added shortcut for mouse cursor visibility, added elements in test gui
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dd9feb9720
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71fd9e8b83
@ -8,7 +8,7 @@ class DefaultKeysMap : public IKeysMap
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public:
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public:
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enum{MAIN_ACTION, SECONDARY_ACTION, TERTIARY_ACTION, MOVE_FORWARD, MOVE_BACKWARD, STRAFE_LEFT, STRAFE_RIGHT, JUMP,
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enum{MAIN_ACTION, SECONDARY_ACTION, TERTIARY_ACTION, MOVE_FORWARD, MOVE_BACKWARD, STRAFE_LEFT, STRAFE_RIGHT, JUMP,
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TOGGLE_NOCLIP, TOGGLE_PHYSICS_DEBUG, TOGGLE_CONSOLE,
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TOGGLE_NOCLIP, TOGGLE_PHYSICS_DEBUG, TOGGLE_CONSOLE,
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MOVE_CURSOR_LEFT, MOVE_CURSOR_RIGHT, PLOP_TEST, LEFT_CLICK,
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MOVE_CURSOR_LEFT, MOVE_CURSOR_RIGHT, TOGGLE_MOUSE_CURSOR, LEFT_CLICK,
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EXIT_GAME,LAST_DEFAULT_ACTION};
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EXIT_GAME,LAST_DEFAULT_ACTION};
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DefaultKeysMap(){
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DefaultKeysMap(){
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@ -25,7 +25,7 @@ public:
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keys.push_back( {{TOGGLE_CONSOLE,input::KEYBOARD}, sf::Keyboard::F3, IKeysMap::PRESSED} );
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keys.push_back( {{TOGGLE_CONSOLE,input::KEYBOARD}, sf::Keyboard::F3, IKeysMap::PRESSED} );
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keys.push_back( {{MOVE_CURSOR_LEFT,input::KEYBOARD}, sf::Keyboard::Left, IKeysMap::PRESSED} );
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keys.push_back( {{MOVE_CURSOR_LEFT,input::KEYBOARD}, sf::Keyboard::Left, IKeysMap::PRESSED} );
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keys.push_back( {{MOVE_CURSOR_RIGHT,input::KEYBOARD}, sf::Keyboard::Right, IKeysMap::PRESSED} );
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keys.push_back( {{MOVE_CURSOR_RIGHT,input::KEYBOARD}, sf::Keyboard::Right, IKeysMap::PRESSED} );
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// keys.push_back( {{PLOP_TEST,input::KEYBOARD}, sf::Keyboard::F7, IKeysMap::PRESSED} );
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keys.push_back( {{TOGGLE_MOUSE_CURSOR,input::KEYBOARD}, sf::Keyboard::M, IKeysMap::PRESSED} );
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keys.push_back( {{EXIT_GAME,input::KEYBOARD}, sf::Keyboard::Escape,IKeysMap::PRESSED} );
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keys.push_back( {{EXIT_GAME,input::KEYBOARD}, sf::Keyboard::Escape,IKeysMap::PRESSED} );
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keys.push_back( {{LEFT_CLICK,input::MOUSE}, sf::Mouse::Left, IKeysMap::PRESSED} );
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keys.push_back( {{LEFT_CLICK,input::MOUSE}, sf::Mouse::Left, IKeysMap::PRESSED} );
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}
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}
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@ -43,6 +43,7 @@ public:
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{JUMP,input::KEYBOARD},
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{JUMP,input::KEYBOARD},
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{TOGGLE_NOCLIP,input::KEYBOARD},
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{TOGGLE_NOCLIP,input::KEYBOARD},
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{TOGGLE_PHYSICS_DEBUG,input::KEYBOARD},
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{TOGGLE_PHYSICS_DEBUG,input::KEYBOARD},
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{TOGGLE_MOUSE_CURSOR,input::KEYBOARD},
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{TOGGLE_CONSOLE,input::KEYBOARD},
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{TOGGLE_CONSOLE,input::KEYBOARD},
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{EXIT_GAME,input::KEYBOARD}
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{EXIT_GAME,input::KEYBOARD}
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};
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};
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@ -103,8 +103,14 @@ void Engine::update()
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else
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else
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disablePhysicsDebug();
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disablePhysicsDebug();
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}
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}
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bool isMouseVisible = m_mouseVisible;
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if(ImGui::Checkbox("Mouse cursor ( shortcut : [M] )", &isMouseVisible))
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toggleMouseVisibility();
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if(ImGui::Button("EXIT GAME"))
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if(ImGui::Button("EXIT GAME"))
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stop();
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stop();
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float gravity = - m_world->getGravity().y();
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if(ImGui::SliderFloat("Gravity", &gravity, 0.f, 100.f))
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m_world->setGravity(btVector3(0, -gravity, 0));
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ImGui::End();
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ImGui::End();
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}
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}
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}
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}
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@ -315,6 +315,7 @@ int main(){
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engine.setTogglePhysicsDebugAction(DefaultKeysMap::TOGGLE_PHYSICS_DEBUG);
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engine.setTogglePhysicsDebugAction(DefaultKeysMap::TOGGLE_PHYSICS_DEBUG);
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engine.setToggleShellAction(DefaultKeysMap::TOGGLE_CONSOLE);
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engine.setToggleShellAction(DefaultKeysMap::TOGGLE_CONSOLE);
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engine.setExitGameAction(DefaultKeysMap::EXIT_GAME);
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engine.setExitGameAction(DefaultKeysMap::EXIT_GAME);
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engine.setShowMouseAction(DefaultKeysMap::TOGGLE_MOUSE_CURSOR);
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//c'est un goup SparrowShell
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//c'est un goup SparrowShell
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SparrowShell* shell = engine.getShell();
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SparrowShell* shell = engine.getShell();
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