FIXED inputsystem linker error
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ab5599f1fc
commit
db6def3bc9
@ -15,10 +15,7 @@
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#include "Scene.h"
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#include "PerfCounter.h"
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extern void Start();
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extern void Update();
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extern void ImmediateGraphicsDraw();
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extern void Stop();
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extern BarinkEngine::InputManager InputSystem;
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@ -1,5 +0,0 @@
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#include "EventListener.h"
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void EventListener::ReceiveEvent(Event& incident)
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{
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}
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@ -1,8 +1,12 @@
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#pragma once
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#include "Event.h"
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#include <list>
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#include <iostream>
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#include "spdlog/spdlog.h"
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#include "Event.h"
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class EventListener{
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public:
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virtual void ReceiveEvent(Event& incident);
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virtual void ReceiveEvent(Event& incident) = 0 ;
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};
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@ -2,12 +2,15 @@
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#define GLFW_STATIC
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#include <glad/glad.h>
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#include <stdlib.h>
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#include <stdio.h>
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#include <iostream>
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#include <GLFW/glfw3.h>
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#include "../Include/EventSystem/EventListener.h"
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#include <spdlog/spdlog.h>
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#include "EventSystem/Event.h"
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#include "EventSystem/EventListener.h"
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class BarinkWindow : EventListener {
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private:
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@ -18,16 +21,13 @@ class BarinkWindow : EventListener {
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static bool InitGLFW();
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public:
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BarinkWindow(const int width, const int height);
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~BarinkWindow();
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GLFWwindow* windowptr();
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void ReceiveEvent(Event& incident) override;
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void ReceiveEvent(Event& incident) override ;
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bool WindowShouldClose();
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void Poll();
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@ -1,7 +1,11 @@
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#pragma once
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#include <vector>
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#include "Graphics/Window.h"
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#include <iostream>
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#include "spdlog/spdlog.h"
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#include "EventSystem/EventEmitter.h"
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#include "EventSystem/EventListener.h"
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#include "Graphics/Window.h"
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namespace BarinkEngine {
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@ -12,8 +16,6 @@ namespace BarinkEngine {
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void PollEvents();
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void attach(BarinkWindow* window);
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// GLFW Handlers
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static void KeyCallback(GLFWwindow* window, int key, int scancode, int action, int mods);
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static void CursorPositionCallback(GLFWwindow* window, double x, double y);
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@ -25,3 +27,5 @@ namespace BarinkEngine {
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};
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}
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extern BarinkEngine::InputManager InputSystem;
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@ -63,10 +63,10 @@ project "BarinkEngine"
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filter { "system:windows"}
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prebuildcommands {
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-- Copy shaders
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"copy graphics\\shaders\\fragment.shader ..\\build\\SandboxApplication\\Debug\\test.fs",
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"copy graphics\\shaders\\vertex.shader ..\\build\\SandboxApplication\\Debug\\test.vs",
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"copy graphics\\shaders\\RenderSurfaceFrag.shader ..\\build\\SandboxApplication\\Debug\\RenderSurface.fs",
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"copy graphics\\shaders\\RenderSurfaceVert.shader ..\\build\\SandboxApplication\\Debug\\RenderSurface.vs"
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"copy src\\graphics\\shaders\\fragment.shader ..\\build\\SandboxApplication\\Debug\\test.fs",
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"copy src\\graphics\\shaders\\vertex.shader ..\\build\\SandboxApplication\\Debug\\test.vs",
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"copy src\\graphics\\shaders\\RenderSurfaceFrag.shader ..\\build\\SandboxApplication\\Debug\\RenderSurface.fs",
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"copy src\\graphics\\shaders\\RenderSurfaceVert.shader ..\\build\\SandboxApplication\\Debug\\RenderSurface.vs"
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}
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@ -74,10 +74,10 @@ project "BarinkEngine"
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filter { "system:linux" }
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prebuildcommands {
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-- Copy shaders
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"cp graphics/shaders/fragment.shader ../build/SandboxApplication/Debug/test.fs",
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"cp graphics/shaders/vertex.shader ../build/SandboxApplication/Debug/test.vs",
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"cp graphics/shaders/RenderSurfaceFrag.shader ../build/SandboxApplication/Debug/RenderSurface.fs",
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"cp graphics/shaders/RenderSurfaceVert.shader ../build/SandboxApplication/Debug/RenderSurface.vs"
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"cp src/graphics/shaders/fragment.shader ../build/SandboxApplication/Debug/test.fs",
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"cp src/graphics/shaders/vertex.shader ../build/SandboxApplication/Debug/test.vs",
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"cp src/graphics/shaders/RenderSurfaceFrag.shader ../build/SandboxApplication/Debug/RenderSurface.fs",
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"cp src/graphics/shaders/RenderSurfaceVert.shader ../build/SandboxApplication/Debug/RenderSurface.vs"
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}
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include('../ImGui')
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@ -1,8 +1,6 @@
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#include "BarinkEngine.h"
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#include <phonon.h>
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EngineStatistics* ES;
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BarinkEngine::InputManager InputSystem;
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int main(int argc, char* argv[]) {
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// Setup performance sampler
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@ -13,6 +13,7 @@ BarinkEngine::SceneObject* BarinkEngine::ModelImporter::Import(const std::string
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std::vector<BarinkEngine::Mesh> meshes = processNode(currentNode, scene);
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return root;
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}
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@ -1,10 +1,4 @@
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#include "Graphics/Window.h"
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#include <stdlib.h>
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#include <stdio.h>
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#include <iostream>
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#include <GLFW/glfw3.h>
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#include <spdlog/spdlog.h>
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#include "../Include/EventSystem/Event.h"
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bool BarinkWindow::InitGLFW(){
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if(!glfwInit())
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@ -76,9 +70,8 @@ void BarinkWindow::SwapBuffers()
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glfwSwapBuffers(window);
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}
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void BarinkWindow::ReceiveEvent(Event& incident)
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{
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std::cout << "EVENT RECEIVED: " << incident.name << std::endl;
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}
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@ -1,12 +1,12 @@
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#include "BarinkEngine.h"
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#include "Input/InputManager.h"
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#include "GLFW/glfw3.h"
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#include "spdlog/spdlog.h"
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#include <iostream>
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BarinkEngine::InputManager InputSystem;
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void BarinkEngine::InputManager::PollEvents()
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{
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for (auto it = windows.begin(); it != windows.end(); ++it) {
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(*it)->Poll();
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auto window = *it;
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window->Poll();
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}
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}
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@ -21,7 +21,7 @@ const std::string fragmentShaderSource = "build/SandboxApplication/Debug/test.fs
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BarinkEngine::ModelImporter* MI = new BarinkEngine::ModelImporter();
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Scene* Level1;
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// BarinkEngine::SceneObject* cube;
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/*
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* Runs once at startup
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* - USe to initialize the game/sandbox/demo
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@ -38,7 +38,9 @@ void Start() {
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// Create a cube node
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// Load a model
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// *(MI->Import("build/SandboxApplication/Debug/Models/Cube.obj"))
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//cube = MI->Import("build/SandboxApplication/Debug/Models/Cube.obj");
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//Level1->GetRoot().addChild(*cube);
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std::string groupName("Nested-Group");
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auto testGroup = new Group(groupName);
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@ -89,22 +91,21 @@ void Update()
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* NOTE: this needs to move to the renderer
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* Render code should not appear in the sandbox file
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*/
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glm::mat4 projection = glm::perspective(glm::radians(cam->Zoom), (800.0f / 600.0f), 0.001f, 100.0f);
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//glm::mat4 projection = glm::perspective(glm::radians(cam->Zoom), (800.0f / 600.0f), 0.001f, 100.0f);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
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shader->Use();
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shader->setUniformMat4("P", projection);
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//shader->setUniformMat4("M", CalculateModelMat(Cube->transform));
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//shader->setUniformMat4("P", projection);
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//shader->setUniformMat4("M", CalculateModelMat(cube->transform));
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shader->setUniformMat4("V", cam->GetViewMatrix());
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//matCube->Apply();
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//cube->renderable->material->Apply();
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//Cube->Draw();
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//shader->setUniformMat4("M", CalculateModelMat(Cube2->transform));
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// matCube2->Apply();
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//Cube2->Draw();
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}
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