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			3fa5455b43
			...
			Feature/In
		
	
	| Author | SHA1 | Date | |
|---|---|---|---|
| 3c30bf7fb7 | 
@ -1,5 +1,4 @@
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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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@ -9,17 +8,33 @@ int main(int argc, char* argv[]) {
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	PerfomanceSamplerInit();
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	// Startup services 
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	BarinkWindow MainWindow =  BarinkWindow(800, 600);
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	// Create the window 
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	BarinkWindow MainWindow = BarinkWindow(800, 600);
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	// =================================================
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	// Startup services 
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	// =================================================
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	// Startup Renderer
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	BarinkEngine::Renderer renderer = BarinkEngine::Renderer();
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	// Startup InputManager
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	InputSystem = BarinkEngine::InputManager();
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	InputSystem.attach(&MainWindow);
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	InputSystem.setupGLFWInput(MainWindow.windowptr());
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	// Startup GUI System
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	GUIManager GUISystem = GUIManager(&MainWindow);
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	// Enable depth testing 
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	// NOTE: TODO Move this into the renderer
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	glEnable(GL_DEPTH_TEST);
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@ -58,6 +73,9 @@ int main(int argc, char* argv[]) {
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	// Shutdown Services
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	delete ES;
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	InputSystem.detach(&MainWindow);
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	return 0;
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}
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@ -11,16 +11,13 @@
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#include <string>
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class ModelImporter {
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public:
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	static std::vector<BarinkEngine::Mesh>  Import(std::string path);
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private:
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	void ImportFBX(std::string path); 
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	void ImportBlend(std::string path);
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	void ImportGLTF(std::string path);
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	void ImportOBJ(std::string path);
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	static BarinkEngine::Mesh ModelImporter::processMesh(aiMesh* mesh, const aiScene* scene);
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	static std::vector<BarinkEngine::Mesh> ModelImporter::processNode(aiNode* node, const aiScene* scene);
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public:
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	void Import(std::string path);
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	static std::vector<BarinkEngine::Mesh> Test();
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};
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@ -13,6 +13,8 @@
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#include "Graphics/Renderer.h"
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#include "Graphics/GUI/GUIManager.h"
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#include "Scene.h"
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#include "PerfCounter.h"
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@ -5,7 +5,5 @@ struct Event
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{
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  public:
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    std::string name;
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    int argc;
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    void** argv;
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};
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@ -6,10 +6,12 @@ class EventEmitter {
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public: 
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  void Subscribe (EventListener& subscriber);
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  void Unsubscribe(EventListener& subscriber);
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  void EmitEvent(Event& incident);
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protected:
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  std::list<EventListener*> subscribers;
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  void EmitEvent(Event& incident);
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  EventEmitter();
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										18
									
								
								BarinkEngine/Include/EventSystem/InputSystemEvents.h
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										18
									
								
								BarinkEngine/Include/EventSystem/InputSystemEvents.h
									
									
									
									
									
										Normal file
									
								
							@ -0,0 +1,18 @@
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#pragma once
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#include "Event.h"
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struct KEY_DOWN_EVENT : public Event {
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public:
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	int scancode;
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	int keycode;
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	int mods;
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};
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struct KEY_UP_EVENT : public Event {
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public:
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	int scancode;
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	int keycode;
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	int mods;
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};
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@ -28,10 +28,10 @@ public:
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	~Renderable();
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	static Renderable* Load();
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	static Renderable* Load(std::string& path);
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	void Draw();
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private:
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	std::vector<BarinkEngine::Mesh> meshes;
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	Renderable();
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	Renderable(std::string& path);
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};
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										14
									
								
								BarinkEngine/Include/Input/GLFWInput.h
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										14
									
								
								BarinkEngine/Include/Input/GLFWInput.h
									
									
									
									
									
										Normal file
									
								
							@ -0,0 +1,14 @@
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#pragma once
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#include "GLFW/glfw3.h"
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namespace BarinkEngine {
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	namespace Input {
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		void BE_GLFW_KEYS(GLFWwindow* window, int key, int scancode, int action, int mods);
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		void BE_GLFW_CURSOR_POSITION(GLFWwindow* window, double x, double y);
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		void BE_GLFW_CURSOR_ENTER(GLFWwindow* window, int entered);
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		void BE_GLFW_MOUSE_BUTTON(GLFWwindow* window, int button, int action, int mods);
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		void BE_GLFW_SCROLL(GLFWwindow* window, double xoffset, double yoffset);
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	}
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}
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@ -1,27 +1,29 @@
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#pragma once
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#include <vector>
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#include <list>
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#include "Graphics/Window.h"
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#include "EventSystem/EventEmitter.h"
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#include "../Include/Input/GLFWInput.h"
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#include "BarinkEngine.h"
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namespace BarinkEngine {
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	class InputManager : EventEmitter {
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	class InputManager : public EventEmitter {
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	public:
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		InputManager();
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		void PollEvents();
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		void attach(BarinkWindow* window);
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		void detach(BarinkWindow* window);
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		void setupGLFWInput(GLFWwindow* 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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		static void CursorEnterCallback(GLFWwindow* window, int entered);
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		static void MouseButtonCallback(GLFWwindow* window, int button, int action, int mods);
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		static void ScrollCallback(GLFWwindow* window, double xoffset, double yoffset);
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	private:
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		std::vector<BarinkWindow*> windows;
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		std::list<BarinkWindow*> windows;
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	};
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}
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										104
									
								
								BarinkEngine/Input/GLFWInput.cpp
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										104
									
								
								BarinkEngine/Input/GLFWInput.cpp
									
									
									
									
									
										Normal file
									
								
							@ -0,0 +1,104 @@
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#include "BarinkEngine.h"
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#include "../Include/Input/GLFWInput.h"
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#include "../Include/EventSystem/InputSystemEvents.h"
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#include "../Include/Input/InputManager.h"
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namespace BarinkEngine {
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	namespace Input {
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		void BE_GLFW_KEYS(GLFWwindow* window, int key, int scancode, int action, int mods)
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		{
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			switch (action)
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			{
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			case GLFW_KEY_DOWN: {
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				KEY_DOWN_EVENT keydown{};
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				keydown.name = "KEY::DOWN";
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				keydown.mods = mods;
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				keydown.scancode = scancode;
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				keydown.keycode = key;
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				InputSystem.EmitEvent(keydown);
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				break;
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			}
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			case GLFW_KEY_UP: {
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				KEY_UP_EVENT keyup{};
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				keyup.name = "KEY::DOWN";
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				keyup.mods = mods;
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				keyup.scancode = scancode;
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				keyup.keycode = key;
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				InputSystem.EmitEvent(keyup);
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				break;
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			}
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			default:
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				Event KeyEvent{};
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				KeyEvent.name = "KEY";
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				InputSystem.EmitEvent(KeyEvent);
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				break;
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			}
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		}
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		void BE_GLFW_CURSOR_POSITION(GLFWwindow* window, double x, double y) 
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		{
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			Event CursorPosUpdate{};
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			CursorPosUpdate.name = "UPDATE::CURSOR:POSITION";
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			InputSystem.EmitEvent(CursorPosUpdate);
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		}
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		void BE_GLFW_CURSOR_ENTER(GLFWwindow* window, int entered) 
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		{
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			if (entered) {
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				Event mouseEntered{};
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				mouseEntered.name = "Mouse Entered Window's confines!";
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				InputSystem.EmitEvent(mouseEntered);
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			}
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			else {
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				Event mouseLeft{};
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				mouseLeft.name = "Mouse Left Window's confines!";
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				InputSystem.EmitEvent(mouseLeft);
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			}
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		}
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		void BE_GLFW_MOUSE_BUTTON(GLFWwindow* window, int button, int action, int mods) 
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		{
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			Event MouseButtonEvent{};
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			MouseButtonEvent.name = "MOUSEBUTTON";
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			InputSystem.EmitEvent(MouseButtonEvent);
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		}
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		void BE_GLFW_SCROLL(GLFWwindow* window, double xoffset, double yoffset) 
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		{
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			Event ScrollEvent{};
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			ScrollEvent.name = "SCROLL";
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			InputSystem.EmitEvent(ScrollEvent);
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		}
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	}
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}
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@ -1,118 +1,44 @@
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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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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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	}
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}
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void BarinkEngine::InputManager::KeyCallback(GLFWwindow* window, int key, int scancode, int action, int mods) 
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{
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namespace BarinkEngine {
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	Event KeyEvent{};
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	KeyEvent.name = "KEY";
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	InputSystem.EmitEvent(KeyEvent);
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	if (key == GLFW_KEY_A && action == GLFW_PRESS)
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	void InputManager::PollEvents()
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	{
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		std::cout << "'a' key was pressed" << std::endl;
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		for (auto it = windows.begin(); it != windows.end(); ++it) {
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			(*it)->Poll();
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		}
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	}
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}
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void BarinkEngine::InputManager::CursorPositionCallback(GLFWwindow* window, double x, double y) 
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{
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	//std::cout << "Cursor Position  x: " << x << ", y: " << y << std::endl;
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	Event CursorPosUpdate{};
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	CursorPosUpdate.name = "UPDATE::CURSOR:POSITION";
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	InputSystem.EmitEvent(CursorPosUpdate);
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}
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void BarinkEngine::InputManager::CursorEnterCallback(GLFWwindow* window, int entered)
 | 
			
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{
 | 
			
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	if (entered) {
 | 
			
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		Event mouseEntered {};
 | 
			
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		mouseEntered.name = "Mouse Entered Window's confines!";
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		mouseEntered.argc = 0;
 | 
			
		||||
		
 | 
			
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		InputSystem.EmitEvent(mouseEntered);
 | 
			
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 | 
			
		||||
		
 | 
			
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	}
 | 
			
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	else {
 | 
			
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		Event mouseLeft{};
 | 
			
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		mouseLeft.name = "Mouse Left Window's confines!";
 | 
			
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		mouseLeft.argc = 0;
 | 
			
		||||
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		InputSystem.EmitEvent(mouseLeft);
 | 
			
		||||
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		||||
 | 
			
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	}
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		||||
}
 | 
			
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		||||
 | 
			
		||||
void BarinkEngine::InputManager::MouseButtonCallback(GLFWwindow* window, int button, int action, int mods)
 | 
			
		||||
{
 | 
			
		||||
 | 
			
		||||
	Event MouseButtonEvent{};
 | 
			
		||||
	MouseButtonEvent.name = "MOUSEBUTTON";
 | 
			
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 | 
			
		||||
	InputSystem.EmitEvent(MouseButtonEvent);
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		||||
 | 
			
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	if (button == GLFW_MOUSE_BUTTON_RIGHT && action == GLFW_PRESS) {
 | 
			
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		std::cout << "Right mouse button was pressed!" << std::endl;
 | 
			
		||||
	void InputManager::setupGLFWInput(GLFWwindow* window) {
 | 
			
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		// Attach callbacks
 | 
			
		||||
		glfwSetKeyCallback(window, BarinkEngine::Input::BE_GLFW_KEYS);
 | 
			
		||||
		glfwSetCursorPosCallback(window, BarinkEngine::Input::BE_GLFW_CURSOR_POSITION);
 | 
			
		||||
		glfwSetCursorEnterCallback(window, BarinkEngine::Input::BE_GLFW_CURSOR_ENTER);
 | 
			
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		glfwSetMouseButtonCallback(window, BarinkEngine::Input::BE_GLFW_MOUSE_BUTTON);
 | 
			
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		glfwSetScrollCallback(window, BarinkEngine::Input::BE_GLFW_SCROLL);
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
void BarinkEngine::InputManager::ScrollCallback(GLFWwindow* window, double xoffset, double yoffset)
 | 
			
		||||
{
 | 
			
		||||
	std::cout << "Scroll: x: " << xoffset << ", y: " << yoffset << std::endl;
 | 
			
		||||
	void InputManager::attach(BarinkWindow* window)
 | 
			
		||||
	{
 | 
			
		||||
		windows.push_back(window);
 | 
			
		||||
		this->Subscribe((EventListener&)(*window));
 | 
			
		||||
 | 
			
		||||
	Event ScrollEvent{};
 | 
			
		||||
	ScrollEvent.name = "SCROLL";
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	InputSystem.EmitEvent(ScrollEvent);
 | 
			
		||||
	void InputManager::detach(BarinkWindow* window)
 | 
			
		||||
	{
 | 
			
		||||
		windows.remove(window);
 | 
			
		||||
		this->Unsubscribe((EventListener&)*window);
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
 | 
			
		||||
	InputManager::InputManager() : EventEmitter()
 | 
			
		||||
	{
 | 
			
		||||
		windows = std::list<BarinkWindow*>();
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
 | 
			
		||||
void BarinkEngine::InputManager::attach(BarinkWindow* window)
 | 
			
		||||
{
 | 
			
		||||
	
 | 
			
		||||
	windows.push_back(window);
 | 
			
		||||
 | 
			
		||||
	// Attach callbacks
 | 
			
		||||
	glfwSetKeyCallback(window->windowptr(), KeyCallback);
 | 
			
		||||
	glfwSetCursorPosCallback(window->windowptr(), CursorPositionCallback);
 | 
			
		||||
	glfwSetCursorEnterCallback(window->windowptr(), CursorEnterCallback);
 | 
			
		||||
	glfwSetMouseButtonCallback(window->windowptr(), MouseButtonCallback);
 | 
			
		||||
	glfwSetScrollCallback(window->windowptr(), ScrollCallback);
 | 
			
		||||
 | 
			
		||||
	this->Subscribe( (EventListener&)(*window));
 | 
			
		||||
 | 
			
		||||
 | 
			
		||||
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
BarinkEngine::InputManager::InputManager() : EventEmitter ()
 | 
			
		||||
{
 | 
			
		||||
	windows = std::vector<BarinkWindow*>();
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
 | 
			
		||||
 | 
			
		||||
 | 
			
		||||
@ -1,66 +1,13 @@
 | 
			
		||||
#include "AssetManager/ModelImporter.h"
 | 
			
		||||
 | 
			
		||||
 | 
			
		||||
void ModelImporter::ImportFBX(std::string path)
 | 
			
		||||
std::vector<BarinkEngine::Mesh> ModelImporter::Import(std::string path)
 | 
			
		||||
{
 | 
			
		||||
    //spdlog::warn("ImportFBX not implemented!");
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
void ModelImporter::ImportBlend(std::string path)
 | 
			
		||||
{
 | 
			
		||||
    //spdlog::warn("ImportBlend not implemented!");
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
void ModelImporter::ImportGLTF(std::string path)
 | 
			
		||||
{
 | 
			
		||||
    //spdlog::warn("ImportGLTF not implemented!");
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
void ModelImporter::ImportOBJ(std::string path)
 | 
			
		||||
{
 | 
			
		||||
    //spdlog::warn("ImportOBJ not implemented!");
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
void ModelImporter::Import(std::string path)
 | 
			
		||||
{
 | 
			
		||||
    //spdlog::warn("Import not implemented!");
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
std::vector<BarinkEngine::Mesh> ModelImporter::Test() {
 | 
			
		||||
   
 | 
			
		||||
    /*
 | 
			
		||||
    spdlog::info("====== Tiny GLTF ======");
 | 
			
		||||
    tinygltf::Model loadedModel;
 | 
			
		||||
    tinygltf::TinyGLTF loader;
 | 
			
		||||
    std::string error;
 | 
			
		||||
    std::string warn;
 | 
			
		||||
    bool ret = loader.LoadASCIIFromFile(&loadedModel, &error, &warn, "./Build/SandboxApplication/Debug/sponza.gltf");
 | 
			
		||||
 | 
			
		||||
    if (!warn.empty())
 | 
			
		||||
        spdlog::warn("TinyGLTF Warning: {}", warn);
 | 
			
		||||
    if (!error.empty())
 | 
			
		||||
        spdlog::error("TinyGLTF Error: {}", error);
 | 
			
		||||
    if (!ret) {
 | 
			
		||||
        spdlog::error("TinyGLTF Error: Failed to parse glTF");
 | 
			
		||||
        exit(-1);
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    spdlog::info("Meshes in model: {}", loadedModel.meshes.size());
 | 
			
		||||
    spdlog::info("Primitives in mesh: {}", loadedModel.meshes[0].primitives.size());
 | 
			
		||||
 | 
			
		||||
    */
 | 
			
		||||
    
 | 
			
		||||
   
 | 
			
		||||
    //spdlog::info("======= Assimp ======");
 | 
			
		||||
 | 
			
		||||
    Assimp::Importer importer;
 | 
			
		||||
    const aiScene* scene = importer.ReadFile("build/SandboxApplication/Debug/Models/Cube.obj", aiProcess_Triangulate | aiProcess_FlipUVs);
 | 
			
		||||
    
 | 
			
		||||
    const aiScene* scene = importer.ReadFile(path.c_str(), aiProcess_Triangulate | aiProcess_FlipUVs);
 | 
			
		||||
    aiNode* currentNode = scene->mRootNode;
 | 
			
		||||
 | 
			
		||||
   return processNode(currentNode, scene);
 | 
			
		||||
 | 
			
		||||
 | 
			
		||||
    return processNode(currentNode, scene);
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
std::vector<BarinkEngine::Mesh> ModelImporter::processNode(aiNode* node, const aiScene* scene) {
 | 
			
		||||
 | 
			
		||||
@ -3,14 +3,14 @@
 | 
			
		||||
#include "PerfCounter.h"
 | 
			
		||||
 | 
			
		||||
 | 
			
		||||
Renderable* Renderable::Load()
 | 
			
		||||
Renderable* Renderable::Load(std::string& path)
 | 
			
		||||
{
 | 
			
		||||
    return new Renderable();
 | 
			
		||||
    return new Renderable(path);
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
Renderable::Renderable()
 | 
			
		||||
Renderable::Renderable(std::string& path)
 | 
			
		||||
{
 | 
			
		||||
    meshes = ModelImporter::Test();
 | 
			
		||||
    meshes = ModelImporter::Import(path);
 | 
			
		||||
 | 
			
		||||
    transform.Scale = glm::vec3(1.0f);
 | 
			
		||||
    transform.Rotation = glm::vec3(0.0f, 0.0f, 0.0f);
 | 
			
		||||
 | 
			
		||||
@ -79,6 +79,9 @@ void BarinkWindow::SwapBuffers()
 | 
			
		||||
 | 
			
		||||
void BarinkWindow::ReceiveEvent(Event& incident)
 | 
			
		||||
{
 | 
			
		||||
 | 
			
		||||
	
 | 
			
		||||
 | 
			
		||||
	std::cout << "EVENT RECEIVED: " <<  incident.name << std::endl;
 | 
			
		||||
 | 
			
		||||
}
 | 
			
		||||
							
								
								
									
										
											BIN
										
									
								
								Manuals/GLSL.std.450.pdf
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										
											BIN
										
									
								
								Manuals/GLSL.std.450.pdf
									
									
									
									
									
										Normal file
									
								
							
										
											Binary file not shown.
										
									
								
							
							
								
								
									
										
											BIN
										
									
								
								Manuals/SPIRV.pdf
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										
											BIN
										
									
								
								Manuals/SPIRV.pdf
									
									
									
									
									
										Normal file
									
								
							
										
											Binary file not shown.
										
									
								
							@ -66,11 +66,13 @@ void Start() {
 | 
			
		||||
    matCube2 = new Material(*shader);
 | 
			
		||||
    matCube2->Color = glm::vec3(0.0, 1.0f, 0.0);
 | 
			
		||||
 | 
			
		||||
    std::string cubePath = "build/SandboxApplication/Debug/Models/Cube.obj";
 | 
			
		||||
    std::string lanternPath = "build/SandboxApplication/Debug/Models/Latern.gltf";
 | 
			
		||||
    /*
 | 
			
		||||
    * load meshes 
 | 
			
		||||
    */
 | 
			
		||||
    Cube = Renderable::Load();
 | 
			
		||||
    Cube2 = Renderable::Load();
 | 
			
		||||
    Cube = Renderable::Load(lanternPath);
 | 
			
		||||
    Cube2 = Renderable::Load(cubePath);
 | 
			
		||||
    Cube->addChild(*Cube2);
 | 
			
		||||
 | 
			
		||||
    Cube->shader = shader;
 | 
			
		||||
 | 
			
		||||
		Reference in New Issue
	
	Block a user