partway through some documentation and bug fixing
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@@ -137,19 +137,24 @@ public:
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bool create_texture_atlas(sf::Texture *t, sf::Vector2i tile_dim);
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// Check to make sure that the buffers have been initiated and set them as kernel args
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bool validate() ;
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bool validate();
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// Aquires the GL objects, runs the kernel, releases back the GL objects
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bool compute() ;
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bool compute();
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// Take the viewport sprite and draw it to the screen
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void draw(sf::RenderWindow* window) ;
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void draw(sf::RenderWindow* window);
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// Load the saved device config from a file
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bool load_config();
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// Save the chosen device config to a file
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void save_config();
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// Set a
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void
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// ================================== DEBUG =======================================
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// Re compile the kernel and revalidate the args
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@@ -282,6 +287,7 @@ private:
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// Containers holding the kernels and buffers
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std::map<std::string, cl_kernel> kernel_map;
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std::map<std::string, cl_mem> buffer_map;
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std::vector<std::pair<std::string, unsigned int>> settings_index_map;
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std::unordered_map<std::string, std::pair<sf::Sprite, std::unique_ptr<sf::Texture>>> image_map;
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// Hardware caster holds and renders its own textures
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@@ -6,28 +6,46 @@
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#include <cmath>
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#include "Gui.h"
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/**
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*
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* Camera
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*
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* Camera provides a convenient way to create 3d vectors and positions which represent a camera. It provides physics
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* to move the camera around in 3d space as well as impulse and friction control to alter its movement characteristics
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*
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*/
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class Camera : public VrEventSubscriber, private Gui{
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public:
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enum DIRECTION { FORWARD, REARWARD, LEFT, RIGHT, UP, DOWN };
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Camera();
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// TODO: Remove dependency on getting a window ptr. Instead provide window interface to get and set mouse position
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Camera(sf::Vector3f position, sf::Vector2f direction, sf::RenderWindow *window);
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~Camera();
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int set_position(sf::Vector3f position);
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// Apply an incoming impule to the velocity vector
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int add_static_impulse(sf::Vector3f impulse);
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// Apply an impulse in one of the 6 relative directions with a certain magnitude
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int add_relative_impulse(DIRECTION direction, float speed);
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int slew_camera(sf::Vector2f input);
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void set_camera(sf::Vector2f input);
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void set_camera(sf::Vector3f input);
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void set_camera_direction(sf::Vector2f input);
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void set_camera_direction(sf::Vector3f input);
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int update(double delta_time);
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void look_at_center();
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// TODO: Raw ptr's SHARED_PTR with CL, bad idea
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sf::Vector2f* get_direction_pointer();
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sf::Vector3f* get_position_pointer();
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sf::Vector3f* get_movement_pointer();
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@@ -3,6 +3,19 @@
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#include <Logger.h>
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#include <list>
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/**
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*
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* GUI
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*
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* Any class that wants to have an interactive GUI rendered to the window may
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* inherit GUI and override the render_gui() and update_gui() methods
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*
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* ImGui operations must be completely wrapped in Begins and Ends
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*
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* You may enable and disable rendering by setting the 'rendering' flag to true or false
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*
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*/
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class Gui {
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public:
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@@ -7,6 +7,22 @@
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#include "Gui.h"
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#include <string>
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/**
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*
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* Input
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*
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* For each frame the Application must call
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*
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* consume_sf_events(*window)
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* handle_held_keys()
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* dispatch_events()
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*
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* which will pull all the events from the sfml event queue, transpose them over
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* to vr:events, compare to the last frame and create held key events for keys held
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* for longer than one frame, and finally dispatch the events to the relevent VrEventListener's
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*
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*/
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class Input : public VrEventPublisher, private Gui{
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public:
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@@ -14,9 +30,6 @@ public:
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Input();
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~Input();
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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_sf_events(sf::RenderWindow *window);
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void consume_vr_events();
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@@ -33,7 +46,8 @@ private:
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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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// TODO: What the hell was I using these for?
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std::vector<bool> keyboard_flags;
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std::vector<bool> mouse_flags;
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@@ -4,6 +4,17 @@
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#include "Pub_Sub.h"
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#include <list>
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/**
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*
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* NetworkInput
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*
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* Prototype network joystick, listens to clients connecting to a certain port and reads
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* packets pertaining to, in the case of the lights, xyz movement. This could in theory
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* provide a very generic way to listen to network input and generate events from received
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* packets.
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*
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*/
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struct CustomPacket {
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char data[1024];
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@@ -9,19 +9,24 @@ class VrEventPublisher;
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class VrEventSubscriber {
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public:
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virtual ~VrEventSubscriber() {};
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virtual ~VrEventSubscriber();
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virtual void recieve_event(VrEventPublisher* publisher, std::unique_ptr<vr::Event> event) = 0;
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void subscribe_to_publisher(VrEventPublisher* publisher, vr::Event::EventType type);
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void subscribe_to_publisher(VrEventPublisher* publisher, std::vector<vr::Event::EventType> type);
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void unsubscribe(VrEventPublisher* publisher, vr::Event::EventType type);
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protected:
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std::vector<vr::Event::EventType> subscribed_event_types;
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// When we destroy a subscriber we need to be able to notify the publishers
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// We have to keep track of every EventType because of the way EventTypes
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// are mapped to subscribers in the publisher
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std::map<VrEventPublisher*, std::vector<vr::Event::EventType>> subscriptions;
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};
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class VrEventPublisher {
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public:
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virtual ~VrEventPublisher() {};
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virtual ~VrEventPublisher();
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virtual void subscribe(VrEventSubscriber *subscriber, vr::Event::EventType type);
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virtual void subscribe(VrEventSubscriber *subscriber, std::vector<vr::Event::EventType> type);
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virtual void unsubscribe(VrEventSubscriber *s, vr::Event::EventType c);
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