updated keybinding to add mmiddle ckick as tertiary action, added argument to main
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parent
9c62efeb67
commit
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@ -6,7 +6,7 @@
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class DefaultKeysMap : public IKeysMap
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class DefaultKeysMap : public IKeysMap
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{
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{
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public:
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public:
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enum{MAIN_ACTION, SECONDARY_ACTION, MOVE_FORWARD, MOVE_BACKWARD, STRAFE_LEFT, STRAFE_RIGHT,
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enum{MAIN_ACTION, SECONDARY_ACTION, TERTIARY_ACTION, MOVE_FORWARD, MOVE_BACKWARD, STRAFE_LEFT, STRAFE_RIGHT,
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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, CLEAR_CONSOLE,
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MOVE_CURSOR_LEFT, MOVE_CURSOR_RIGHT, PLOP_TEST, CLEAR_CONSOLE,
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EXIT_GAME,LAST_DEFAULT_ACTION};
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EXIT_GAME,LAST_DEFAULT_ACTION};
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@ -14,6 +14,7 @@ public:
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DefaultKeysMap(){
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DefaultKeysMap(){
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keys.push_back( {MAIN_ACTION, sf::Keyboard::KeyCount + sf::Mouse::Left, IKeysMap::PRESSED} );
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keys.push_back( {MAIN_ACTION, sf::Keyboard::KeyCount + sf::Mouse::Left, IKeysMap::PRESSED} );
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keys.push_back( {SECONDARY_ACTION, sf::Keyboard::KeyCount + sf::Mouse::Right, IKeysMap::PRESSED} );
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keys.push_back( {SECONDARY_ACTION, sf::Keyboard::KeyCount + sf::Mouse::Right, IKeysMap::PRESSED} );
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keys.push_back( {TERTIARY_ACTION, sf::Keyboard::KeyCount + sf::Mouse::Middle, IKeysMap::PRESSED} );
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keys.push_back( {MOVE_FORWARD, sf::Keyboard::Z, IKeysMap::HOLD} );
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keys.push_back( {MOVE_FORWARD, sf::Keyboard::Z, IKeysMap::HOLD} );
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keys.push_back( {MOVE_BACKWARD, sf::Keyboard::S, IKeysMap::HOLD} );
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keys.push_back( {MOVE_BACKWARD, sf::Keyboard::S, IKeysMap::HOLD} );
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keys.push_back( {STRAFE_LEFT, sf::Keyboard::Q, IKeysMap::HOLD} );
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keys.push_back( {STRAFE_LEFT, sf::Keyboard::Q, IKeysMap::HOLD} );
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@ -30,7 +31,7 @@ public:
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static std::vector<int> getDefaultContext()
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static std::vector<int> getDefaultContext()
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{
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{
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return {MAIN_ACTION, SECONDARY_ACTION, MOVE_FORWARD, MOVE_BACKWARD, STRAFE_LEFT, STRAFE_RIGHT, TOGGLE_NOCLIP, TOGGLE_PHYSICS_DEBUG, TOGGLE_CONSOLE, EXIT_GAME};
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return {MAIN_ACTION, SECONDARY_ACTION, TERTIARY_ACTION, MOVE_FORWARD, MOVE_BACKWARD, STRAFE_LEFT, STRAFE_RIGHT, TOGGLE_NOCLIP, TOGGLE_PHYSICS_DEBUG, TOGGLE_CONSOLE, EXIT_GAME};
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}
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}
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static std::vector<int> getShellContext()
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static std::vector<int> getShellContext()
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@ -102,12 +102,31 @@ void generateTerrain(SceneTree *scene, btDiscreteDynamicsWorld *world)
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}
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}
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}
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}
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int main(){
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int main(int argc, char** argv){
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enum Mode { SIMPLEST_TEST, TERRAIN_TEST, FULLSCREEN_DEMO };
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Mode mode = SIMPLEST_TEST;
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if(argc > 1)
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{
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std::string modeStr(argv[1]);
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if(modeStr == "terrain")
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mode = TERRAIN_TEST;
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else if(modeStr == "demo")
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mode = FULLSCREEN_DEMO;
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else if(modeStr == "simple")
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mode = SIMPLEST_TEST;
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else
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std::cout << "AVAILABLE MODES : simple(default) / terrain / demo" << std::endl;
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}
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Engine engine;
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Engine engine;
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// this creates the opengl context
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// this creates the opengl context
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// the opengl context must exist before any opengl class is used (texture, pipeline, etc..)
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// the opengl context must exist before any opengl class is used (texture, pipeline, etc..)
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engine.createWindow("Sparrow Engine Testing Environment");
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if(mode == FULLSCREEN_DEMO)
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engine.createWindow("Sparrow Engine Testing Environment", 1920, 1080, false);
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else
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engine.createWindow("Sparrow Engine Testing Environment");
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// setting up SparrowEngine
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// setting up SparrowEngine
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engine.initPhysics();
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engine.initPhysics();
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@ -149,7 +168,7 @@ int main(){
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engine.getPhysics()->addRigidBody(player->getRigidbody());
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engine.getPhysics()->addRigidBody(player->getRigidbody());
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// throw cubes and spheres with mouse clicks
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// throw cubes and spheres with mouse clicks
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Potator *potator = new Potator(player, DefaultKeysMap::MAIN_ACTION, DefaultKeysMap::SECONDARY_ACTION);
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Potator *potator = new Potator(player, DefaultKeysMap::MAIN_ACTION, DefaultKeysMap::SECONDARY_ACTION, DefaultKeysMap::TERTIARY_ACTION);
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scene->getRootObject()->addChild(potator);
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scene->getRootObject()->addChild(potator);
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// lighting
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// lighting
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@ -159,7 +178,8 @@ int main(){
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scene->getRootObject()->addChild(sunLight);
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scene->getRootObject()->addChild(sunLight);
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// terrain
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// terrain
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// generateTerrain(scene, engine.getPhysics());
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if(mode != SIMPLEST_TEST)
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generateTerrain(scene, engine.getPhysics());
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// shell output tests
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// shell output tests
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engine.outputShell("Hello World!");
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engine.outputShell("Hello World!");
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