Created CPad and PadSystem. Doesn't do very much.
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@@ -58,28 +58,22 @@ public:
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m_World->ComponentFactory.Register<Components::Transform>();
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m_World->SystemFactory.Register<Systems::TransformSystem>([this]() { return new Systems::TransformSystem(m_World.get(), m_EventBroker); });
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m_World->AddSystem<Systems::TransformSystem>();
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<<<<<<< HEAD
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m_World->SystemFactory.Register<Systems::LevelSystem>([this]() { return new Systems::LevelSystem(m_World.get(), m_EventBroker); });
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m_World->AddSystem<Systems::LevelSystem>();
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=======
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>>>>>>> origin/master
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m_World->ComponentFactory.Register<Components::Model>();
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m_World->ComponentFactory.Register<Components::Template>();
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m_World->Initialize();
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<<<<<<< HEAD
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// auto ent = m_World->CreateEntity();
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// std::shared_ptr<Components::Transform> transform = m_World->AddComponent<Components::Transform>(ent);
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// transform->Position = glm::vec3(0.f, 0.f, -10.f);
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// std::shared_ptr<Components::Model> model = m_World->AddComponent<Components::Model>(ent);
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// model->ModelFile = "Models/Core/UnitSphere.obj";
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=======
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auto ent = m_World->CreateEntity();
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std::shared_ptr<Components::Transform> transform = m_World->AddComponent<Components::Transform>(ent);
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transform->Position = glm::vec3(0.f, 0.f, -10.f);
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std::shared_ptr<Components::Model> model = m_World->AddComponent<Components::Model>(ent);
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model->ModelFile = "Models/Core/UnitSphere.obj";
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>>>>>>> origin/master
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m_LastTime = glfwGetTime();
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@@ -99,7 +93,8 @@ public:
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m_InputManager->Update(dt);
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m_World->Update(dt);
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<<<<<<< HEAD
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//
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// if (glfwGetKey(m_Renderer->Window(), GLFW_KEY_R)) {
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// ResourceManager::Reload("Shaders/Deferred/3/Fragment.glsl");
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@@ -111,7 +106,6 @@ public:
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// Render scene
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//TODO send renderqueue to draw.
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// m_Renderer->Draw(m_RendererQueue);
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=======
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if (glfwGetKey(m_Renderer->Window(), GLFW_KEY_R)) {
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ResourceManager::Reload("Shaders/Deferred/3/Fragment.glsl");
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@@ -123,7 +117,6 @@ public:
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// Render scene
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//TODO send renderqueue to draw.
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m_Renderer->Draw(m_RendererQueue);
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>>>>>>> origin/master
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// Swap event queues
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m_EventBroker->Clear();
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@@ -34,54 +34,23 @@ class InputController
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public:
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InputController(std::shared_ptr<dd::EventBroker> eventBroker)
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: EventBroker(eventBroker)
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, InGame(true)
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{ Initialize(); }
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virtual void Initialize()
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{
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EVENT_SUBSCRIBE_MEMBER(m_EInputCommand, &InputController::_OnCommand);
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EVENT_SUBSCRIBE_MEMBER(m_EMouseMove, &InputController::_OnMouseMove);
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EVENT_SUBSCRIBE_MEMBER(m_EGameStart, &InputController::OnGameStart);
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EVENT_SUBSCRIBE_MEMBER(m_EGameOver, &InputController::OnGameOver);
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EVENT_SUBSCRIBE_MEMBER(m_EInputCommand, &InputController::OnCommand);
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EVENT_SUBSCRIBE_MEMBER(m_EMouseMove, &InputController::OnMouseMove);
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}
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virtual bool OnCommand(const Events::InputCommand &event) { return false; }
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virtual bool OnMouseMove(const Events::MouseMove &event) { return false; }
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virtual bool OnGameStart(const Events::GameStart &event)
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{
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InGame = true;
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return true;
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}
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virtual bool OnGameOver(const Events::GameOver &event)
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{
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InGame = false;
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return true;
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}
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protected:
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std::shared_ptr<dd::EventBroker> EventBroker;
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bool InGame;
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private:
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EventRelay<EventContext, Events::InputCommand> m_EInputCommand;
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EventRelay<EventContext, Events::MouseMove> m_EMouseMove;
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EventRelay<EventContext, Events::GameStart> m_EGameStart;
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EventRelay<EventContext, Events::GameOver> m_EGameOver;
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virtual bool _OnCommand(const Events::InputCommand &event)
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{
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if (InGame || event.Value == 0)
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return OnCommand(event);
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else
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return false;
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}
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virtual bool _OnMouseMove(const Events::MouseMove &event)
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{
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if (InGame)
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return OnMouseMove(event);
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else
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return false;
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}
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};
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}
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