Starting implementation of UI framework
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#include "SceneView.h"
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#include "SceneRenderPath.h"
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#include "Scene/Scene.h"
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#include "Window.h"
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#include "Scene/Actor/CameraActor.h"
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#include "Scene/Components/CameraComponent.h"
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using namespace Seele;
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Seele::SceneView::SceneView(Gfx::PGraphics graphics, PWindow owner, const ViewportCreateInfo &createInfo)
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: View(graphics, owner, createInfo)
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{
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scene = new Scene(graphics);
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activeCamera = new CameraActor();
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scene->addActor(activeCamera);
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renderer = new SceneRenderPath(scene, graphics, viewport, activeCamera);
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}
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Seele::SceneView::~SceneView()
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{
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}
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void SceneView::beginFrame()
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{
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View::beginFrame();
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scene->tick(0);//TODO: update in separate thread
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}
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void SceneView::keyCallback(KeyCode code, InputAction action, KeyModifier modifier)
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{
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if(action != InputAction::RELEASE)
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{
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if(code == KeyCode::KEY_W)
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{
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activeCamera->getCameraComponent()->moveOrigin(1);
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}
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if(code == KeyCode::KEY_S)
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{
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activeCamera->getCameraComponent()->moveOrigin(-1);
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}
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}
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}
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static bool mouseDown = false;
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void SceneView::mouseMoveCallback(double xPos, double yPos)
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{
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static double prevXPos = 0.0f, prevYPos = 0.0f;
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double deltaX = prevXPos - xPos;
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double deltaY = prevYPos - yPos;
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prevXPos = xPos;
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prevYPos = yPos;
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if(mouseDown)
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{
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activeCamera->getCameraComponent()->mouseMove((float)deltaX, (float)deltaY);
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}
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}
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void SceneView::mouseButtonCallback(MouseButton button, InputAction action, KeyModifier modifier)
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{
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if(button == MouseButton::MOUSE_BUTTON_1 && action != InputAction::RELEASE)
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{
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mouseDown = true;
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}
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else
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{
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mouseDown = false;
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}
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}
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void SceneView::scrollCallback(double xOffset, double yOffset)
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{
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activeCamera->getCameraComponent()->mouseScroll(yOffset);
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}
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void SceneView::fileCallback(int count, const char** paths)
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{
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}
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