities.hpp">
       <Filter>Header Files</Filter>
       <Filter>Header Files</Filter>
     </ClInclude>
     </ClInclude>
-    <ClInclude Include="Source\Window.h">
+    <ClInclude Include="Source\Window.hpp">
       <Filter>Header Files</Filter>
       <Filter>Header Files</Filter>
     </ClInclude>
     </ClInclude>
-    <ClInclude Include="Source\ModelGraphicsObjects.h">
+    <ClInclude Include="Source\ModelGraphicsObjects.hpp">
       <Filter>Renderer\Objects\Header Files</Filter>
       <Filter>Renderer\Objects\Header Files</Filter>
     </ClInclude>
     </ClInclude>
-    <ClInclude Include="Source\CameraGraphicsObject.h">
+    <ClInclude Include="Source\CameraGraphicsObject.hpp">
       <Filter>Renderer\Objects\Header Files</Filter>
       <Filter>Renderer\Objects\Header Files</Filter>
     </ClInclude>
     </ClInclude>
-    <ClInclude Include="Source\ShaderGraphicsObjects.h">
+    <ClInclude Include="Source\ShaderGraphicsObjects.hpp">
       <Filter>Renderer\Objects\Header Files</Filter>
       <Filter>Renderer\Objects\Header Files</Filter>
     </ClInclude>
     </ClInclude>
-    <ClInclude Include="Source\LightingGraphicsObjects.h">
+    <ClInclude Include="Source\LightingGraphicsObjects.hpp">
       <Filter>Renderer\Objects\Header Files</Filter>
       <Filter>Renderer\Objects\Header Files</Filter>
     </ClInclude>
     </ClInclude>
-    <ClInclude Include="Source\GraphicsDataSets.h">
+    <ClInclude Include="Source\GraphicsDataSets.hpp">
       <Filter>Renderer\Header Files</Filter>
       <Filter>Renderer\Header Files</Filter>
     </ClInclude>
     </ClInclude>
-    <ClInclude Include="Source\DebugMoveScript.h">
+    <ClInclude Include="Source\DebugMoveScript.hpp">
       <Filter>Scripting\Objects\Header Files</Filter>
       <Filter>Scripting\Objects\Header Files</Filter>
     </ClInclude>
     </ClInclude>
-    <ClInclude Include="Source\EngineState.h">
+    <ClInclude Include="Source\EngineState.hpp">
       <Filter>Engine States\Header Files</Filter>
       <Filter>Engine States\Header Files</Filter>
     </ClInclude>
     </ClInclude>
-    <ClInclude Include="Source\PlayState.h">
+    <ClInclude Include="Source\PlayState.hpp">
       <Filter>Engine States\Header Files</Filter>
       <Filter>Engine States\Header Files</Filter>
     </ClInclude>
     </ClInclude>
-    <ClInclude Include="Source\WorldEditObject.h">
+    <ClInclude Include="Source\WorldEditObject.hpp">
       <Filter>Scripting\Objects\Header Files</Filter>
       <Filter>Scripting\Objects\Header Files</Filter>
     </ClInclude>
     </ClInclude>
-    <ClInclude Include="Source\SolarTimeScript.h">
+    <ClInclude Include="Source\SolarTimeScript.hpp">
       <Filter>Scripting\Objects\Header Files</Filter>
       <Filter>Scripting\Objects\Header Files</Filter>
     </ClInclude>
     </ClInclude>
-    <ClInclude Include="resource.h">
+    <ClInclude Include="resource.hpp">
       <Filter>Header Files</Filter>
       <Filter>Header Files</Filter>
     </ClInclude>
     </ClInclude>
-    <ClInclude Include="Source\EnvironmentMapObjects.h">
+    <ClInclude Include="Source\EnvironmentMapObjects.hpp">
       <Filter>Renderer\Objects\Header Files</Filter>
       <Filter>Renderer\Objects\Header Files</Filter>
     </ClInclude>
     </ClInclude>
-    <ClInclude Include="Source\RendererBackend.h">
+    <ClInclude Include="Source\RendererBackend.hpp">
       <Filter>Renderer\Header Files</Filter>
       <Filter>Renderer\Header Files</Filter>
     </ClInclude>
     </ClInclude>
-    <ClInclude Include="Source\RendererFrontend.h">
+    <ClInclude Include="Source\RendererFrontend.hpp">
       <Filter>Renderer\Header Files</Filter>
       <Filter>Renderer\Header Files</Filter>
     </ClInclude>
     </ClInclude>
-    <ClInclude Include="Source\CommonDefinitions.h">
+    <ClInclude Include="Source\Definitions\Header Files\CommonDefinitions.hpp">
       <Filter>Header Files</Filter>
       <Filter>Header Files</Filter>
     </ClInclude>
     </ClInclude>
-    <ClInclude Include="Source\UniformData.h">
+    <ClInclude Include="Source\UniformData.hpp">
       <Filter>Renderer\Header Files</Filter>
       <Filter>Renderer\Header Files</Filter>
     </ClInclude>
     </ClInclude>
-    <ClInclude Include="Source\RenderPassBase.h">
+    <ClInclude Include="Source\RenderPassBase.hpp">
       <Filter>Renderer\Render Passes\Header Files</Filter>
       <Filter>Renderer\Render Passes\Header Files</Filter>
     </ClInclude>
     </ClInclude>
-    <ClInclude Include="Source\GeometryPass.h">
+    <ClInclude Include="Source\GeometryPass.hpp">
       <Filter>Renderer\Render Passes\Header Files</Filter>
       <Filter>Renderer\Render Passes\Header Files</Filter>
     </ClInclude>
     </ClInclude>
-    <ClInclude Include="Source\LightingPass.h">
+    <ClInclude Include="Source\LightingPass.hpp">
       <Filter>Renderer\Render Passes\Header Files</Filter>
       <Filter>Renderer\Render Passes\Header Files</Filter>
     </ClInclude>
     </ClInclude>
-    <ClInclude Include="Source\FinalPass.h">
+    <ClInclude Include="Source\FinalPass.hpp">
       <Filter>Renderer\Render Passes\Header Files</Filter>
       <Filter>Renderer\Render Passes\Header Files</Filter>
     </ClInclude>
     </ClInclude>
-    <ClInclude Include="Source\ReflectionPass.h">
+    <ClInclude Include="Source\ReflectionPass.hpp">
       <Filter>Renderer\Render Passes\Header Files</Filter>
       <Filter>Renderer\Render Passes\Header Files</Filter>
     </ClInclude>
     </ClInclude>
-    <ClInclude Include="Source\CommandBuffer.h">
+    <ClInclude Include="Source\CommandBuffer.hpp">
       <Filter>Renderer\Header Files</Filter>
       <Filter>Renderer\Header Files</Filter>
     </ClInclude>
     </ClInclude>
-    <ClInclude Include="Source\ObjectDirectory.h">
+    <ClInclude Include="Source\ObjectDirectory.hpp">
       <Filter>Service Locators\Header Files</Filter>
       <Filter>Service Locators\Header Files</Filter>
     </ClInclude>
     </ClInclude>
-    <ClInclude Include="resource1.h">
+    <ClInclude Include="resource1.hpp">
       <Filter>Header Files</Filter>
       <Filter>Header Files</Filter>
     </ClInclude>
     </ClInclude>
-    <ClInclude Include="Source\BlurPass.h">
+    <ClInclude Include="Source\BlurPass.hpp">
       <Filter>Renderer\Render Passes\Header Files</Filter>
       <Filter>Renderer\Render Passes\Header Files</Filter>
     </ClInclude>
     </ClInclude>
-    <ClInclude Include="Source\DebugRotateScript.h">
+    <ClInclude Include="Source\DebugRotateScript.hpp">
       <Filter>Scripting\Objects\Header Files</Filter>
       <Filter>Scripting\Objects\Header Files</Filter>
     </ClInclude>
     </ClInclude>
-    <ClInclude Include="Source\SkyPass.h">
+    <ClInclude Include="Source\SkyPass.hpp">
       <Filter>Renderer\Render Passes\Header Files</Filter>
       <Filter>Renderer\Render Passes\Header Files</Filter>
     </ClInclude>
     </ClInclude>
-    <ClInclude Include="Source\HdrMappingPass.h">
+    <ClInclude Include="Source\HdrMappingPass.hpp">
       <Filter>Renderer\Render Passes\Header Files</Filter>
       <Filter>Renderer\Render Passes\Header Files</Filter>
     </ClInclude>
     </ClInclude>
-    <ClInclude Include="Source\PostProcessPass.h">
+    <ClInclude Include="Source\PostProcessPass.hpp">
       <Filter>Renderer\Render Passes\Header Files</Filter>
       <Filter>Renderer\Render Passes\Header Files</Filter>
     </ClInclude>
     </ClInclude>
-    <ClInclude Include="Source\AtmScatteringModel.h">
+    <ClInclude Include="Source\AtmScatteringModel.hpp">
       <Filter>Renderer\Header Files</Filter>
       <Filter>Renderer\Header Files</Filter>
     </ClInclude>
     </ClInclude>
-    <ClInclude Include="Source\AtmScatteringConstants.h">
+    <ClInclude Include="Source\AtmScatteringConstants.hpp">
       <Filter>Renderer\Header Files</Filter>
       <Filter>Renderer\Header Files</Filter>
     </ClInclude>
     </ClInclude>
-    <ClInclude Include="Source\AtmScatteringShaderFunctions.h">
+    <ClInclude Include="Source\AtmScatteringShaderFunctions.hpp">
       <Filter>Shaders\Shader Files</Filter>
       <Filter>Shaders\Shader Files</Filter>
     </ClInclude>
     </ClInclude>
-    <ClInclude Include="Source\AtmScatteringShaderDefinitions.h">
+    <ClInclude Include="Source\AtmScatteringShaderDefinitions.hpp">
       <Filter>Shaders\Shader Files</Filter>
       <Filter>Shaders\Shader Files</Filter>
     </ClInclude>
     </ClInclude>
-    <ClInclude Include="Source\AtmScatteringPass.h">
+    <ClInclude Include="Source\AtmScatteringPass.hpp">
       <Filter>Renderer\Render Passes\Header Files</Filter>
       <Filter>Renderer\Render Passes\Header Files</Filter>
     </ClInclude>
     </ClInclude>
-    <ClInclude Include="Source\AtmScatteringShaderPass.h">
+    <ClInclude Include="Source\AtmScatteringShaderPass.hpp">
       <Filter>Shaders\Shader Files</Filter>
       <Filter>Shaders\Shader Files</Filter>
     </ClInclude>
     </ClInclude>
-    <ClInclude Include="Source\SunScript.h">
+    <ClInclude Include="Source\SunScript.hpp">
       <Filter>Scripting\Objects\Header Files</Filter>
       <Filter>Scripting\Objects\Header Files</Filter>
     </ClInclude>
     </ClInclude>
-    <ClInclude Include="Source\BloomCompositePass.h">
+    <ClInclude Include="Source\BloomCompositePass.hpp">
       <Filter>Renderer\Render Passes\Header Files</Filter>
       <Filter>Renderer\Render Passes\Header Files</Filter>
     </ClInclude>
     </ClInclude>
-    <ClInclude Include="Source\LenseFlarePass.h">
+    <ClInclude Include="Source\LenseFlarePass.hpp">
       <Filter>Renderer\Render Passes\Header Files</Filter>
       <Filter>Renderer\Render Passes\Header Files</Filter>
     </ClInclude>
     </ClInclude>
-    <ClInclude Include="Source\LenseFlareCompositePass.h">
+    <ClInclude Include="Source\LenseFlareCompositePass.hpp">
       <Filter>Renderer\Render Passes\Header Files</Filter>
       <Filter>Renderer\Render Passes\Header Files</Filter>
     </ClInclude>
     </ClInclude>
-    <ClInclude Include="Source\Filesystem.h">
+    <ClInclude Include="Source\Filesystem.hpp">
       <Filter>Header Files</Filter>
       <Filter>Header Files</Filter>
     </ClInclude>
     </ClInclude>
-    <ClInclude Include="Source\WorldScene.h">
+    <ClInclude Include="Source\WorldScene.hpp">
       <Filter>World\Header Files</Filter>
       <Filter>World\Header Files</Filter>
     </ClInclude>
     </ClInclude>
-    <ClInclude Include="Source\GameObject.h">
+    <ClInclude Include="Source\GameObject.hpp">
       <Filter>World\Components</Filter>
       <Filter>World\Components</Filter>
     </ClInclude>
     </ClInclude>
-    <ClInclude Include="Source\WorldTask.h">
+    <ClInclude Include="Source\WorldTask.hpp">
       <Filter>World\Header Files</Filter>
       <Filter>World\Header Files</Filter>
     </ClInclude>
     </ClInclude>
-    <ClInclude Include="Source\Containers.h">
+    <ClInclude Include="Source\Definitions\Header Files\Containers.hpp">
       <Filter>Header Files</Filter>
       <Filter>Header Files</Filter>
     </ClInclude>
     </ClInclude>
-    <ClInclude Include="Source\GraphicsObject.h">
+    <ClInclude Include="Source\GraphicsObject.hpp">
       <Filter>Renderer\Objects\Header Files</Filter>
       <Filter>Renderer\Objects\Header Files</Filter>
     </ClInclude>
     </ClInclude>
-    <ClInclude Include="Source\ObjectRegister.h">
+    <ClInclude Include="Source\ObjectRegister.hpp">
       <Filter>Header Files</Filter>
       <Filter>Header Files</Filter>
     </ClInclude>
     </ClInclude>
-    <ClInclude Include="Source\BaseGraphicsComponent.h">
+    <ClInclude Include="Source\BaseGraphicsComponent.hpp">
       <Filter>Renderer\Objects\Header Files</Filter>
       <Filter>Renderer\Objects\Header Files</Filter>
     </ClInclude>
     </ClInclude>
-    <ClInclude Include="Source\ModelComponent.h">
+    <ClInclude Include="Source\ModelComponent.hpp">
       <Filter>Renderer\Objects\Header Files</Filter>
       <Filter>Renderer\Objects\Header Files</Filter>
     </ClInclude>
     </ClInclude>
-    <ClInclude Include="Source\ShaderComponent.h">
+    <ClInclude Include="Source\ShaderComponent.hpp">
       <Filter>Renderer\Objects\Header Files</Filter>
       <Filter>Renderer\Objects\Header Files</Filter>
     </ClInclude>
     </ClInclude>
-    <ClInclude Include="Source\CameraComponent.h">
+    <ClInclude Include="Source\CameraComponent.hpp">
       <Filter>Renderer\Objects\Header Files</Filter>
       <Filter>Renderer\Objects\Header Files</Filter>
     </ClInclude>
     </ClInclude>
-    <ClInclude Include="Source\LightComponent.h">
+    <ClInclude Include="Source\LightComponent.hpp">
       <Filter>Renderer\Objects\Header Files</Filter>
       <Filter>Renderer\Objects\Header Files</Filter>
     </ClInclude>
     </ClInclude>
-    <ClInclude Include="Source\GameLogicObject.h">
+    <ClInclude Include="Source\GameLogicObject.hpp">
       <Filter>Scripting\Objects\Header Files</Filter>
       <Filter>Scripting\Objects\Header Files</Filter>
     </ClInclude>
     </ClInclude>
-    <ClInclude Include="Source\InheritanceObjects.h">
+    <ClInclude Include="Source\InheritanceObjects.hpp">
       <Filter>Header Files</Filter>
       <Filter>Header Files</Filter>
     </ClInclude>
     </ClInclude>
-    <ClInclude Include="Source\NullObjects.h">
+    <ClInclude Include="Source\NullObjects.hpp">
       <Filter>Header Files</Filter>
       <Filter>Header Files</Filter>
     </ClInclude>
     </ClInclude>
-    <ClInclude Include="Source\WorldSystem.h">
+    <ClInclude Include="Source\WorldSystem.hpp">
       <Filter>World\Header Files</Filter>
       <Filter>World\Header Files</Filter>
     </ClInclude>
     </ClInclude>
-    <ClInclude Include="Source\ScriptObject.h">
+    <ClInclude Include="Source\ScriptObject.hpp">
       <Filter>Scripting\Objects\Header Files</Filter>
       <Filter>Scripting\Objects\Header Files</Filter>
     </ClInclude>
     </ClInclude>
-    <ClInclude Include="Source\LuaComponent.h">
+    <ClInclude Include="Source\LuaComponent.hpp">
       <Filter>Scripting\Objects\Header Files</Filter>
       <Filter>Scripting\Objects\Header Files</Filter>
     </ClInclude>
     </ClInclude>
-    <ClInclude Include="Source\LuaScript.h">
+    <ClInclude Include="Source\LuaScript.hpp">
       <Filter>Scripting\Objects\Header Files</Filter>
       <Filter>Scripting\Objects\Header Files</Filter>
     </ClInclude>
     </ClInclude>
-    <ClInclude Include="Source\GUIScene.h">
+    <ClInclude Include="Source\GUIScene.hpp">
       <Filter>GUI\Header Files</Filter>
       <Filter>GUI\Header Files</Filter>
     </ClInclude>
     </ClInclude>
-    <ClInclude Include="Source\GUITask.h">
+    <ClInclude Include="Source\GUITask.hpp">
       <Filter>GUI\Header Files</Filter>
       <Filter>GUI\Header Files</Filter>
     </ClInclude>
     </ClInclude>
-    <ClInclude Include="Source\GUISystem.h">
+    <ClInclude Include="Source\GUISystem.hpp">
       <Filter>GUI\Header Files</Filter>
       <Filter>GUI\Header Files</Filter>
     </ClInclude>
     </ClInclude>
-    <ClInclude Include="Source\PhysicsSystem.h">
+    <ClInclude Include="Source\PhysicsSystem.hpp">
       <Filter>Physics\Header Files</Filter>
       <Filter>Physics\Header Files</Filter>
     </ClInclude>
     </ClInclude>
-    <ClInclude Include="Source\PhysicsScene.h">
+    <ClInclude Include="Source\PhysicsScene.hpp">
       <Filter>Physics\Header Files</Filter>
       <Filter>Physics\Header Files</Filter>
     </ClInclude>
     </ClInclude>
-    <ClInclude Include="Source\PhysicsTask.h">
+    <ClInclude Include="Source\PhysicsTask.hpp">
       <Filter>Physics\Header Files</Filter>
       <Filter>Physics\Header Files</Filter>
     </ClInclude>
     </ClInclude>
-    <ClInclude Include="Source\GUIHandler.h">
+    <ClInclude Include="Source\GUIHandler.hpp">
       <Filter>Header Files</Filter>
       <Filter>Header Files</Filter>
     </ClInclude>
     </ClInclude>
-    <ClInclude Include="Source\GUIHandlerLocator.h">
+    <ClInclude Include="Source\GUIHandlerLocator.hpp">
       <Filter>Service Locators\Header Files</Filter>
       <Filter>Service Locators\Header Files</Filter>
     </ClInclude>
     </ClInclude>
     <ClInclude Include="..\Dependencies\include\imgui\imconfig.h">
     <ClInclude Include="..\Dependencies\include\imgui\imconfig.h">
@@ -842,97 +842,97 @@
     <ClInclude Include="..\Dependencies\include\imgui\backends\imgui_impl_opengl3_loader.h">
     <ClInclude Include="..\Dependencies\include\imgui\backends\imgui_impl_opengl3_loader.h">
       <Filter>3rd Party\imgui\Header Files</Filter>
       <Filter>3rd Party\imgui\Header Files</Filter>
     </ClInclude>
     </ClInclude>
-    <ClInclude Include="Source\GUIPass.h">
+    <ClInclude Include="Source\GUIPass.hpp">
       <Filter>Renderer\Render Passes\Header Files</Filter>
       <Filter>Renderer\Render Passes\Header Files</Filter>
     </ClInclude>
     </ClInclude>
-    <ClInclude Include="Source\GUICommandBuffer.h">
+    <ClInclude Include="Source\GUICommandBuffer.hpp">
       <Filter>Header Files</Filter>
       <Filter>Header Files</Filter>
     </ClInclude>
     </ClInclude>
-    <ClInclude Include="Source\GUIObject.h">
+    <ClInclude Include="Source\GUIObject.hpp">
       <Filter>GUI\Objects\Header Files</Filter>
       <Filter>GUI\Objects\Header Files</Filter>
     </ClInclude>
     </ClInclude>
-    <ClInclude Include="Source\GUISequenceComponent.h">
+    <ClInclude Include="Source\GUISequenceComponent.hpp">
       <Filter>GUI\Objects\Header Files</Filter>
       <Filter>GUI\Objects\Header Files</Filter>
     </ClInclude>
     </ClInclude>
-    <ClInclude Include="Source\SpatialDataManager.h">
+    <ClInclude Include="Source\SpatialDataManager.hpp">
       <Filter>Data Managers</Filter>
       <Filter>Data Managers</Filter>
     </ClInclude>
     </ClInclude>
-    <ClInclude Include="Source\GUIDataManager.h">
+    <ClInclude Include="Source\GUIDataManager.hpp">
       <Filter>Data Managers</Filter>
       <Filter>Data Managers</Filter>
     </ClInclude>
     </ClInclude>
-    <ClInclude Include="Source\PhysicsDataManager.h">
+    <ClInclude Include="Source\PhysicsDataManager.hpp">
       <Filter>Data Managers</Filter>
       <Filter>Data Managers</Filter>
     </ClInclude>
     </ClInclude>
-    <ClInclude Include="Source\PhysicsObject.h">
+    <ClInclude Include="Source\PhysicsObject.hpp">
       <Filter>Physics\Components\Header Files</Filter>
       <Filter>Physics\Components\Header Files</Filter>
     </ClInclude>
     </ClInclude>
-    <ClInclude Include="Source\PhysicsMotionState.h">
+    <ClInclude Include="Source\PhysicsMotionState.hpp">
       <Filter>Physics\Header Files</Filter>
       <Filter>Physics\Header Files</Filter>
     </ClInclude>
     </ClInclude>
-    <ClInclude Include="Source\RigidBodyComponent.h">
+    <ClInclude Include="Source\RigidBodyComponent.hpp">
       <Filter>Physics\Components\Header Files</Filter>
       <Filter>Physics\Components\Header Files</Filter>
     </ClInclude>
     </ClInclude>
-    <ClInclude Include="Source\CollisionShapeComponent.h">
+    <ClInclude Include="Source\CollisionShapeComponent.hpp">
       <Filter>Physics\Components\Header Files</Filter>
       <Filter>Physics\Components\Header Files</Filter>
     </ClInclude>
     </ClInclude>
-    <ClInclude Include="Source\SpatialComponent.h">
+    <ClInclude Include="Source\SpatialComponent.hpp">
       <Filter>World\Components</Filter>
       <Filter>World\Components</Filter>
     </ClInclude>
     </ClInclude>
-    <ClInclude Include="Source\GameObjectComponent.h">
+    <ClInclude Include="Source\GameObjectComponent.hpp">
       <Filter>World\Components</Filter>
       <Filter>World\Components</Filter>
     </ClInclude>
     </ClInclude>
-    <ClInclude Include="Source\EntityViewDefinitions.h">
+    <ClInclude Include="Source\EntityViewDefinitions.hpp">
       <Filter>Header Files</Filter>
       <Filter>Header Files</Filter>
     </ClInclude>
     </ClInclude>
-    <ClInclude Include="Source\BloomPass.h">
+    <ClInclude Include="Source\BloomPass.hpp">
       <Filter>Renderer\Render Passes\Header Files</Filter>
       <Filter>Renderer\Render Passes\Header Files</Filter>
     </ClInclude>
     </ClInclude>
-    <ClInclude Include="Source\LuminancePass.h">
+    <ClInclude Include="Source\LuminancePass.hpp">
       <Filter>Renderer\Render Passes\Header Files</Filter>
       <Filter>Renderer\Render Passes\Header Files</Filter>
     </ClInclude>
     </ClInclude>
-    <ClInclude Include="Source\ComponentConstructorInfo.h">
+    <ClInclude Include="Source\ComponentConstructorInfo.hpp">
       <Filter>Header Files</Filter>
       <Filter>Header Files</Filter>
     </ClInclude>
     </ClInclude>
-    <ClInclude Include="Source\AudioScene.h">
+    <ClInclude Include="Source\AudioScene.hpp">
       <Filter>Audio\Header Files</Filter>
       <Filter>Audio\Header Files</Filter>
     </ClInclude>
     </ClInclude>
-    <ClInclude Include="Source\AudioTask.h">
+    <ClInclude Include="Source\AudioTask.hpp">
       <Filter>Audio\Header Files</Filter>
       <Filter>Audio\Header Files</Filter>
     </ClInclude>
     </ClInclude>
-    <ClInclude Include="Source\AudioSystem.h">
+    <ClInclude Include="Source\AudioSystem.hpp">
       <Filter>Audio\Header Files</Filter>
       <Filter>Audio\Header Files</Filter>
     </ClInclude>
     </ClInclude>
-    <ClInclude Include="Source\MainMenuState.h">
+    <ClInclude Include="Source\MainMenuState.hpp">
       <Filter>Engine States\Header Files</Filter>
       <Filter>Engine States\Header Files</Filter>
     </ClInclude>
     </ClInclude>
-    <ClInclude Include="Source\GraphicsLoadComponents.h">
+    <ClInclude Include="Source\GraphicsLoadComponents.hpp">
       <Filter>Renderer\Objects\Header Files</Filter>
       <Filter>Renderer\Objects\Header Files</Filter>
     </ClInclude>
     </ClInclude>
-    <ClInclude Include="Source\SoundComponent.h">
+    <ClInclude Include="Source\SoundComponent.hpp">
       <Filter>Audio\Components</Filter>
       <Filter>Audio\Components</Filter>
     </ClInclude>
     </ClInclude>
-    <ClInclude Include="Source\ObjectMaterialComponent.h">
+    <ClInclude Include="Source\ObjectMaterialComponent.hpp">
       <Filter>World\Components</Filter>
       <Filter>World\Components</Filter>
     </ClInclude>
     </ClInclude>
-    <ClInclude Include="Source\CollisionEventComponent.h">
+    <ClInclude Include="Source\CollisionEventComponent.hpp">
       <Filter>Physics\Components\Header Files</Filter>
       <Filter>Physics\Components\Header Files</Filter>
     </ClInclude>
     </ClInclude>
-    <ClInclude Include="Source\SoundListenerComponent.h">
+    <ClInclude Include="Source\SoundListenerComponent.hpp">
       <Filter>Audio\Components</Filter>
       <Filter>Audio\Components</Filter>
     </ClInclude>
     </ClInclude>
-    <ClInclude Include="Source\FmodErrorCodes.h">
+    <ClInclude Include="Source\FmodErrorCodes.hpp">
       <Filter>Audio\Header Files</Filter>
       <Filter>Audio\Header Files</Filter>
     </ClInclude>
     </ClInclude>
-    <ClInclude Include="Source\ImpactSoundComponent.h">
+    <ClInclude Include="Source\ImpactSoundComponent.hpp">
       <Filter>Audio\Components</Filter>
       <Filter>Audio\Components</Filter>
     </ClInclude>
     </ClInclude>
-    <ClInclude Include="Source\EditorState.h">
+    <ClInclude Include="Source\EditorState.hpp">
       <Filter>Engine States\Header Files</Filter>
       <Filter>Engine States\Header Files</Filter>
     </ClInclude>
     </ClInclude>
-    <ClInclude Include="Source\EditorWindow.h">
+    <ClInclude Include="Source\EditorWindow.hpp">
       <Filter>GUI\Objects\Header Files</Filter>
       <Filter>GUI\Objects\Header Files</Filter>
     </ClInclude>
     </ClInclude>
-    <ClInclude Include="Source\MetadataComponent.h">
+    <ClInclude Include="Source\MetadataComponent.hpp">
       <Filter>World\Components</Filter>
       <Filter>World\Components</Filter>
     </ClInclude>
     </ClInclude>
     <ClInclude Include="..\Dependencies\include\imgui_tex_inspect\imgui_tex_inspect.h">
     <ClInclude Include="..\Dependencies\include\imgui_tex_inspect\imgui_tex_inspect.h">
@@ -950,25 +950,25 @@
     <ClInclude Include="..\Dependencies\include\ImGuizmo\ImGuizmo.h">
     <ClInclude Include="..\Dependencies\include\ImGuizmo\ImGuizmo.h">
       <Filter>3rd Party\ImGuizmo</Filter>
       <Filter>3rd Party\ImGuizmo</Filter>
     </ClInclude>
     </ClInclude>
-    <ClInclude Include="Source\Version.h">
+    <ClInclude Include="Source\Version.hpp">
       <Filter>Header Files</Filter>
       <Filter>Header Files</Filter>
     </ClInclude>
     </ClInclude>
     <ClInclude Include="..\Dependencies\include\imgui\backends\imgui_impl_sdl2.h">
     <ClInclude Include="..\Dependencies\include\imgui\backends\imgui_impl_sdl2.h">
       <Filter>3rd Party\imgui\Header Files</Filter>
       <Filter>3rd Party\imgui\Header Files</Filter>
     </ClInclude>
     </ClInclude>
-    <ClInclude Include="Source\AmbientOcclusionPass.h">
+    <ClInclude Include="Source\AmbientOcclusionPass.hpp">
       <Filter>Renderer\Render Passes\Header Files</Filter>
       <Filter>Renderer\Render Passes\Header Files</Filter>
     </ClInclude>
     </ClInclude>
-    <ClInclude Include="Source\ShadowMappingPass.h">
+    <ClInclude Include="Source\ShadowMappingPass.hpp">
       <Filter>Renderer\Render Passes\Header Files</Filter>
       <Filter>Renderer\Render Passes\Header Files</Filter>
     </ClInclude>
     </ClInclude>
-    <ClInclude Include="Source\CSMFramebuffer.h">
+    <ClInclude Include="Source\CSMFramebuffer.hpp">
       <Filter>Renderer\Header Files</Filter>
       <Filter>Renderer\Header Files</Filter>
     </ClInclude>
     </ClInclude>
-    <ClInclude Include="Source\AboutWindow.h">
+    <ClInclude Include="Source\AboutWindow.hpp">
       <Filter>GUI\Objects\Header Files</Filter>
       <Filter>GUI\Objects\Header Files</Filter>
     </ClInclude>
     </ClInclude>
-    <ClInclude Include="Source\TonemappingPass.h">
+    <ClInclude Include="Source\TonemappingPass.hpp">
       <Filter>Renderer\Render Passes\Header Files</Filter>
       <Filter>Renderer\Render Passes\Header Files</Filter>
     </ClInclude>
     </ClInclude>
   </ItemGroup>
   </ItemGroup>

BIN
Praxis3D/Praxis3D1.rc


+ 0 - 6
Praxis3D/Source/BaseGraphicsComponent.cpp

@@ -1,6 +0,0 @@
-#include "BaseGraphicsComponent.h"
-#include "GraphicsObject.h"
-
-void update(GraphicsObject &p_parentObject)
-{
-}

+ 2 - 2
Praxis3D/Source/Clock.h → Praxis3D/Source/Common/Include/Clock.hpp

@@ -7,8 +7,8 @@
 #endif
 #endif
 #include <Windows.h>
 #include <Windows.h>
 
 
-#include "Config.h"
-#include "ErrorCodes.h"
+#include "Loaders/Include/Config.hpp"
+#include "ErrorHandler/Include/ErrorCodes.hpp"
 
 
 // Base class from which real and null implementations must inherit
 // Base class from which real and null implementations must inherit
 // Does not contain some core methods, to restrict access to however can only call the base class, and whoever has
 // Does not contain some core methods, to restrict access to however can only call the base class, and whoever has

+ 0 - 0
Praxis3D/Source/EnumFactory.h → Praxis3D/Source/Common/Include/EnumFactory.hpp


+ 1 - 1
Praxis3D/Source/Filesystem.h → Praxis3D/Source/Common/Include/Filesystem.hpp

@@ -7,7 +7,7 @@
 #include <iostream>
 #include <iostream>
 #include <sstream>
 #include <sstream>
 
 
-#include "Utilities.h"
+#include "Common/Include/Utilities.hpp"
 
 
 // General file and file-system operations
 // General file and file-system operations
 class Filesystem
 class Filesystem

+ 1 - 1
Praxis3D/Source/ObjectPool.h → Praxis3D/Source/Common/Include/ObjectPool.hpp

@@ -1,6 +1,6 @@
 #pragma once
 #pragma once
 
 
-#include "ErrorCodes.h"
+#include "ErrorHandler/Include/ErrorCodes.hpp"
 
 
 // Generic object pool (used to optimize data locality). Simplistic design intended
 // Generic object pool (used to optimize data locality). Simplistic design intended
 // for game objects (i.e. entities that need fast random access, add/remove, etc)
 // for game objects (i.e. entities that need fast random access, add/remove, etc)

+ 1 - 1
Praxis3D/Source/ObjectRegister.h → Praxis3D/Source/Common/Include/ObjectRegister.hpp

@@ -7,7 +7,7 @@ constexpr auto OBJECT_REGISTER_RESIZE_ADDED_OVERHEAD_MULTIPLIER = 1.5;
 #include <tbb/concurrent_vector.h>
 #include <tbb/concurrent_vector.h>
 #include <vector>
 #include <vector>
 
 
-#include "CommonDefinitions.h"
+#include "Definitions/Include/CommonDefinitions.hpp"
 
 
 // An object directory, used for getting unique IDs to all registered objects.
 // An object directory, used for getting unique IDs to all registered objects.
 // Also contains a list of registered object pointers, thus an object can be retrieved based on its ID.
 // Also contains a list of registered object pointers, thus an object can be retrieved based on its ID.

+ 3 - 3
Praxis3D/Source/PropertySet.h → Praxis3D/Source/Common/Include/PropertySet.hpp

@@ -4,9 +4,9 @@
 #include <iostream>
 #include <iostream>
 #include <vector>
 #include <vector>
 
 
-#include "Config.h"
-#include "Math.h"
-#include "Utilities.h"
+#include "Loaders/Include/Config.hpp"
+#include "Math/Include/Math.hpp"
+#include "Common/Include/Utilities.hpp"
 
 
 class PropertySet;
 class PropertySet;
 
 

+ 1 - 1
Praxis3D/Source/Utilities.h → Praxis3D/Source/Common/Include/Utilities.hpp

@@ -3,7 +3,7 @@
 #include <sstream>
 #include <sstream>
 #include <string>
 #include <string>
 
 
-#include "Scancodes.h"
+#include "Window/Include/Scancodes.hpp"
 
 
 namespace Utilities
 namespace Utilities
 {
 {

+ 0 - 0
Praxis3D/Source/Version.h → Praxis3D/Source/Common/Include/Version.hpp


+ 1 - 1
Praxis3D/Source/PropertySet.cpp → Praxis3D/Source/Common/Source/PropertySet.cpp

@@ -1,4 +1,4 @@
-#include "PropertySet.h"
+#include "Common/Include/PropertySet.hpp"
 
 
 Property PropertySet::m_nullProperty;
 Property PropertySet::m_nullProperty;
 PropertySet PropertySet::m_nullPropertySet;
 PropertySet PropertySet::m_nullPropertySet;

+ 2 - 2
Praxis3D/Source/ChangeController.h → Praxis3D/Source/Communication/Include/ChangeController.hpp

@@ -2,8 +2,8 @@
 #include <list>
 #include <list>
 #include <vector>
 #include <vector>
 
 
-#include "ObserverBase.h"
-#include "SpinWait.h"
+#include "Communication/Include/ObserverBase.hpp"
+#include "Multithreading/Include/SpinWait.hpp"
 
 
 #include <lmerr.h>
 #include <lmerr.h>
 #include <tchar.h>
 #include <tchar.h>

+ 5 - 5
Praxis3D/Source/ObserverBase.h → Praxis3D/Source/Communication/Include/ObserverBase.hpp

@@ -24,11 +24,11 @@
 
 
 #include <list>
 #include <list>
 
 
-#include "Config.h"
-#include "Containers.h"
-#include "NullObjects.h"
-#include "Math.h"
-#include "SpinWait.h"
+#include "Loaders/Include/Config.hpp"
+#include "Definitions/Include/Containers.hpp"
+#include "Systems/Base/Include/NullObjects.hpp"
+#include "Math/Include/Math.hpp"
+#include "Multithreading/Include/SpinWait.hpp"
 
 
 typedef unsigned int SystemObjectID;
 typedef unsigned int SystemObjectID;
 
 

+ 3 - 3
Praxis3D/Source/ChangeController.cpp → Praxis3D/Source/Communication/Source/ChangeController.cpp

@@ -1,7 +1,7 @@
 
 
-#include "ChangeController.h"
-#include "ErrorHandlerLocator.h"
-#include "TaskManager.h"
+#include "Communication/Include/ChangeController.hpp"
+#include "ServiceLocators/Include/ErrorHandlerLocator.hpp"
+#include "Multithreading/Include/TaskManager.hpp"
 
 
 ChangeController::ChangeController() : Observer(Properties::PropertyID::ChangeController), m_lastID(0), m_tlsNotifyList(TLS_OUT_OF_INDEXES), m_taskManager(nullptr)
 ChangeController::ChangeController() : Observer(Properties::PropertyID::ChangeController), m_lastID(0), m_tlsNotifyList(TLS_OUT_OF_INDEXES), m_taskManager(nullptr)
 {
 {

+ 1 - 1
Praxis3D/Source/ObserverBase.cpp → Praxis3D/Source/Communication/Source/ObserverBase.cpp

@@ -1,4 +1,4 @@
-#include "ObserverBase.h"
+#include "Communication/Include/ObserverBase.hpp"
 
 
 ObservedSubject::ObservedSubject()
 ObservedSubject::ObservedSubject()
 {
 {

+ 2 - 2
Praxis3D/Source/GUIDataManager.h → Praxis3D/Source/DataManagers/Include/GUIDataManager.hpp

@@ -1,7 +1,7 @@
 #pragma once
 #pragma once
 
 
-#include "Containers.h"
-#include "ObserverBase.h"
+#include "Definitions/Include/Containers.hpp"
+#include "Communication/Include/ObserverBase.hpp"
 
 
 // Manages GUI data updates
 // Manages GUI data updates
 class GUIDataManager
 class GUIDataManager

+ 2 - 2
Praxis3D/Source/PhysicsDataManager.h → Praxis3D/Source/DataManagers/Include/PhysicsDataManager.hpp

@@ -1,7 +1,7 @@
 #pragma once
 #pragma once
 
 
-#include "Containers.h"
-#include "ObserverBase.h"
+#include "Definitions/Include/Containers.hpp"
+#include "Communication/Include/ObserverBase.hpp"
 
 
 // Manages physics data updates
 // Manages physics data updates
 class PhysicsDataManager
 class PhysicsDataManager

+ 4 - 4
Praxis3D/Source/SpatialDataManager.h → Praxis3D/Source/DataManagers/Include/SpatialDataManager.hpp

@@ -3,10 +3,10 @@
 #include <atomic>
 #include <atomic>
 #include <iostream>
 #include <iostream>
 
 
-#include "Containers.h"
-#include "CommonDefinitions.h"
-#include "ObserverBase.h"
-#include "NullObjects.h"
+#include "Definitions/Include/Containers.hpp"
+#include "Definitions/Include/CommonDefinitions.hpp"
+#include "Communication/Include/ObserverBase.hpp"
+#include "Systems/Base/Include/NullObjects.hpp"
 
 
 // Manages spatial data updates. Contains:
 // Manages spatial data updates. Contains:
 // *Local-space data		- local data that is every object has individually 
 // *Local-space data		- local data that is every object has individually 

+ 2 - 2
Praxis3D/Source/CommonDefinitions.h → Praxis3D/Source/Definitions/Include/CommonDefinitions.hpp

@@ -3,8 +3,8 @@
 #include <GL\glew.h>
 #include <GL\glew.h>
 #include <functional>
 #include <functional>
 
 
-#include "EnumFactory.h"
-#include "Utilities.h"
+#include "Common/Include/EnumFactory.hpp"
+#include "Common/Include/Utilities.hpp"
 
 
 typedef std::uint32_t EntityID;
 typedef std::uint32_t EntityID;
 typedef unsigned int UpdateCount;
 typedef unsigned int UpdateCount;

+ 4 - 4
Praxis3D/Source/Containers.h → Praxis3D/Source/Definitions/Include/Containers.hpp

@@ -2,10 +2,10 @@
 
 
 #include <string>
 #include <string>
 
 
-#include "Config.h"
-#include "CommonDefinitions.h"
-#include "Math.h"
-#include "PropertySet.h"
+#include "Loaders/Include/Config.hpp"
+#include "Definitions/Include/CommonDefinitions.hpp"
+#include "Math/Include/Math.hpp"
+#include "Common/Include/PropertySet.hpp"
 
 
 // Stores two template objects to be used for double buffering
 // Stores two template objects to be used for double buffering
 template <class T_Object>
 template <class T_Object>

+ 6 - 14
Praxis3D/Source/EntityViewDefinitions.h → Praxis3D/Source/Definitions/Include/EntityViewDefinitions.hpp

@@ -2,23 +2,15 @@
 
 
 #include <entt/entt.hpp>
 #include <entt/entt.hpp>
 
 
-#include "CameraComponent.h"
-#include "GraphicsLoadComponents.h"
-#include "LightComponent.h"
-#include "ModelComponent.h"
-#include "ShaderComponent.h"
-#include "SpatialComponent.h"
+#include "Systems/RendererSystem/Components/Include/CameraComponent.hpp"
+#include "Systems/RendererSystem/Components/Include/GraphicsLoadComponents.hpp"
+#include "Systems/RendererSystem/Components/Include/LightComponent.hpp"
+#include "Systems/RendererSystem/Components/Include/ModelComponent.hpp"
+#include "Systems/RendererSystem/Components/Include/ShaderComponent.hpp"
+#include "Systems/WorldSystem/Components/Include/SpatialComponent.hpp"
 
 
-//class ModelComponent;
-//class SpatialComponent;
-//class ShaderComponent;
-
-//typedef entt::basic_view<unsigned int, entt::get_t<ModelComponent, SpatialComponent>, entt::exclude_t<ShaderComponent, GraphicsLoadToMemoryComponent, GraphicsLoadToVideoMemoryComponent>> ModelSpatialView;
 //typedef entt::basic_view<entt::get_t<entt::basic_sigh_mixin<entt::basic_storage<Type, Entity, Allocator, void>, entt::basic_registry<Entity, std::allocator<std::seed_seq::result_type>>>, entt::basic_sigh_mixin<entt::basic_storage<SpatialComponent, Entity, std::allocator<SpatialComponent>, void>, entt::basic_registry<Entity, std::allocator<std::seed_seq::result_type>>>>, entt::exclude_t<entt::basic_sigh_mixin<entt::basic_storage<ShaderComponent, Entity, std::allocator<ShaderComponent>, void>, entt::basic_registry<Entity, std::allocator<std::seed_seq::result_type>>>, entt::basic_sigh_mixin<entt::basic_storage<GraphicsLoadToMemoryComponent, Entity, std::allocator<GraphicsLoadToMemoryComponent>, void>, entt::basic_registry<Entity, std::allocator<std::seed_seq::result_type>>>, entt::basic_sigh_mixin<entt::basic_storage<GraphicsLoadToVideoMemoryComponent, Entity, std::allocator<GraphicsLoadToVideoMemoryComponent>, void>, entt::basic_registry<Entity, std::allocator<std::seed_seq::result_type>>>>, void> ModelSpatialView;
 //typedef entt::basic_view<entt::get_t<entt::basic_sigh_mixin<entt::basic_storage<Type, Entity, Allocator, void>, entt::basic_registry<Entity, std::allocator<std::seed_seq::result_type>>>, entt::basic_sigh_mixin<entt::basic_storage<SpatialComponent, Entity, std::allocator<SpatialComponent>, void>, entt::basic_registry<Entity, std::allocator<std::seed_seq::result_type>>>>, entt::exclude_t<entt::basic_sigh_mixin<entt::basic_storage<ShaderComponent, Entity, std::allocator<ShaderComponent>, void>, entt::basic_registry<Entity, std::allocator<std::seed_seq::result_type>>>, entt::basic_sigh_mixin<entt::basic_storage<GraphicsLoadToMemoryComponent, Entity, std::allocator<GraphicsLoadToMemoryComponent>, void>, entt::basic_registry<Entity, std::allocator<std::seed_seq::result_type>>>, entt::basic_sigh_mixin<entt::basic_storage<GraphicsLoadToVideoMemoryComponent, Entity, std::allocator<GraphicsLoadToVideoMemoryComponent>, void>, entt::basic_registry<Entity, std::allocator<std::seed_seq::result_type>>>>, void> ModelSpatialView;
 typedef entt::basic_view<unsigned int, entt::get_t<ModelComponent, ShaderComponent, SpatialComponent>, entt::exclude_t<GraphicsLoadToMemoryComponent, GraphicsLoadToVideoMemoryComponent>> ModelShaderSpatialView;
 typedef entt::basic_view<unsigned int, entt::get_t<ModelComponent, ShaderComponent, SpatialComponent>, entt::exclude_t<GraphicsLoadToMemoryComponent, GraphicsLoadToVideoMemoryComponent>> ModelShaderSpatialView;
 typedef entt::basic_view<unsigned int, entt::get_t<LightComponent, SpatialComponent>, entt::exclude_t<>> LightSpatialView;
 typedef entt::basic_view<unsigned int, entt::get_t<LightComponent, SpatialComponent>, entt::exclude_t<>> LightSpatialView;
 
 
-//typedef entt::basic_view<unsigned int, entt::get_t<ModelComponent>, entt::exclude_t<ShaderComponent, GraphicsLoadToMemoryComponent, GraphicsLoadToVideoMemoryComponent>> ModelLoadToVideoMemoryView;
-//typedef entt::basic_view<unsigned int, entt::get_t<ModelComponent, ShaderComponent>, entt::exclude_t<GraphicsLoadToMemoryComponent, GraphicsLoadToVideoMemoryComponent>> ModelShaderLoadToVideoMemoryView;
-
 typedef entt::basic_view<unsigned int, entt::get_t<GraphicsLoadToVideoMemoryComponent>, entt::exclude_t<GraphicsLoadToMemoryComponent>> LoadToVideoMemoryView;
 typedef entt::basic_view<unsigned int, entt::get_t<GraphicsLoadToVideoMemoryComponent>, entt::exclude_t<GraphicsLoadToMemoryComponent>> LoadToVideoMemoryView;

+ 6 - 6
Praxis3D/Source/InheritanceObjects.h → Praxis3D/Source/Definitions/Include/InheritanceObjects.hpp

@@ -1,11 +1,11 @@
 #pragma once
 #pragma once
 
 
-#include "CommonDefinitions.h"
-#include "GraphicsDataSets.h"
-#include "GUIDataManager.h"
-#include "NullObjects.h"
-#include "PhysicsDataManager.h"
-#include "SpatialDataManager.h"
+#include "Definitions/Include/CommonDefinitions.hpp"
+#include "Systems/RendererSystem/Include/GraphicsDataSets.hpp"
+#include "DataManagers/Include/GUIDataManager.hpp"
+#include "Systems/Base/Include/NullObjects.hpp"
+#include "DataManagers/Include/PhysicsDataManager.hpp"
+#include "DataManagers/Include/SpatialDataManager.hpp"
 
 
 // Contains a const pointer to a SpatialDataManager
 // Contains a const pointer to a SpatialDataManager
 // Used for objects that do not have their own SpatialDataManager, but uses another objects SpatialDataManager to get spatial values
 // Used for objects that do not have their own SpatialDataManager, but uses another objects SpatialDataManager to get spatial values

+ 1 - 1
Praxis3D/Source/CommonDefinitions.cpp → Praxis3D/Source/Definitions/Source/CommonDefinitions.cpp

@@ -1,4 +1,4 @@
-#include "CommonDefinitions.h"
+#include "Definitions/Include/CommonDefinitions.hpp"
 
 
 DEFINE_ENUM(ComponentType, COMPONENT_TYPE)
 DEFINE_ENUM(ComponentType, COMPONENT_TYPE)
 DEFINE_ENUM(RenderPassType, RENDER_PASS_TYPE)
 DEFINE_ENUM(RenderPassType, RENDER_PASS_TYPE)

+ 10 - 10
Praxis3D/Source/Engine.h → Praxis3D/Source/Engine/Include/Engine.hpp

@@ -1,15 +1,15 @@
 #pragma once
 #pragma once
 
 
-#include "Clock.h"
-#include "Config.h"
-#include "EditorState.h"
-#include "ErrorCodes.h"
-#include "ErrorHandlerLocator.h"
-#include "GUIHandlerLocator.h"
-#include "MainMenuState.h"
-#include "PlayState.h"
-#include "TaskManager.h"
-#include "Window.h"
+#include "Common/Include/Clock.hpp"
+#include "Loaders/Include/Config.hpp"
+#include "Engine/States/Include/EditorState.hpp"
+#include "ErrorHandler/Include/ErrorCodes.hpp"
+#include "ServiceLocators/Include/ErrorHandlerLocator.hpp"
+#include "ServiceLocators/Include/GUIHandlerLocator.hpp"
+#include "Engine/States/Include/MainMenuState.hpp"
+#include "Engine/States/Include/PlayState.hpp"
+#include "Multithreading/Include/TaskManager.hpp"
+#include "Window/Include/Window.hpp"
 
 
 // Class containing a complete one instance of the engine.
 // Class containing a complete one instance of the engine.
 class Engine
 class Engine

+ 0 - 0
Praxis3D/Source/EngineDefinitions.h → Praxis3D/Source/Engine/Include/EngineDefinitions.hpp


+ 12 - 12
Praxis3D/Source/Engine.cpp → Praxis3D/Source/Engine/Source/Engine.cpp

@@ -6,18 +6,18 @@
 #include <stdlib.h>     /* srand, rand */
 #include <stdlib.h>     /* srand, rand */
 #include <time.h>       /* time */
 #include <time.h>       /* time */
 
 
-#include "AudioSystem.h"
-#include "ClockLocator.h"
-#include "Engine.h"
-#include "GUIHandlerLocator.h"
-#include "GUISystem.h"
-#include "ObjectDirectory.h"
-#include "PhysicsSystem.h"
-#include "RendererSystem.h"
-#include "ScriptSystem.h"
-#include "TaskManagerLocator.h"
-#include "WindowLocator.h"
-#include "WorldSystem.h"
+#include "Systems/AudioSystem/Include/AudioSystem.hpp"
+#include "ServiceLocators/Include/ClockLocator.hpp"
+#include "Engine/Include/Engine.hpp"
+#include "ServiceLocators/Include/GUIHandlerLocator.hpp"
+#include "Systems/GUISystem/Include/GUISystem.hpp"
+#include "ServiceLocators/Include/ObjectDirectory.hpp"
+#include "Systems/PhysicsSystem/Include/PhysicsSystem.hpp"
+#include "Systems/RendererSystem/Include/RendererSystem.hpp"
+#include "Systems/ScriptingSystem/Include/ScriptSystem.hpp"
+#include "ServiceLocators/Include/TaskManagerLocator.hpp"
+#include "ServiceLocators/Include/WindowLocator.hpp"
+#include "Systems/WorldSystem/Include/WorldSystem.hpp"
 
 
 // Try to run on a dedicated GPU (in cases where there's integrated and dedicated GPUs in the system),
 // Try to run on a dedicated GPU (in cases where there's integrated and dedicated GPUs in the system),
 // by requesting the high performance power settings from both nVidia and AMD GPUs
 // by requesting the high performance power settings from both nVidia and AMD GPUs

+ 4 - 4
Praxis3D/Source/EditorState.h → Praxis3D/Source/Engine/States/Include/EditorState.hpp

@@ -1,9 +1,9 @@
 #pragma once
 #pragma once
 
 
-#include "SceneLoader.h"
-#include "EngineState.h"
-#include "TaskManager.h"
-#include "TaskScheduler.h"
+#include "Loaders/Include/SceneLoader.hpp"
+#include "Engine/States/Include/EngineState.hpp"
+#include "Multithreading/Include/TaskManager.hpp"
+#include "Multithreading/Include/TaskScheduler.hpp"
 
 
 class EditorState : public EngineState
 class EditorState : public EngineState
 {
 {

+ 5 - 5
Praxis3D/Source/EngineState.h → Praxis3D/Source/Engine/States/Include/EngineState.hpp

@@ -1,10 +1,10 @@
 #pragma once
 #pragma once
 
 
-#include "Config.h"
-#include "ErrorCodes.h"
-#include "SceneLoader.h"
-#include "TaskManager.h"
-#include "TaskScheduler.h"
+#include "Loaders/Include/Config.hpp"
+#include "ErrorHandler/Include/ErrorCodes.hpp"
+#include "Loaders/Include/SceneLoader.hpp"
+#include "Multithreading/Include/TaskManager.hpp"
+#include "Multithreading/Include/TaskScheduler.hpp"
 
 
 
 
 class Engine;
 class Engine;

+ 4 - 4
Praxis3D/Source/MainMenuState.h → Praxis3D/Source/Engine/States/Include/MainMenuState.hpp

@@ -1,9 +1,9 @@
 #pragma once
 #pragma once
 
 
-#include "SceneLoader.h"
-#include "EngineState.h"
-#include "TaskManager.h"
-#include "TaskScheduler.h"
+#include "Loaders/Include/SceneLoader.hpp"
+#include "Engine/States/Include/EngineState.hpp"
+#include "Multithreading/Include/TaskManager.hpp"
+#include "Multithreading/Include/TaskScheduler.hpp"
 
 
 class MainMenuState : public EngineState
 class MainMenuState : public EngineState
 {
 {

+ 4 - 4
Praxis3D/Source/PlayState.h → Praxis3D/Source/Engine/States/Include/PlayState.hpp

@@ -1,9 +1,9 @@
 #pragma once
 #pragma once
 
 
-#include "SceneLoader.h"
-#include "EngineState.h"
-#include "TaskManager.h"
-#include "TaskScheduler.h"
+#include "Loaders/Include/SceneLoader.hpp"
+#include "Engine/States/Include/EngineState.hpp"
+#include "Multithreading/Include/TaskManager.hpp"
+#include "Multithreading/Include/TaskScheduler.hpp"
 
 
 class PlayState : public EngineState
 class PlayState : public EngineState
 {
 {

+ 8 - 8
Praxis3D/Source/EditorState.cpp → Praxis3D/Source/Engine/States/Source/EditorState.cpp

@@ -1,11 +1,11 @@
-#include "ClockLocator.h"
-#include "EditorState.h"
-#include "GUISystem.h"
-#include "PhysicsSystem.h"
-#include "PropertySet.h"
-#include "ScriptSystem.h"
-#include "RendererSystem.h"
-#include "WorldSystem.h"
+#include "ServiceLocators/Include/ClockLocator.hpp"
+#include "Engine/States/Include/EditorState.hpp"
+#include "Systems/GUISystem/Include/GUISystem.hpp"
+#include "Systems/PhysicsSystem/Include/PhysicsSystem.hpp"
+#include "Common/Include/PropertySet.hpp"
+#include "Systems/ScriptingSystem/Include/ScriptSystem.hpp"
+#include "Systems/RendererSystem/Include/RendererSystem.hpp"
+#include "Systems/WorldSystem/Include/WorldSystem.hpp"
 
 
 EditorState::EditorState(Engine &p_engine) : EngineState(p_engine, EngineStateType::EngineStateType_Editor)
 EditorState::EditorState(Engine &p_engine) : EngineState(p_engine, EngineStateType::EngineStateType_Editor)
 {
 {

+ 8 - 8
Praxis3D/Source/EngineState.cpp → Praxis3D/Source/Engine/States/Source/EngineState.cpp

@@ -1,12 +1,12 @@
 
 
-#include "AudioSystem.h"
-#include "Engine.h"
-#include "EngineState.h"
-#include "GUISystem.h"
-#include "PhysicsSystem.h"
-#include "RendererSystem.h"
-#include "ScriptSystem.h"
-#include "WorldSystem.h"
+#include "Systems/AudioSystem/Include/AudioSystem.hpp"
+#include "Engine/Include/Engine.hpp"
+#include "Engine/States/Include/EngineState.hpp"
+#include "Systems/GUISystem/Include/GUISystem.hpp"
+#include "Systems/PhysicsSystem/Include/PhysicsSystem.hpp"
+#include "Systems/RendererSystem/Include/RendererSystem.hpp"
+#include "Systems/ScriptingSystem/Include/ScriptSystem.hpp"
+#include "Systems/WorldSystem/Include/WorldSystem.hpp"
 
 
 EngineState::EngineState(Engine &p_engine, EngineStateType p_engineState) : m_engine(p_engine), m_sceneLoader(p_engineState), m_engineStateType(p_engineState), m_initialized(false), m_loaded(false)
 EngineState::EngineState(Engine &p_engine, EngineStateType p_engineState) : m_engine(p_engine), m_sceneLoader(p_engineState), m_engineStateType(p_engineState), m_initialized(false), m_loaded(false)
 {
 {

+ 8 - 8
Praxis3D/Source/MainMenuState.cpp → Praxis3D/Source/Engine/States/Source/MainMenuState.cpp

@@ -1,12 +1,12 @@
 
 
-#include "ClockLocator.h"
-#include "GUISystem.h"
-#include "MainMenuState.h"
-#include "PhysicsSystem.h"
-#include "PropertySet.h"
-#include "ScriptSystem.h"
-#include "RendererSystem.h"
-#include "WorldSystem.h"
+#include "ServiceLocators/Include/ClockLocator.hpp"
+#include "Systems/GUISystem/Include/GUISystem.hpp"
+#include "Engine/States/Include/MainMenuState.hpp"
+#include "Systems/PhysicsSystem/Include/PhysicsSystem.hpp"
+#include "Common/Include/PropertySet.hpp"
+#include "Systems/ScriptingSystem/Include/ScriptSystem.hpp"
+#include "Systems/RendererSystem/Include/RendererSystem.hpp"
+#include "Systems/WorldSystem/Include/WorldSystem.hpp"
 
 
 MainMenuState::MainMenuState(Engine &p_engine) : EngineState(p_engine, EngineStateType::EngineStateType_MainMenu)
 MainMenuState::MainMenuState(Engine &p_engine) : EngineState(p_engine, EngineStateType::EngineStateType_MainMenu)
 {
 {

+ 8 - 8
Praxis3D/Source/PlayState.cpp → Praxis3D/Source/Engine/States/Source/PlayState.cpp

@@ -1,12 +1,12 @@
 
 
-#include "ClockLocator.h"
-#include "GUISystem.h"
-#include "PhysicsSystem.h"
-#include "PlayState.h"
-#include "PropertySet.h"
-#include "ScriptSystem.h"
-#include "RendererSystem.h"
-#include "WorldSystem.h"
+#include "ServiceLocators/Include/ClockLocator.hpp"
+#include "Systems/GUISystem/Include/GUISystem.hpp"
+#include "Systems/PhysicsSystem/Include/PhysicsSystem.hpp"
+#include "Engine/States/Include/PlayState.hpp"
+#include "Common/Include/PropertySet.hpp"
+#include "Systems/ScriptingSystem/Include/ScriptSystem.hpp"
+#include "Systems/RendererSystem/Include/RendererSystem.hpp"
+#include "Systems/WorldSystem/Include/WorldSystem.hpp"
 
 
 PlayState::PlayState(Engine &p_engine) : EngineState(p_engine, EngineStateType::EngineStateType_Play)
 PlayState::PlayState(Engine &p_engine) : EngineState(p_engine, EngineStateType::EngineStateType_Play)
 {
 {

+ 1 - 1
Praxis3D/Source/ErrorCodes.h → Praxis3D/Source/ErrorHandler/Include/ErrorCodes.hpp

@@ -2,7 +2,7 @@
 
 
 #include <string>
 #include <string>
 
 
-#include "EnumFactory.h"
+#include "Common/Include/EnumFactory.hpp"
 
 
 /*   ___________________________________________________________________________________________________
 /*   ___________________________________________________________________________________________________
 	|										|					 |										|
 	|										|					 |										|

+ 2 - 2
Praxis3D/Source/ErrorHandler.h → Praxis3D/Source/ErrorHandler/Include/ErrorHandler.hpp

@@ -4,8 +4,8 @@
 #include <string>
 #include <string>
 #include <tbb/concurrent_vector.h>
 #include <tbb/concurrent_vector.h>
 
 
-#include "Config.h"
-#include "ErrorCodes.h"
+#include "Loaders/Include/Config.hpp"
+#include "ErrorHandler/Include/ErrorCodes.hpp"
 
 
 struct SingleLog
 struct SingleLog
 {
 {

+ 1 - 1
Praxis3D/Source/ErrorCodes.cpp → Praxis3D/Source/ErrorHandler/Source/ErrorCodes.cpp

@@ -1,4 +1,4 @@
-#include "ErrorCodes.h"
+#include "ErrorHandler/Include/ErrorCodes.hpp"
 
 
 DEFINE_ENUM(ErrorType, ERROR_TYPES)
 DEFINE_ENUM(ErrorType, ERROR_TYPES)
 
 

+ 4 - 4
Praxis3D/Source/ErrorHandler.cpp → Praxis3D/Source/ErrorHandler/Source/ErrorHandler.cpp

@@ -1,10 +1,10 @@
 
 
 #include <Windows.h>
 #include <Windows.h>
 
 
-#include "Config.h"
-#include "ConfigLoader.h"
-#include "ErrorHandler.h"
-#include "WindowLocator.h"
+#include "Loaders/Include/Config.hpp"
+#include "Loaders/Include/ConfigLoader.hpp"
+#include "ErrorHandler/Include/ErrorHandler.hpp"
+#include "ServiceLocators/Include/WindowLocator.hpp"
 
 
 // Predefined variables for "AssignErrorType" macro
 // Predefined variables for "AssignErrorType" macro
 #define ERR_TYP_PREDEF m_errorTypes
 #define ERR_TYP_PREDEF m_errorTypes

+ 0 - 3
Praxis3D/Source/FmodErrorCodes.cpp

@@ -1,3 +0,0 @@
-#include "FmodErrorCodes.h"
-
-DEFINE_ENUM(FmodErrorCodes, FMOD_ERROR_CODES)

+ 0 - 1
Praxis3D/Source/Input.cpp

@@ -1 +0,0 @@
-#include "Input.h"

+ 0 - 2
Praxis3D/Source/LightComponent.cpp

@@ -1,2 +0,0 @@
-#include "GraphicsObject.h"
-#include "LightComponent.h"

+ 4 - 4
Praxis3D/Source/Config.h → Praxis3D/Source/Loaders/Include/Config.hpp

@@ -6,10 +6,10 @@
 #include <unordered_map>
 #include <unordered_map>
 #include <vector>
 #include <vector>
 
 
-#include "CommonDefinitions.h"
-#include "ErrorCodes.h"
-#include "EnumFactory.h"
-#include "Utilities.h"
+#include "Definitions/Include/CommonDefinitions.hpp"
+#include "ErrorHandler/Include/ErrorCodes.hpp"
+#include "Common/Include/EnumFactory.hpp"
+#include "Common/Include/Utilities.hpp"
 
 
 typedef uint64_t BitMask;
 typedef uint64_t BitMask;
 
 

+ 3 - 3
Praxis3D/Source/ConfigLoader.h → Praxis3D/Source/Loaders/Include/ConfigLoader.hpp

@@ -7,9 +7,9 @@
 #include <unordered_map>
 #include <unordered_map>
 #include <vector>
 #include <vector>
 
 
-#include "ErrorCodes.h"
-#include "Math.h"
-#include "Utilities.h"
+#include "ErrorHandler/Include/ErrorCodes.hpp"
+#include "Math/Include/Math.hpp"
+#include "Common/Include/Utilities.hpp"
 
 
 // Forward declaration
 // Forward declaration
 class NodeIterator;
 class NodeIterator;

+ 2 - 2
Praxis3D/Source/LoaderBase.h → Praxis3D/Source/Loaders/Include/LoaderBase.hpp

@@ -6,8 +6,8 @@
 #include <tbb\atomic.h>
 #include <tbb\atomic.h>
 #include <queue>
 #include <queue>
 
 
-#include "ErrorCodes.h"
-#include "TaskManagerLocator.h"
+#include "ErrorHandler/Include/ErrorCodes.hpp"
+#include "ServiceLocators/Include/TaskManagerLocator.hpp"
 
 
 template <class TDerived, class TObject>
 template <class TDerived, class TObject>
 class LoaderBase
 class LoaderBase

+ 4 - 4
Praxis3D/Source/Loaders.h → Praxis3D/Source/Loaders/Include/Loaders.hpp

@@ -1,10 +1,10 @@
 #pragma once
 #pragma once
 
 
-#include "ModelLoader.h"
-#include "ShaderLoader.h"
-#include "TextureLoader.h"
+#include "Loaders/Include/ModelLoader.hpp"
+#include "Loaders/Include/ShaderLoader.hpp"
+#include "Loaders/Include/TextureLoader.hpp"
 
 
-#include "Universal.h"
+#include "Systems/Base/Include/Universal.hpp"
 
 
 class Loaders
 class Loaders
 {
 {

+ 4 - 4
Praxis3D/Source/ModelLoader.h → Praxis3D/Source/Loaders/Include/ModelLoader.hpp

@@ -4,10 +4,10 @@
 #include <bitset>
 #include <bitset>
 #include <GL\glew.h>
 #include <GL\glew.h>
 
 
-#include "CommonDefinitions.h"
-#include "ErrorHandlerLocator.h"
-#include "LoaderBase.h"
-#include "Math.h"
+#include "Definitions/Include/CommonDefinitions.hpp"
+#include "ServiceLocators/Include/ErrorHandlerLocator.hpp"
+#include "LoaderBase.hpp"
+#include "Math/Include/Math.hpp"
 
 
 class ModelLoader;
 class ModelLoader;
 
 

+ 1 - 1
Praxis3D/Source/PropertyLoader.h → Praxis3D/Source/Loaders/Include/PropertyLoader.hpp

@@ -1,6 +1,6 @@
 #pragma once
 #pragma once
 
 
-#include "PropertySet.h"
+#include "Common/Include/PropertySet.hpp"
 
 
 class PropertyLoader
 class PropertyLoader
 {
 {

+ 4 - 4
Praxis3D/Source/SceneLoader.h → Praxis3D/Source/Loaders/Include/SceneLoader.hpp

@@ -2,10 +2,10 @@
 
 
 #include <mutex>          // std::mutex
 #include <mutex>          // std::mutex
 
 
-#include "ErrorHandlerLocator.h"
-#include "NullSystemObjects.h"
-#include "PropertySet.h"
-#include "Universal.h"
+#include "ServiceLocators/Include/ErrorHandlerLocator.hpp"
+#include "Systems/Base/Include/NullSystemObjects.hpp"
+#include "Common/Include/PropertySet.hpp"
+#include "Systems/Base/Include/Universal.hpp"
 
 
 struct ComponentsConstructionInfo;
 struct ComponentsConstructionInfo;
 struct AudioComponentsConstructionInfo;
 struct AudioComponentsConstructionInfo;

+ 4 - 4
Praxis3D/Source/ShaderLoader.h → Praxis3D/Source/Loaders/Include/ShaderLoader.hpp

@@ -7,10 +7,10 @@
 #include <sstream>
 #include <sstream>
 #include <string>
 #include <string>
 
 
-#include "CommonDefinitions.h"
-#include "ErrorCodes.h"
-#include "PropertySet.h"
-#include "SpinWait.h"
+#include "Definitions/Include/CommonDefinitions.hpp"
+#include "ErrorHandler/Include/ErrorCodes.hpp"
+#include "Common/Include/PropertySet.hpp"
+#include "Multithreading/Include/SpinWait.hpp"
 
 
 class ShaderUniformUpdater;
 class ShaderUniformUpdater;
 
 

+ 4 - 4
Praxis3D/Source/TextureLoader.h → Praxis3D/Source/Loaders/Include/TextureLoader.hpp

@@ -6,10 +6,10 @@
 #include <tbb/atomic.h>
 #include <tbb/atomic.h>
 #include <vector>
 #include <vector>
 
 
-#include "Config.h"
-#include "ErrorCodes.h"
-#include "ErrorHandlerLocator.h"
-#include "LoaderBase.h"
+#include "Loaders/Include/Config.hpp"
+#include "ErrorHandler/Include/ErrorCodes.hpp"
+#include "ServiceLocators/Include/ErrorHandlerLocator.hpp"
+#include "LoaderBase.hpp"
 
 
 enum TextureColorChannelOffset : unsigned int
 enum TextureColorChannelOffset : unsigned int
 {
 {

+ 3 - 3
Praxis3D/Source/Config.cpp → Praxis3D/Source/Loaders/Source/Config.cpp

@@ -1,8 +1,8 @@
 #include <fstream>
 #include <fstream>
 
 
-#include "Config.h"
-#include "ErrorHandlerLocator.h"
-#include "Loaders.h"
+#include "Loaders/Include/Config.hpp"
+#include "ServiceLocators/Include/ErrorHandlerLocator.hpp"
+#include "Loaders/Include/Loaders.hpp"
 
 
 namespace Systems
 namespace Systems
 {
 {

+ 2 - 2
Praxis3D/Source/ConfigLoader.cpp → Praxis3D/Source/Loaders/Source/ConfigLoader.cpp

@@ -1,5 +1,5 @@
-#include "ConfigLoader.h"
-#include "ErrorHandlerLocator.h"
+#include "Loaders/Include/ConfigLoader.hpp"
+#include "ServiceLocators/Include/ErrorHandlerLocator.hpp"
 
 
 ConfigFile::NullValue ConfigFile::NodeBase::m_nullValue;
 ConfigFile::NullValue ConfigFile::NodeBase::m_nullValue;
 std::vector<ConfigFile::NodeBase*> ConfigFile::NodeBase::m_nullArray;
 std::vector<ConfigFile::NodeBase*> ConfigFile::NodeBase::m_nullArray;

+ 6 - 6
Praxis3D/Source/ModelLoader.cpp → Praxis3D/Source/Loaders/Source/ModelLoader.cpp

@@ -4,13 +4,13 @@
 #include <functional>
 #include <functional>
 #include <iostream>
 #include <iostream>
 
 
-#include "Config.h"
-#include "ErrorHandlerLocator.h"
-#include "ModelLoader.h"
-#include "SceneLoader.h"
-#include "TaskManagerLocator.h"
+#include "Loaders/Include/Config.hpp"
+#include "ServiceLocators/Include/ErrorHandlerLocator.hpp"
+#include "Loaders/Include/ModelLoader.hpp"
+#include "Loaders/Include/SceneLoader.hpp"
+#include "ServiceLocators/Include/TaskManagerLocator.hpp"
 
 
-#include "Loaders.h"
+#include "Loaders/Include/Loaders.hpp"
 
 
 // This initialization depends on the order of BufferType enum entries
 // This initialization depends on the order of BufferType enum entries
 const int Model::m_numElements[ModelBuffer_NumAllTypes] = { 3, 3, 2, 3, 3, 0 };
 const int Model::m_numElements[ModelBuffer_NumAllTypes] = { 3, 3, 2, 3, 3, 0 };

+ 3 - 3
Praxis3D/Source/PropertyLoader.cpp → Praxis3D/Source/Loaders/Source/PropertyLoader.cpp

@@ -2,9 +2,9 @@
 #include <fstream>
 #include <fstream>
 //#include <sstream>
 //#include <sstream>
 
 
-#include "ErrorHandlerLocator.h"
-#include "Filesystem.h"
-#include "PropertyLoader.h"
+#include "ServiceLocators/Include/ErrorHandlerLocator.hpp"
+#include "Common/Include/Filesystem.hpp"
+#include "Loaders/Include/PropertyLoader.hpp"
 
 
 ErrorCode PropertyLoader::loadFromFile(std::string p_filename)
 ErrorCode PropertyLoader::loadFromFile(std::string p_filename)
 {
 {

+ 4 - 4
Praxis3D/Source/SceneLoader.cpp → Praxis3D/Source/Loaders/Source/SceneLoader.cpp

@@ -4,10 +4,10 @@
 #include <utility>
 #include <utility>
 #include <vector>
 #include <vector>
 
 
-#include "ComponentConstructorInfo.h"
-#include "PropertyLoader.h"
-#include "SceneLoader.h"
-#include "Version.h"
+#include "Systems/WorldSystem/Components/Include/ComponentConstructorInfo.hpp"
+#include "Loaders/Include/PropertyLoader.hpp"
+#include "Loaders/Include/SceneLoader.hpp"
+#include "Common/Include/Version.hpp"
 
 
 SceneLoader::SceneLoader(const EngineStateType p_engineStateType) : m_engineStateType(p_engineStateType)
 SceneLoader::SceneLoader(const EngineStateType p_engineStateType) : m_engineStateType(p_engineStateType)
 {
 {

+ 5 - 5
Praxis3D/Source/ShaderLoader.cpp → Praxis3D/Source/Loaders/Source/ShaderLoader.cpp

@@ -1,9 +1,9 @@
 
 
-#include "Config.h"
-#include "ErrorHandlerLocator.h"
-#include "ShaderLoader.h"
-#include "ShaderUniformUpdater.h"
-#include "Utilities.h"
+#include "Loaders/Include/Config.hpp"
+#include "ServiceLocators/Include/ErrorHandlerLocator.hpp"
+#include "Loaders/Include/ShaderLoader.hpp"
+#include "Shaders/Include/ShaderUniformUpdater.hpp"
+#include "Common/Include/Utilities.hpp"
 
 
 unsigned int ShaderLoader::ShaderProgram::m_defaultProgramHandle = 0;
 unsigned int ShaderLoader::ShaderProgram::m_defaultProgramHandle = 0;
 
 

+ 7 - 8
Praxis3D/Source/TextureLoader.cpp → Praxis3D/Source/Loaders/Source/TextureLoader.cpp

@@ -1,14 +1,13 @@
 
 
 #include <functional>
 #include <functional>
 
 
-#include "ErrorHandlerLocator.h"
-#include "Filesystem.h"
-#include "ModelLoader.h"
-#include "SceneLoader.h"
-#include "TaskManagerLocator.h"
-#include "TextureLoader.h"
-#include "Utilities.h"
-
+#include "ServiceLocators/Include/ErrorHandlerLocator.hpp"
+#include "Common/Include/Filesystem.hpp"
+#include "Loaders/Include/ModelLoader.hpp"
+#include "Loaders/Include/SceneLoader.hpp"
+#include "ServiceLocators/Include/TaskManagerLocator.hpp"
+#include "Loaders/Include/TextureLoader.hpp"
+#include "Common/Include/Utilities.hpp"
 
 
 TextureLoader2D::TextureLoader2D()
 TextureLoader2D::TextureLoader2D()
 {
 {

+ 0 - 0
Praxis3D/Source/Math.h → Praxis3D/Source/Math/Include/Math.hpp


+ 1 - 1
Praxis3D/Source/Math.cpp → Praxis3D/Source/Math/Source/Math.cpp

@@ -1,4 +1,4 @@
-#include "Math.h"
+#include "Math/Include/Math.hpp"
 
 
 const glm::mat4 Math::createTransformMat(const glm::vec3 &p_position, const glm::vec3 &p_rotation, const glm::vec3 &p_scale) noexcept
 const glm::mat4 Math::createTransformMat(const glm::vec3 &p_position, const glm::vec3 &p_rotation, const glm::vec3 &p_scale) noexcept
 {
 {

+ 0 - 0
Praxis3D/Source/SpinWait.h → Praxis3D/Source/Multithreading/Include/SpinWait.hpp


+ 4 - 4
Praxis3D/Source/TaskManager.h → Praxis3D/Source/Multithreading/Include/TaskManager.hpp

@@ -9,11 +9,11 @@
 #include <tbb/tbb_thread.h>
 #include <tbb/tbb_thread.h>
 
 
 #include <vector>
 #include <vector>
-#include "Window.h"
+#include "Window/Include/Window.hpp"
 
 
-#include "EngineDefinitions.h"
-#include "System.h"
-#include "SpinWait.h"
+#include "Engine/Include/EngineDefinitions.hpp"
+#include "Systems/Base/Include/System.hpp"
+#include "Multithreading/Include/SpinWait.hpp"
 
 
 enum PerformanceHint
 enum PerformanceHint
 {
 {

+ 2 - 2
Praxis3D/Source/TaskScheduler.h → Praxis3D/Source/Multithreading/Include/TaskScheduler.hpp

@@ -2,8 +2,8 @@
 
 
 #include <map>
 #include <map>
 
 
-#include "System.h"
-#include "Universal.h"
+#include "Systems/Base/Include/System.hpp"
+#include "Systems/Base/Include/Universal.hpp"
 
 
 class SystemScene;
 class SystemScene;
 class TaskManager;
 class TaskManager;

+ 1 - 1
Praxis3D/Source/SpinWait.cpp → Praxis3D/Source/Multithreading/Source/SpinWait.cpp

@@ -3,7 +3,7 @@
 
 
 #include <tbb\tbb.h>
 #include <tbb\tbb.h>
 
 
-#include "SpinWait.h"
+#include "Multithreading/Include/SpinWait.hpp"
 
 
 SpinWait::SpinWait()
 SpinWait::SpinWait()
 {
 {

+ 3 - 3
Praxis3D/Source/TaskManager.cpp → Praxis3D/Source/Multithreading/Source/TaskManager.cpp

@@ -3,9 +3,9 @@
 #include <tbb/blocked_range.h>
 #include <tbb/blocked_range.h>
 #include <tbb/parallel_for.h>
 #include <tbb/parallel_for.h>
 
 
-#include "EngineDefinitions.h"
-#include "ClockLocator.h"
-#include "TaskManager.h"
+#include "Engine/Include/EngineDefinitions.hpp"
+#include "ServiceLocators/Include/ClockLocator.hpp"
+#include "Multithreading/Include/TaskManager.hpp"
 
 
 // Initialize static variables in TaskManagerGlobal namespace
 // Initialize static variables in TaskManagerGlobal namespace
 namespace TaskManagerGlobal
 namespace TaskManagerGlobal

+ 2 - 2
Praxis3D/Source/TaskScheduler.cpp → Praxis3D/Source/Multithreading/Source/TaskScheduler.cpp

@@ -1,6 +1,6 @@
 
 
-#include "TaskManager.h"
-#include "TaskScheduler.h"
+#include "Multithreading/Include/TaskManager.hpp"
+#include "Multithreading/Include/TaskScheduler.hpp"
 
 
 // TODO DATA DRIVEN
 // TODO DATA DRIVEN
 //const float TaskScheduler::m_defaultClockFrequency = 1.0f / 120.0f;      // Set the timer to 120Hz
 //const float TaskScheduler::m_defaultClockFrequency = 1.0f / 120.0f;      // Set the timer to 120Hz

+ 0 - 4
Praxis3D/Source/ObjectDirectorycpp.cpp

@@ -1,4 +0,0 @@
-#include "ObjectDirectory.h"
-
-std::vector<const SystemObject*> ObjectDirectory::m_systemObjectList;
-std::string ObjectDirectory::m_nullName;

+ 0 - 7
Praxis3D/Source/Renderer.cpp

@@ -1,7 +0,0 @@
-#include "Renderer.h"
-#include "RendererScene.h"
-
-void Renderer::renderFrame(const SceneObjects &p_sceneObjects, float p_deltaTime)
-{
-
-}

+ 0 - 0
Praxis3D/Source/RendererGL.cpp


+ 0 - 1
Praxis3D/Source/RendererGL.h

@@ -1 +0,0 @@
-#pragma once

+ 0 - 3
Praxis3D/Source/Scancodes.cpp

@@ -1,3 +0,0 @@
-#include "Scancodes.h"
-
-DEFINE_ENUM(Scancode, SCANCODES)

+ 1 - 1
Praxis3D/Source/ClockLocator.h → Praxis3D/Source/ServiceLocators/Include/ClockLocator.hpp

@@ -1,6 +1,6 @@
 #pragma once
 #pragma once
 
 
-#include "Clock.h"
+#include "Common/Include/Clock.hpp"
 
 
 // Service locator provides global access to specific instantiated classes (i.e. services),
 // Service locator provides global access to specific instantiated classes (i.e. services),
 // but retains the ability to switch instances, and has fail-proof mechanism that returns 
 // but retains the ability to switch instances, and has fail-proof mechanism that returns 

+ 1 - 1
Praxis3D/Source/ErrorHandlerLocator.h → Praxis3D/Source/ServiceLocators/Include/ErrorHandlerLocator.hpp

@@ -1,6 +1,6 @@
 #pragma once
 #pragma once
 
 
-#include "ErrorHandler.h"
+#include "ErrorHandler/Include/ErrorHandler.hpp"
 
 
 // Service locator provides global access to specific intanciated classes (i.e. services),
 // Service locator provides global access to specific intanciated classes (i.e. services),
 // but retains the ability to switch instances, and has fail-proof mechanism that returns 
 // but retains the ability to switch instances, and has fail-proof mechanism that returns 

+ 1 - 1
Praxis3D/Source/GUIHandlerLocator.h → Praxis3D/Source/ServiceLocators/Include/GUIHandlerLocator.hpp

@@ -1,6 +1,6 @@
 #pragma once
 #pragma once
 
 
-#include "GUIHandler.h"
+#include "Systems/GUISystem/Include/GUIHandler.hpp"
 
 
 // Service locator provides global access to specific intanciated classes (i.e. services),
 // Service locator provides global access to specific intanciated classes (i.e. services),
 // but retains the ability to switch instances, and has fail-proof mechanism that returns 
 // but retains the ability to switch instances, and has fail-proof mechanism that returns 

+ 2 - 2
Praxis3D/Source/ObjectDirectory.h → Praxis3D/Source/ServiceLocators/Include/ObjectDirectory.hpp

@@ -5,8 +5,8 @@
 #include <tbb/concurrent_vector.h>
 #include <tbb/concurrent_vector.h>
 #include <vector>
 #include <vector>
 
 
-#include "NullSystemObjects.h"
-#include "System.h"
+#include "Systems/Base/Include/NullSystemObjects.hpp"
+#include "Systems/Base/Include/System.hpp"
 
 
 // A directory of all system objects, used to quickly get the name or the object itself.
 // A directory of all system objects, used to quickly get the name or the object itself.
 // Every newly created system object registers itself with the directory.
 // Every newly created system object registers itself with the directory.

+ 2 - 2
Praxis3D/Source/TaskManagerLocator.h → Praxis3D/Source/ServiceLocators/Include/TaskManagerLocator.hpp

@@ -1,7 +1,7 @@
 #pragma once
 #pragma once
 
 
-#include "EngineDefinitions.h"
-#include "TaskManager.h"
+#include "Engine/Include/EngineDefinitions.hpp"
+#include "Multithreading/Include/TaskManager.hpp"
 
 
 // Service locator provides global access to specific instantiated classes (i.e. services),
 // Service locator provides global access to specific instantiated classes (i.e. services),
 // but retains the ability to switch instances. Uses dependency injection pattern.
 // but retains the ability to switch instances. Uses dependency injection pattern.

+ 2 - 2
Praxis3D/Source/WindowLocator.h → Praxis3D/Source/ServiceLocators/Include/WindowLocator.hpp

@@ -1,7 +1,7 @@
 #pragma once
 #pragma once
 
 
-#include "Math.h"
-#include "Window.h"
+#include "Math/Include/Math.hpp"
+#include "Window/Include/Window.hpp"
 
 
 // Service locator provides global access to specific intanciated classes (i.e. services),
 // Service locator provides global access to specific intanciated classes (i.e. services),
 // but retains the ability to switch instances. Uses dependency injection pattern.
 // but retains the ability to switch instances. Uses dependency injection pattern.

+ 1 - 1
Praxis3D/Source/ClockLocator.cpp → Praxis3D/Source/ServiceLocators/Source/ClockLocator.cpp

@@ -1,4 +1,4 @@
-#include "ClockLocator.h"
+#include "ServiceLocators/Include/ClockLocator.hpp"
 
 
 ClockNull ClockLocator::m_nullClock;
 ClockNull ClockLocator::m_nullClock;
 ClockBase *ClockLocator::m_clock = &m_nullClock;
 ClockBase *ClockLocator::m_clock = &m_nullClock;

+ 1 - 1
Praxis3D/Source/ErrorHandlerLocator.cpp → Praxis3D/Source/ServiceLocators/Source/ErrorHandlerLocator.cpp

@@ -1,4 +1,4 @@
-#include "ErrorHandlerLocator.h"
+#include "ServiceLocators/Include/ErrorHandlerLocator.hpp"
 
 
 NullErrorHandler ErrHandlerLoc::m_nullErrorHandler;
 NullErrorHandler ErrHandlerLoc::m_nullErrorHandler;
 ErrorHandlerBase *ErrHandlerLoc::m_errorHandler = &m_nullErrorHandler;
 ErrorHandlerBase *ErrHandlerLoc::m_errorHandler = &m_nullErrorHandler;

+ 1 - 1
Praxis3D/Source/GUIHandlerLocator.cpp → Praxis3D/Source/ServiceLocators/Source/GUIHandlerLocator.cpp

@@ -1,4 +1,4 @@
-#include "GUIHandlerLocator.h"
+#include "ServiceLocators/Include/GUIHandlerLocator.hpp"
 
 
 GUIHandlerNull GUIHandlerLocator::m_nullGUIHandler;
 GUIHandlerNull GUIHandlerLocator::m_nullGUIHandler;
 GUIHandlerBase *GUIHandlerLocator::m_GUIHandler = &m_nullGUIHandler;
 GUIHandlerBase *GUIHandlerLocator::m_GUIHandler = &m_nullGUIHandler;

+ 1 - 1
Praxis3D/Source/Loaders.cpp → Praxis3D/Source/ServiceLocators/Source/Loaders.cpp

@@ -1,4 +1,4 @@
-#include "Loaders.h"
+#include "Loaders/Include/Loaders.hpp"
 
 
 ModelLoader Loaders::m_modelLoader;
 ModelLoader Loaders::m_modelLoader;
 ShaderLoader Loaders::m_shaderLoader;
 ShaderLoader Loaders::m_shaderLoader;

+ 1 - 1
Praxis3D/Source/ObjectDirectory.cpp → Praxis3D/Source/ServiceLocators/Source/ObjectDirectory.cpp

@@ -1,4 +1,4 @@
-#include "ObjectDirectory.h"
+#include "ServiceLocators/Include/ObjectDirectory.hpp"
 
 
 tbb::concurrent_vector<const SystemObject*> ObjectDirectory::m_systemObjectPool;
 tbb::concurrent_vector<const SystemObject*> ObjectDirectory::m_systemObjectPool;
 tbb::concurrent_queue<ObjectDirectory::ObjectListIndexType> ObjectDirectory::m_emptyObjectListElements;
 tbb::concurrent_queue<ObjectDirectory::ObjectListIndexType> ObjectDirectory::m_emptyObjectListElements;

+ 1 - 1
Praxis3D/Source/TaskManagerLocator.cpp → Praxis3D/Source/ServiceLocators/Source/TaskManagerLocator.cpp

@@ -1,3 +1,3 @@
-#include "TaskManagerLocator.h"
+#include "ServiceLocators/Include/TaskManagerLocator.hpp"
 
 
 TaskManagerLocator::TaskManagerWrapper TaskManagerLocator::m_taskMgrWrapper;
 TaskManagerLocator::TaskManagerWrapper TaskManagerLocator::m_taskMgrWrapper;

+ 2 - 2
Praxis3D/Source/WindowLocator.cpp → Praxis3D/Source/ServiceLocators/Source/WindowLocator.cpp

@@ -1,5 +1,5 @@
-#include "GUIHandler.h"
-#include "WindowLocator.h"
+#include "Systems/GUISystem/Include/GUIHandler.hpp"
+#include "ServiceLocators/Include/WindowLocator.hpp"
 
 
 WindowLocator::WindowWrapperBase WindowLocator::m_nullWindowWrapper;
 WindowLocator::WindowWrapperBase WindowLocator::m_nullWindowWrapper;
 WindowLocator::WindowWrapperBase *WindowLocator::m_windowWrapper = &m_nullWindowWrapper;
 WindowLocator::WindowWrapperBase *WindowLocator::m_windowWrapper = &m_nullWindowWrapper;

+ 0 - 0
Praxis3D/Source/AtmScatteringConstants.h → Praxis3D/Source/Shaders/AtmosphericScattering/Include/AtmScatteringConstants.hpp


+ 0 - 0
Praxis3D/Source/AtmScatteringModel.h → Praxis3D/Source/Shaders/AtmosphericScattering/Include/AtmScatteringModel.hpp


+ 0 - 0
Praxis3D/Source/AtmScatteringShaderDefinitions.h → Praxis3D/Source/Shaders/AtmosphericScattering/Include/AtmScatteringShaderDefinitions.hpp


+ 0 - 0
Praxis3D/Source/AtmScatteringShaderFunctions.h → Praxis3D/Source/Shaders/AtmosphericScattering/Include/AtmScatteringShaderFunctions.hpp


+ 0 - 0
Praxis3D/Source/AtmScatteringShaderPass.h → Praxis3D/Source/Shaders/AtmosphericScattering/Include/AtmScatteringShaderPass.hpp


+ 3 - 3
Praxis3D/Source/ShaderUniformUpdater.h → Praxis3D/Source/Shaders/Include/ShaderUniformUpdater.hpp

@@ -1,8 +1,8 @@
 #pragma once
 #pragma once
 
 
-#include "ErrorCodes.h"
-#include "ShaderLoader.h"
-#include "ShaderUniforms.h"
+#include "ErrorHandler/Include/ErrorCodes.hpp"
+#include "Loaders/Include/ShaderLoader.hpp"
+#include "ShaderUniforms.hpp"
 
 
 //class BaseUniform;
 //class BaseUniform;
 //class BaseUniformBlock;
 //class BaseUniformBlock;

+ 5 - 5
Praxis3D/Source/ShaderUniforms.h → Praxis3D/Source/Shaders/Include/ShaderUniforms.hpp

@@ -3,11 +3,11 @@
 #include <GL/glew.h>
 #include <GL/glew.h>
 #include <string>
 #include <string>
 
 
-#include "ClockLocator.h"
-#include "CommonDefinitions.h"
-#include "Config.h"
-#include "GeometryBuffer.h"
-#include "UniformData.h"
+#include "ServiceLocators/Include/ClockLocator.hpp"
+#include "Definitions/Include/CommonDefinitions.hpp"
+#include "Loaders/Include/Config.hpp"
+#include "Systems/RendererSystem/Include/GeometryBuffer.hpp"
+#include "Systems/RendererSystem/Include/UniformData.hpp"
 
 
 // A class (derived from BaseUniform) per each uniform in a shader.
 // A class (derived from BaseUniform) per each uniform in a shader.
 // Designed to be adaptive, and update all the uniforms that are being used in a shader.
 // Designed to be adaptive, and update all the uniforms that are being used in a shader.

+ 3 - 3
Praxis3D/Source/ShaderUniformUpdater.cpp → Praxis3D/Source/Shaders/Source/ShaderUniformUpdater.cpp

@@ -1,7 +1,7 @@
 
 
-#include "ErrorHandlerLocator.h"
-#include "ShaderUniforms.h"
-#include "ShaderUniformUpdater.h"
+#include "ServiceLocators/Include/ErrorHandlerLocator.hpp"
+#include "Shaders/Include/ShaderUniforms.hpp"
+#include "Shaders/Include/ShaderUniformUpdater.hpp"
 
 
 const UniformObjectData ShaderUniformUpdater::m_defaultObjectData;
 const UniformObjectData ShaderUniformUpdater::m_defaultObjectData;
 const UniformFrameData ShaderUniformUpdater::m_defaultFrameData;
 const UniformFrameData ShaderUniformUpdater::m_defaultFrameData;

+ 1 - 1
Praxis3D/Source/ImpactSoundComponent.h → Praxis3D/Source/Systems/AudioSystem/Components/Include/ImpactSoundComponent.hpp

@@ -4,7 +4,7 @@
 #include <fmod/fmod_errors.h>
 #include <fmod/fmod_errors.h>
 #include <fmod/fmod_common.h>
 #include <fmod/fmod_common.h>
 
 
-#include "InheritanceObjects.h"
+#include "Definitions/Include/InheritanceObjects.hpp"
 
 
 class ImpactSoundComponent : public SystemObject
 class ImpactSoundComponent : public SystemObject
 {
 {

+ 1 - 1
Praxis3D/Source/SoundComponent.h → Praxis3D/Source/Systems/AudioSystem/Components/Include/SoundComponent.hpp

@@ -4,7 +4,7 @@
 #include <fmod/fmod_errors.h>
 #include <fmod/fmod_errors.h>
 #include <fmod/fmod_common.h>
 #include <fmod/fmod_common.h>
 
 
-#include "InheritanceObjects.h"
+#include "Definitions/Include/InheritanceObjects.hpp"
 
 
 class SoundComponent : public SystemObject
 class SoundComponent : public SystemObject
 {
 {

+ 1 - 1
Praxis3D/Source/SoundListenerComponent.h → Praxis3D/Source/Systems/AudioSystem/Components/Include/SoundListenerComponent.hpp

@@ -1,6 +1,6 @@
 #pragma once
 #pragma once
 
 
-#include "InheritanceObjects.h"
+#include "Definitions/Include/InheritanceObjects.hpp"
 
 
 class SoundListenerComponent : public SystemObject
 class SoundListenerComponent : public SystemObject
 {
 {

+ 5 - 5
Praxis3D/Source/AudioScene.h → Praxis3D/Source/Systems/AudioSystem/Include/AudioScene.hpp

@@ -3,11 +3,11 @@
 #include <fmod/fmod_studio.hpp>
 #include <fmod/fmod_studio.hpp>
 #include <random>
 #include <random>
 
 
-#include "AudioTask.h"
-#include "FmodErrorCodes.h"
-#include "SoundComponent.h"
-#include "SoundListenerComponent.h"
-#include "System.h"
+#include "Systems/AudioSystem/Include/AudioTask.hpp"
+#include "Systems/AudioSystem/Include/FmodErrorCodes.hpp"
+#include "Systems/AudioSystem/Components/Include/SoundComponent.hpp"
+#include "Systems/AudioSystem/Components/Include/SoundListenerComponent.hpp"
+#include "Systems/Base/Include/System.hpp"
 
 
 class AudioSystem;
 class AudioSystem;
 struct ComponentsConstructionInfo;
 struct ComponentsConstructionInfo;

+ 3 - 3
Praxis3D/Source/AudioSystem.h → Praxis3D/Source/Systems/AudioSystem/Include/AudioSystem.hpp

@@ -10,9 +10,9 @@
 #include <fmod/fmod_errors.h>
 #include <fmod/fmod_errors.h>
 #include <fmod/fmod_studio.hpp>
 #include <fmod/fmod_studio.hpp>
 
 
-#include "AudioScene.h"
-#include "ErrorHandlerLocator.h"
-#include "System.h"
+#include "Systems/AudioSystem/Include/AudioScene.hpp"
+#include "ServiceLocators/Include/ErrorHandlerLocator.hpp"
+#include "Systems/Base/Include/System.hpp"
 
 
 class AudioSystem : public SystemBase
 class AudioSystem : public SystemBase
 {
 {

+ 1 - 1
Praxis3D/Source/AudioTask.h → Praxis3D/Source/Systems/AudioSystem/Include/AudioTask.hpp

@@ -1,6 +1,6 @@
 #pragma once
 #pragma once
 
 
-#include "System.h"
+#include "Systems/Base/Include/System.hpp"
 
 
 class AudioScene;
 class AudioScene;
 
 

+ 1 - 1
Praxis3D/Source/FmodErrorCodes.h → Praxis3D/Source/Systems/AudioSystem/Include/FmodErrorCodes.hpp

@@ -2,7 +2,7 @@
 
 
 #include <fmod/fmod_common.h>
 #include <fmod/fmod_common.h>
 
 
-#include "EnumFactory.h"
+#include "Common/Include/EnumFactory.hpp"
 
 
 #define FMOD_ERROR_CODES(Code) \
 #define FMOD_ERROR_CODES(Code) \
 	Code(OK, = FMOD_RESULT::FMOD_OK) \
 	Code(OK, = FMOD_RESULT::FMOD_OK) \

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