minor tweaks
parent
73eabe3b11
commit
9e80e682eb
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@ -12,6 +12,8 @@
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struct Entity;
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struct InputState {
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int32_t mousedX;
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int32_t mousedY;
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int32_t mouseX;
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int32_t mouseY;
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uint8_t mouseButton;
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@ -48,6 +48,14 @@ void handle_keyboard () {
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direction -= right;
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}
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if (glfwGetKey(gWindow, GLFW_KEY_SPACE) == GLFW_PRESS) {
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direction += Vector3f (0.f, 1.f, 0.f);
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}
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if (glfwGetKey(gWindow, GLFW_KEY_C) == GLFW_PRESS) {
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direction += Vector3f (0.f, -1.f, 0.f);
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}
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float step = 0.1f;
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eye += direction * step;
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poi += direction * step;
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@ -85,7 +93,7 @@ static void module_unload(struct module_state *state) {
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static bool module_step(struct module_state *state) {
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bool enabled = true;
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ImGui::Begin("yoyoyoxi2");
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ImGui::Begin("Ddebug");
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if (ImGui::Button("Hallo Katrina")) {
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if (gRenderer->drawDebug) {
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gRenderer->drawDebug = false;
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@ -96,6 +104,10 @@ static bool module_step(struct module_state *state) {
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}
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ImGui::End();
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static bool imgui_test_window = true;
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ImGui::ShowTestWindow();
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float deltaTime = 0.3;
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std::ostringstream s;
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s << "TestModule: 2 Runtime Object 4 " << deltaTime << " update called!";
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24
src/main.cc
24
src/main.cc
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@ -79,17 +79,6 @@ int main(void)
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gRenderer = &renderer;
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// bgfx::init();
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// bgfx::reset(width, height, BGFX_RESET_VSYNC);
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// printf("bgfx renderer is %s\n", bgfx::getRendererName(bgfx::getRendererType()));
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// Enable debug text.
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// bgfx::setDebug(BGFX_DEBUG_TEXT);
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// Set view 0 clear state.
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// bgfx::setViewClear(0, BGFX_CLEAR_COLOR | BGFX_CLEAR_DEPTH, 0x3070F0FF);
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printf("Initializing ModuleManager...\n");
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RuntimeModuleManager module_manager;
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module_manager.RegisterModule("libTestModule.so");
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@ -118,22 +107,13 @@ int main(void)
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renderer.paintGL();
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// bgfx::setViewRect(0, 0, 0, width, height);
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// Dummy submit call to make sure view 0 is cleared
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// bgfx::touch(0);
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// bgfx::dbgTextClear();
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// bgfx::dbgTextPrintf(0, 1, 0x4f, "Test text");
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// bgfx::dbgTextPrintf(0, 3, 0x0f, "Frame: % 7.3f[ms]", double(frameTime)*toMs);
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//
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// bgfx::frame();
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glfwPollEvents();
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// send inputs to the input state of the renderer
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double mouse_x, mouse_y;
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glfwGetCursorPos(gWindow, &mouse_x, &mouse_y);
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renderer.inputState.mousedX = mouse_x - renderer.inputState.mouseX;
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renderer.inputState.mousedY = mouse_y - renderer.inputState.mouseY;
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renderer.inputState.mouseX = mouse_x;
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renderer.inputState.mouseY = mouse_y;
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renderer.inputState.mouseButton =
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