updated documentation
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@@ -83,16 +83,77 @@ The main renderer. The responsibility of this class is managing the scene graph,
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This also holds an instance of the GraphicsDevice.
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This is a fully static class which means that there can be only a single renderer per application instance.
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### Physics
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This section provides description for the physics engine interface.
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#### wiPHYSICS
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An interface for physics engine integration. The current implementation uses Bullet physics (see wiBULLET) but a private HAVOK physics implementation is also available to use.
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#### wiBULLET
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implements the wiPHYSICS interface. Wraps up the open source Bullet physics engine. The source is incuded inside the project and builds itself automatically.
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### GUI
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This section contains information about the graphical user interface usage.
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#### wiGUI
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Its purpose is to manages all widgets. Management consists of updating and rendering them.
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#### wiWidget
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This is an interface to GUI widgets. The following widgets are available:
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- wiButton
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- wiCheckBox
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- wiLabel
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- wiSlider
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- wiComboBox
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- wiWindow
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- wiColorPicker
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Each widget can register callback events by implementing functions starting with "On" keywork, like OnClick(wiEventArgs args). Each callback sends an wiEventArgs struct for the receiver.
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This struct has members defining the event parameters. A simple callback register can look like this:
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myCheckBox->OnClick([&](wiEventArgs args) {
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if(args.bValue){
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messageBox("Activated!");
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}
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else
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{
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messaageBox("Disabled!");
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}
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});
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### Input
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This section is about the input manager instance.
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### Helpers
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This section provides information about the various helper utilities.
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### Network
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### Scripting
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This section contains documentation about the Lua scripting interface implementation side. For scripting API documentation refer to: [Wicked Engine Scripting API](ScriptingAPI-Documentation.md)
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### Network
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This section is about networking features.
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### Tools
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This section describes engine tools.
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