Adding basic keyboard input
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@@ -21,7 +21,6 @@ GameView::GameView(Gfx::PGraphics graphics, PWindow window, const ViewportCreate
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SkyboxRenderPass(graphics, scene)
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))
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{
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camera = new CameraActor(scene);
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reloadGame();
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renderGraph.updateViewport(viewport);
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}
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@@ -65,7 +64,12 @@ void GameView::prepareRender()
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void GameView::render()
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{
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renderGraph.render(camera->accessComponent<Component::Camera>());
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Component::Camera cam;
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scene->view<Component::Camera>([&cam](Component::Camera& c) {
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if (c.mainCamera)
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cam = c;
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});
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renderGraph.render(cam);
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}
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void GameView::reloadGame()
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@@ -74,75 +78,33 @@ void GameView::reloadGame()
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systemGraph = new SystemGraph();
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gameInterface.getGame()->setupScene(scene, systemGraph);
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System::OKeyboardInput keyInput = new System::KeyboardInput(scene);
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keyboardSystem = keyInput;
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systemGraph->addSystem(std::move(keyInput));
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systemGraph->addSystem(new System::LightGather(scene));
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systemGraph->addSystem(new System::MeshUpdater(scene));
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systemGraph->addSystem(new System::CameraUpdater(scene));
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}
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void GameView::keyCallback(KeyCode code, InputAction action, KeyModifier)
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void GameView::keyCallback(KeyCode code, InputAction action, KeyModifier modifier)
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{
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scene->view<Component::KeyboardInput>([=, this](Component::KeyboardInput& input)
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{
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//if(code == KeyCode::KEY_R && action == InputAction::PRESS)
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//{
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// auto cubeMesh = AssetRegistry::findMesh("cube");
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// PEntity cube2 = new Entity(scene);
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// Component::Transform& cube2Transform = cube2->attachComponent<Component::Transform>();
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// cube2Transform.setPosition(Vector(0, 20, 0));
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// cube2Transform.setRotation(Quaternion(Vector(0.f, 90.f, 90.f)));
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// cube2Transform.setScale(Vector(2.f, 2.f, 2.f));
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// cubeMesh->physicsMesh.type = Component::ColliderType::DYNAMIC;
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// cube2->attachComponent<Component::Collider>(cubeMesh->physicsMesh);
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// cube2->attachComponent<Component::StaticMesh>(cubeMesh);
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// Component::RigidBody& physics2 = cube2->attachComponent<Component::RigidBody>();
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// physics2.linearMomentum = Vector(0, -10, 0);
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// physics2.angularMomentum = Vector(0, 0, 0);
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//}
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//
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//if(code == KeyCode::KEY_B && action == InputAction::PRESS)
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//{
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// showDebug = !showDebug;
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// debugPassData.vertices.clear();
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//}
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if(code == KeyCode::KEY_R && action == InputAction::PRESS)
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{
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reloadGame();
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}
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input.keys[code] = action != InputAction::RELEASE;
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});
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keyboardSystem->keyCallback(code, action, modifier);
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}
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void GameView::mouseMoveCallback(double xPos, double yPos)
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{
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scene->view<Component::KeyboardInput>([=](Component::KeyboardInput& input)
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{
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input.mouseX = static_cast<float>(xPos);
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input.mouseY = static_cast<float>(yPos);
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});
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keyboardSystem->mouseCallback(xPos, yPos);
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}
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void GameView::mouseButtonCallback(MouseButton button, InputAction action, KeyModifier)
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void GameView::mouseButtonCallback(MouseButton button, InputAction action, KeyModifier modifier)
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{
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scene->view<Component::KeyboardInput>([=](Component::KeyboardInput& input)
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{
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if (button == MouseButton::MOUSE_BUTTON_1)
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{
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input.mouse1 = action != InputAction::RELEASE;
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}
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if (button == MouseButton::MOUSE_BUTTON_2)
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{
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input.mouse2 = action != InputAction::RELEASE;
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}
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});
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keyboardSystem->mouseButtonCallback(button, action, modifier);
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}
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void GameView::scrollCallback(double, double)
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{
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}
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void GameView::fileCallback(int, const char**)
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{
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}
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@@ -5,6 +5,7 @@
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#include "Graphics/RenderPass/LightCullingPass.h"
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#include "Graphics/RenderPass/BasePass.h"
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#include "Graphics/RenderPass/SkyboxRenderPass.h"
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#include "System/KeyboardInput.h"
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#ifdef WIN32
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#include "Platform/Windows/GameInterface.h" // TODO
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#else
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@@ -28,7 +29,6 @@ public:
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void reloadGame();
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private:
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OScene scene;
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OEntity camera;
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GameInterface gameInterface;
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RenderGraph<
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DepthPrepass,
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@@ -38,6 +38,7 @@ private:
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> renderGraph;
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PSystemGraph systemGraph;
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System::PKeyboardInput keyboardSystem;
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dp::thread_pool<> threadPool;
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float updateTime = 0;
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