More work on the event system, sf::Events are completely wrapped now.
This commit is contained in:
190
src/Input.cpp
190
src/Input.cpp
@@ -1,4 +1,6 @@
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#include "Input.h"
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#include <iostream>
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#include <memory>
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Input::Input() :
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@@ -24,6 +26,7 @@ void Input::consume_sf_events(sf::RenderWindow *window) {
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transpose_sf_events(sf_event_queue);
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sf_event_queue.clear();
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}
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void Input::consume_vr_events() {
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@@ -32,134 +35,131 @@ void Input::consume_vr_events() {
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void Input::set_flags() {
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for (auto e: event_queue) {
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if (e.type == sf::Event::KeyPressed) {
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held_keys.push_back(e.key.code);
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}
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else if (e.type == sf::Event::KeyReleased) {
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std::remove(held_keys.begin(), held_keys.end(), e.key.code);
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}
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}
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//for (auto e: event_queue) {
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// if (e.type == vr::Event::KeyPressed) {
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// vr::KeyPressed e = static_cast<vr::KeyPressed>(e);
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//
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// }
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// else if (e.type == sf::Event::KeyReleased) {
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// //std::remove(held_keys.begin(), held_keys.end(), e.key.code);
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// }
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//}
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}
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void Input::dispatch_events() {
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while (event_queue.size() != 0) {
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notify(event_queue.front());
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notify(*event_queue.front().get());
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event_queue.pop_front();
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}
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}
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void Input::transpose_sf_events(std::list<sf::Event> sf_event_queue) {
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for (auto sf_event: sf_event_queue) {
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vr::Event vr_event;
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switch(sf_event.type) {
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case sf::Event::Closed : {
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event_queue.push_back(vr::Closed());
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event_queue.push_back(std::make_unique<vr::Closed>(vr::Closed()));
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break;
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};
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case sf::Event::Resized: {
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event_queue.push_back(vr::Resized());
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event_queue.push_back(std::make_unique<vr::Resized>(vr::Resized(sf_event.size.width, sf_event.size.height)));
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break;
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};
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case sf::Event::LostFocus: {
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vr_event = vr::Closed();
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event_queue.push_back(std::make_unique<vr::LostFocus>(vr::LostFocus()));
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break;
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};
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case sf::Event::GainedFocus: {
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vr_event = vr::Closed();
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event_queue.push_back(std::make_unique<vr::GainedFocus>(vr::GainedFocus()));
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break;
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};
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case sf::Event::TextEntered: {
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vr_event = vr::Closed();
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event_queue.push_back(std::make_unique<vr::TextEntered>(vr::TextEntered(sf_event.text.unicode)));
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break;
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};
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case sf::Event::KeyPressed: {
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vr_event = vr::Closed();
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event_queue.push_back(std::make_unique<vr::KeyPressed>(vr::KeyPressed(sf_event.key.code, sf_event.key.alt, sf_event.key.control, sf_event.key.shift, sf_event.key.system)));
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break;
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};
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case sf::Event::KeyReleased: {
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vr_event = vr::Closed();
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event_queue.push_back(std::make_unique<vr::KeyReleased>(vr::KeyReleased(sf_event.key.code, sf_event.key.alt, sf_event.key.control, sf_event.key.shift, sf_event.key.system)));
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break;
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};
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// Mouse wheel moved will generate a MouseWheelScrolled event with the defaul vertical wheel
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case sf::Event::MouseWheelMoved: {
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vr_event = vr::Closed();
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event_queue.push_back(std::make_unique<vr::MouseWheelScrolled>(vr::MouseWheelScrolled(sf::Mouse::VerticalWheel, sf_event.mouseWheelScroll.delta, sf_event.mouseWheelScroll.x, sf_event.mouseWheelScroll.y)));
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break;
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};
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case sf::Event::Closed: {
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vr_event = vr::Closed();
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case sf::Event::MouseWheelScrolled: {
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event_queue.push_back(std::make_unique<vr::MouseWheelScrolled>(vr::MouseWheelScrolled(sf_event.mouseWheelScroll.wheel, sf_event.mouseWheelScroll.delta, sf_event.mouseWheelScroll.x, sf_event.mouseWheelScroll.y)));
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break;
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};
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case sf::Event::Closed: {
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vr_event = vr::Closed();
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case sf::Event::MouseButtonPressed: {
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event_queue.push_back(std::make_unique<vr::MouseButtonPressed>(vr::MouseButtonPressed(sf_event.mouseButton.button, sf_event.mouseButton.x, sf_event.mouseButton.y)));
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break;
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};
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}
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if (e.type == sf::Event::Closed ||
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e.type == sf::Event::LostFocus ||
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e.type == sf::Event::GainedFocus) {
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event_class = Event_Class::WindowEvent;
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}
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// Preserve a little of sfml's default behavior and separate resized event
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else if (e.type == sf::Event::Resized) {
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event_class = Event_Class::SizeEvent;
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}
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else if (e.type == sf::Event::TextEntered) {
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event_class = Event_Class::TextEvent;
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}
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else if (e.type == sf::Event::KeyPressed ||
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e.type == sf::Event::KeyReleased) {
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event_class = Event_Class::KeyEvent;
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}
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else if (e.type == sf::Event::MouseWheelMoved ||
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e.type == sf::Event::MouseWheelScrolled) {
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event_class = Event_Class::MouseWheelScrollEvent;
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}
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else if (e.type == sf::Event::MouseButtonPressed ||
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e.type == sf::Event::MouseButtonReleased) {
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event_class = Event_Class::MouseButtonEvent;
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}
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// Is this a good idea, mixing events that contain data, and don't contain data?
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else if (e.type == sf::Event::MouseMoved ||
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e.type == sf::Event::MouseEntered ||
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e.type == sf::Event::MouseLeft) {
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event_class = Event_Class::MouseMoveEvent;
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}
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else if (e.type == sf::Event::JoystickButtonPressed ||
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e.type == sf::Event::JoystickButtonReleased) {
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event_class = Event_Class::JoystickButtonEvent;
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}
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else if (e.type == sf::Event::JoystickMoved) {
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event_class = Event_Class::JoystickMoveEvent;
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}
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else if (e.type == sf::Event::JoystickConnected ||
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e.type == sf::Event::JoystickDisconnected) {
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event_class = Event_Class::JoystickConnectEvent;
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}
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else if (e.type == sf::Event::TouchBegan ||
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e.type == sf::Event::TouchEnded ||
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e.type == sf::Event::TouchMoved) {
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event_class = Event_Class::TouchEvent;
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}
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else if (e.type == sf::Event::SensorChanged) {
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event_class = Event_Class::SensorEvent;
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case sf::Event::MouseButtonReleased: {
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event_queue.push_back(std::make_unique<vr::MouseButtonReleased>(vr::MouseButtonReleased(sf_event.mouseButton.button, sf_event.mouseButton.x, sf_event.mouseButton.y)));
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break;
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};
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case sf::Event::MouseMoved: {
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event_queue.push_back(std::make_unique<vr::MouseMoved>(vr::MouseMoved(sf_event.mouseMove.x, sf_event.mouseMove.y)));
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break;
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};
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case sf::Event::MouseEntered: {
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event_queue.push_back(std::make_unique<vr::MouseEntered>(vr::MouseEntered(sf_event.mouseMove.x, sf_event.mouseMove.y)));
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break;
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};
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case sf::Event::MouseLeft: {
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event_queue.push_back(std::make_unique<vr::MouseLeft>(vr::MouseLeft(sf_event.mouseMove.x, sf_event.mouseMove.x)));
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break;
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};
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case sf::Event::JoystickButtonPressed: {
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event_queue.push_back(std::make_unique<vr::JoystickButtonPressed>(vr::JoystickButtonPressed(sf_event.joystickButton.joystickId, sf_event.joystickButton.button)));
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break;
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};
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case sf::Event::JoystickButtonReleased: {
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event_queue.push_back(std::make_unique<vr::JoystickButtonReleased>(vr::JoystickButtonReleased(sf_event.joystickButton.joystickId, sf_event.joystickButton.button)));
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break;
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};
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case sf::Event::JoystickMoved: {
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event_queue.push_back(std::make_unique<vr::JoystickMoved>(vr::JoystickMoved(sf_event.joystickMove.axis, sf_event.joystickMove.joystickId, sf_event.joystickMove.position)));
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break;
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};
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case sf::Event::JoystickConnected: {
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event_queue.push_back(std::make_unique<vr::JoystickConnected>(vr::JoystickConnected(sf_event.joystickConnect.joystickId)));
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break;
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};
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case sf::Event::JoystickDisconnected: {
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event_queue.push_back(std::make_unique<vr::JoystickDisconnected>(vr::JoystickDisconnected(sf_event.joystickConnect.joystickId)));
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break;
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};
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case sf::Event::TouchBegan: {
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event_queue.push_back(std::make_unique<vr::TouchBegan>(vr::TouchBegan(sf_event.touch.finger, sf_event.touch.x, sf_event.touch.y)));
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break;
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};
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case sf::Event::TouchMoved: {
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event_queue.push_back(std::make_unique<vr::TouchMoved>(vr::TouchMoved(sf_event.touch.finger, sf_event.touch.x, sf_event.touch.y)));
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break;
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};
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case sf::Event::TouchEnded: {
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event_queue.push_back(std::make_unique<vr::TouchEnded>(vr::TouchEnded(sf_event.touch.finger, sf_event.touch.x, sf_event.touch.y)));
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break;
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};
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case sf::Event::SensorChanged: {
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event_queue.push_back(std::make_unique<vr::SensorChanged>(vr::SensorChanged(sf_event.sensor.type, sf_event.sensor.x, sf_event.sensor.y, sf_event.sensor.z)));
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break;
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};
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default: {
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std::cout << "Event not recognized";
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abort();
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break;
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}
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}
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}
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}
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