Did a lot of boilerplate on the Event wrapper pt.2
This commit is contained in:
@@ -1,11 +1,27 @@
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#pragma once
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#include <SFML/Config.hpp>
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#include <SFML/Window/Keyboard.hpp>
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#include <SFML/Window/Mouse.hpp>
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#include <SFML/Window/Joystick.hpp>
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#include <SFML/Window/Sensor.hpp>
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#include <GL/glew.h>
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namespace vr {
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// The event class here will both abstract out
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// the SFML sf::Event class, but will also provide
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// the ability to easily extend the class to contain
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// even more event types.
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// A result of getting rid of the union and extracting
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// event types into individual classes is the fact that
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// there is going to be a lot of repeat code i.e the
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// difference between KeyPressed and KeyReleased
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class Event {
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public:
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enum EventType
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{
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Closed,
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@@ -31,44 +47,274 @@ namespace vr {
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TouchMoved,
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TouchEnded,
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SensorChanged,
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NetworkJoystickButtonPressed,
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NetworkJoystickButtonReleased,
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NetworkJoystickMoved,
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NetworkJoystickConnected,
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NetworkJoystickDisconnected,
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Count
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};
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Event(EventType type) : type(type) {
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};
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EventType type;
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};
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Closed,
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Resized,
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LostFocus,
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GainedFocus,
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TextEntered,
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KeyPressed,
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KeyReleased,
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MouseWheelMoved,
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MouseWheelScrolled,
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MouseButtonPressed,
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MouseButtonReleased,
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MouseMoved,
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MouseEntered,
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MouseLeft,
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JoystickButtonPressed,
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JoystickButtonReleased,
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JoystickMoved,
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JoystickConnected,
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JoystickDisconnected,
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TouchBegan,
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TouchMoved,
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TouchEnded,
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SensorChanged,
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Count
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class Closed : public Event {
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public:
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Closed() : Event(vr::Event::EventType::Closed) {};
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};
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class Resized : public Event {
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public:
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Resized(unsigned int width, unsigned int height) :
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width(width), height(height), Event(vr::Event::EventType::Resized) {};
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unsigned int width;
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unsigned int height;
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};
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class LostFocus : public Event {
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public:
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LostFocus() : Event(vr::Event::EventType::LostFocus) { };
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};
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class GainedFocus : public Event {
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public:
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GainedFocus() : Event(vr::Event::EventType::GainedFocus) {};
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};
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class TextEntered : public Event {
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public:
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TextEntered(sf::Uint32 unicode) :
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unicode(unicode), Event(vr::Event::EventType::TextEntered) {};
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sf::Uint32 unicode;
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};
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class KeyPressed : public Event {
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public:
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KeyPressed(sf::Keyboard::Key code, bool alt, bool control, bool shift, bool system ) :
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code(code), alt(alt), control(control), shift(shift), system(system), Event(vr::Event::EventType::KeyPressed) {};
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sf::Keyboard::Key code;
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bool alt;
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bool control;
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bool shift;
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bool system;
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};
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class KeyReleased : public Event {
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public:
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KeyReleased(sf::Keyboard::Key code, bool alt, bool control, bool shift, bool system) :
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code(code), alt(alt), control(control), shift(shift), system(system), Event(vr::Event::EventType::KeyReleased) {};
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sf::Keyboard::Key code;
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bool alt;
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bool control;
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bool shift;
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bool system;
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};
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// This is depreciated, remove?
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class MouseWheelMoved : public Event {
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public:
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MouseWheelMoved() : Event(vr::Event::EventType::MouseWheelMoved) {};
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};
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class MouseWheelScrolled : public Event {
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public:
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MouseWheelScrolled(sf::Mouse::Wheel wheel, bool delta, bool x, bool y) :
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wheel(wheel), delta(delta), x(x), y(y), Event(vr::Event::EventType::MouseWheelScrolled) {};
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sf::Mouse::Wheel wheel;
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float delta;
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int x;
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int y;
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};
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class MouseButtonPressed : public Event {
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public:
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MouseButtonPressed(sf::Mouse::Button button, bool x, bool y) :
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button(button), x(x), y(y), Event(vr::Event::EventType::MouseButtonPressed) {};
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sf::Mouse::Button button;
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int x;
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int y;
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};
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class MouseButtonReleased : public Event {
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public:
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MouseButtonReleased(sf::Mouse::Button button, bool x, bool y) :
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button(button), x(x), y(y), Event(vr::Event::EventType::MouseButtonReleased) {};
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sf::Mouse::Button button;
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int x;
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int y;
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};
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class MouseMoved : public Event {
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public:
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MouseMoved(bool x, bool y) :
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x(x), y(y), Event(vr::Event::EventType::MouseMoved) {};
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int x;
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int y;
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};
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class MouseEntered : public Event {
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public:
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MouseEntered(bool x, bool y) :
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x(x), y(y), Event(vr::Event::EventType::MouseEntered) {};
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int x;
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int y;
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};
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class MouseLeft : public Event {
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public:
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MouseLeft(bool x, bool y) :
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x(x), y(y), Event(vr::Event::EventType::MouseLeft) {};
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int x;
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int y;
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};
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class JoystickButtonPressed : public Event {
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public:
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JoystickButtonPressed(unsigned int joystickId, unsigned int button) :
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joystickId(joystickId), button(button), Event(vr::Event::EventType::JoystickButtonPressed) {};
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unsigned int joystickId;
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unsigned int button;
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};
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class JoystickButtonReleased : public Event {
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public:
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JoystickButtonReleased(unsigned int joystickId, unsigned int button) :
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joystickId(joystickId), button(button), Event(vr::Event::EventType::JoystickButtonReleased) {};
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unsigned int joystickId;
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unsigned int button;
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};
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class JoystickMoved : public Event {
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public:
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JoystickMoved(sf::Joystick::Axis axis, unsigned int joystickId, float position) :
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axis(axis), joystickId(joystickId), position(position), Event(vr::Event::EventType::JoystickMoved) {};
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sf::Joystick::Axis axis;
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unsigned int joystickId;
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float position;
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};
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class JoystickConnected : public Event {
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public:
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JoystickConnected(unsigned int joystickId) :
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joystickId(joystickId), Event(vr::Event::EventType::JoystickConnected) {};
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unsigned int joystickId;
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};
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class JoystickDisconnected : public Event {
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public:
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JoystickDisconnected(unsigned int joystickId) :
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joystickId(joystickId), Event(vr::Event::EventType::JoystickDisconnected) {};
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unsigned int joystickId;
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};
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class TouchBegan : public Event {
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public:
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TouchBegan(unsigned int finger, int x, int y) :
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finger(finger), x(x), y(y), Event(vr::Event::EventType::TouchBegan) {};
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unsigned int finger;
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int x;
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int y;
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};
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class TouchMoved : public Event {
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public:
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TouchMoved(unsigned int finger, int x, int y) :
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finger(finger), x(x), y(y), Event(vr::Event::EventType::TouchMoved) {};
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unsigned int finger;
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int x;
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int y;
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};
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class TouchEnded : public Event {
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public:
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TouchEnded(unsigned int finger, int x, int y) :
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finger(finger), x(x), y(y), Event(vr::Event::EventType::TouchEnded) {};
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unsigned int finger;
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int x;
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int y;
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};
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class SensorChanged : public Event {
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public:
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SensorChanged(sf::Sensor::Type type, float x, float y, float z) :
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type(type), x(x), y(y), z(z), Event(vr::Event::EventType::SensorChanged) {};
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sf::Sensor::Type type;
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float x;
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float y;
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float z;
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};
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// I'm moving this to it's own event type because
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// I don't want to have to mess with the static
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// sf::Joystick class and how it hits a good half
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// dozen impl files.
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class NetworkJoystickButtonPressed : public Event {
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public:
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NetworkJoystickButtonPressed(unsigned int joystickId, unsigned int button) :
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joystickId(joystickId), button(button), Event(vr::Event::EventType::NetworkJoystickButtonPressed) {};
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unsigned int joystickId;
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unsigned int button;
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};
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class NetworkJoystickButtonReleased : public Event {
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public:
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NetworkJoystickButtonReleased(unsigned int joystickId, unsigned int button) :
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joystickId(joystickId), button(button), Event(vr::Event::EventType::NetworkJoystickButtonReleased) {};
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unsigned int joystickId;
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unsigned int button;
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};
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class NetworkJoystickMoved : public Event {
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public:
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NetworkJoystickMoved(sf::Joystick::Axis axis, unsigned int joystickId, float position) :
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axis(axis), joystickId(joystickId), position(position), Event(vr::Event::EventType::NetworkJoystickMoved) {};
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sf::Joystick::Axis axis;
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unsigned int joystickId;
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float position;
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};
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class NetworkJoystickConnected : public Event {
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public:
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NetworkJoystickConnected(unsigned int joystickId) :
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joystickId(joystickId), Event(vr::Event::EventType::NetworkJoystickConnected) {};
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unsigned int joystickId;
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};
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class NetworkJoystickDisconnected : public Event {
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public:
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NetworkJoystickDisconnected(unsigned int joystickId) :
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joystickId(joystickId), Event(vr::Event::EventType::NetworkJoystickDisconnected) {};
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unsigned int joystickId;
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};
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}
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}
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@@ -2,6 +2,7 @@
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#include <SFML/Graphics.hpp>
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#include <list>
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#include "Pub_Sub.hpp"
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#include "Event.hpp"
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class Input : public SfEventPublisher {
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@@ -13,12 +14,18 @@ public:
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// Keep track of keys that are not released
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// Keep track of mouse up and downs in conjunction with dragging
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// Keep track of joystick buttons
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void consume_events(sf::RenderWindow *window);
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void consume_sf_events(sf::RenderWindow *window);
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void consume_vr_events();
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void set_flags();
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void dispatch_events();
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private:
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void transpose_sf_events(std::list<sf::Event> event_queue);
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// Network controller class
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std::vector<sf::Keyboard::Key> held_keys;
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std::vector<sf::Mouse::Button> held_mouse_buttons;
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@@ -26,5 +33,7 @@ private:
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std::vector<bool> mouse_flags;
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private:
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std::list<sf::Event> event_queue;
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std::list<vr::Event> event_queue;
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};
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126
src/Input.cpp
126
src/Input.cpp
@@ -13,13 +13,21 @@ Input::~Input()
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}
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void Input::consume_events(sf::RenderWindow *window) {
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void Input::consume_sf_events(sf::RenderWindow *window) {
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std::list<sf::Event> sf_event_queue;
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sf::Event e;
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while (window->pollEvent(e)) {
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event_queue.push_back(e);
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sf_event_queue.push_back(e);
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}
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transpose_sf_events(sf_event_queue);
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}
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void Input::consume_vr_events() {
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}
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void Input::set_flags() {
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@@ -41,3 +49,117 @@ void Input::dispatch_events() {
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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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};
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case sf::Event::Resized: {
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event_queue.push_back(vr::Resized());
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};
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case sf::Event::LostFocus: {
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vr_event = vr::Closed();
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};
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case sf::Event::GainedFocus: {
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vr_event = vr::Closed();
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};
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case sf::Event::TextEntered: {
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vr_event = vr::Closed();
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};
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case sf::Event::KeyPressed: {
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vr_event = vr::Closed();
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};
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case sf::Event::KeyReleased: {
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vr_event = vr::Closed();
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};
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case sf::Event::MouseWheelMoved: {
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vr_event = vr::Closed();
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};
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case sf::Event::Closed: {
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vr_event = vr::Closed();
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};
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case sf::Event::Closed: {
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vr_event = vr::Closed();
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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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}
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}
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}
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