3d movement
This commit is contained in:
@@ -1,5 +1,6 @@
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#include "Global.h"
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#include "bx/constants.h"
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#include "bx/bx.h"
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#include "bx/float4x4_t.h"
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#include "bx/math.h"
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#include <cassert>
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@@ -9,89 +10,77 @@ namespace
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Game::GameInstance* GameInst = nullptr;
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} // namespace
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void Vec2::Normalize()
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{
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float len = bx::sqrt(X * X + Y * Y);
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X /= len;
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Y /= len;
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}
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void Vec3::Normalize()
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{
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float len = bx::sqrt(X * X + Y * Y + Z * Z);
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X /= len;
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Y /= len;
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Z /= len;
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}
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Quat Quat::FromEuler(float x, float y, float z)
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{
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x *= bx::kPi / 180.0f;
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y *= bx::kPi / 180.0f;
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z *= bx::kPi / 180.0f;
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float cX = bx::cos(x);
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float cY = bx::cos(y);
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float cZ = bx::cos(z);
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float sX = bx::sin(x);
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float sY = bx::sin(y);
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float sZ = bx::sin(z);
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return Quat{cX * cY * cZ - sX * sY * sZ,
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sY * cX * cZ - sX * sZ * cY,
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sX * sY * cZ + sZ * cX * cY,
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sX * cY * cZ + sY * sZ * cX};
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}
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Quat Quat::FromEuler(Vec3 rot)
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{
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return Quat::FromEuler(rot.X, rot.Y, rot.Z);
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}
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void Mat4::CreateTransform(float* out, Vec3 pos, Quat rot, Vec3 scale)
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void Transform::CreateTransform(float* out, bx::Vec3 pos, bx::Quaternion rot, bx::Vec3 scale)
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{
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if (out == nullptr) return;
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float rMat[16]{0};
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float tMat[16]{0};
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float sMat[16]{0};
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bx::mtxFromQuaternion(rMat, bx::Quaternion{rot.X, rot.Y, rot.Z, rot.W});
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bx::mtxTranslate(tMat, pos.X, pos.Y, pos.Z);
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bx::mtxScale(sMat, scale.X, scale.Y, scale.Z);
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bx::mtxFromQuaternion(rMat, bx::Quaternion{rot.x, rot.y, rot.z, rot.w});
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bx::mtxTranslate(tMat, pos.x, pos.y, pos.z);
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bx::mtxScale(sMat, scale.x, scale.y, scale.z);
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float buf[16]{0};
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bx::mtxMul(buf, rMat, sMat);
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bx::mtxMul(out, buf, tMat);
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}
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void Mat4::TranslateLocal(Vec3 offset)
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void Transform::Translate(bx::Vec3 offset)
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{
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M[12] += offset.X;
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M[13] += offset.Y;
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M[14] += offset.Z;
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Position = bx::add(Position, offset);
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}
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void Mat4::Rotate(Vec3 rotation)
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void Transform::TranslateLocal(bx::Vec3 offset)
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{
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UpdateMatrix();
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float offsetPtr[4]{offset.x, offset.y, offset.z, 0.0f};
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float localOffset[4]{0.0f};
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bx::vec4MulMtx(localOffset, offsetPtr, MI.M);
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Position = bx::add(Position, {localOffset[0], localOffset[1], localOffset[2]});
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}
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void Transform::Rotate(bx::Vec3 rotation)
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{
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float rot[16]{0};
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bx::mtxRotateXYZ(rot, rotation.X, rotation.Y, rotation.Z);
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bx::mtxRotateXYZ(rot, rotation.x, rotation.y, rotation.z);
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float temp[16]{0};
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bx::mtxMul(temp, M, rot);
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for (int32_t i = 0; i < 16; ++i)
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M[i] = temp[i];
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bx::mtxMul(temp, rot, Rotation.M);
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bx::memCopy(Rotation.M, temp, sizeof(temp));
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}
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Vec3 Mat4::Right()
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void Transform::RotateLocal(bx::Vec3 rotation)
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{
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return {M[0], M[1], M[2]};
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float rot[16]{0};
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bx::mtxRotateXYZ(rot, rotation.x, rotation.y, rotation.z);
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float temp[16]{0};
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bx::mtxMul(temp, Rotation.M, rot);
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bx::memCopy(Rotation.M, temp, sizeof(temp));
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}
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Vec3 Mat4::Up()
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bx::Vec3 Transform::Right() const
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{
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return {M[4], M[5], M[6]};
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return {M.M[0], M.M[1], M.M[2]};
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}
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Vec3 Mat4::Forward()
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bx::Vec3 Transform::Up() const
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{
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return {M[8], M[9], M[10]};
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return {M.M[4], M.M[5], M.M[6]};
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}
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bx::Vec3 Transform::Forward() const
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{
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return {M.M[8], M.M[9], M.M[10]};
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}
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void Transform::UpdateMatrix()
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{
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Mat4 pos;
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Mat4 scale;
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bx::mtxTranslate(pos.M, Position.x, Position.y, Position.z);
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bx::mtxScale(scale.M, Scale.x, Scale.y, Scale.z);
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Mat4 temp;
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bx::mtxMul(temp.M, scale.M, Rotation.M);
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bx::mtxMul(M.M, pos.M, temp.M);
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bx::mtxInverse(MI.M, M.M);
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}
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namespace Game
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@@ -1,53 +1,6 @@
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#pragma once
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#include <bx/math.h>
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#include <cstdint>
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struct SharedData;
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struct IVec2
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{
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int32_t X = 0;
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int32_t Y = 0;
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};
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struct IVec3
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{
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int32_t X = 0;
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int32_t Y = 0;
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};
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struct Vec2
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{
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float X = 0.0f;
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float Y = 0.0f;
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void Normalize();
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};
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struct Vec3
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{
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float X = 0.0f;
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float Y = 0.0f;
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float Z = 0.0f;
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bx::Vec3 ToBX()
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{
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return {X, Y, Z};
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};
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void Normalize();
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};
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struct Quat
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{
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float X = 0.0f;
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float Y = 0.0f;
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float Z = 0.0f;
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float W = 1.0f;
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static Quat FromEuler(float x, float y, float z);
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static Quat FromEuler(Vec3 rot);
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};
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#include "bx/math.h"
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struct Mat4
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{
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@@ -69,15 +22,30 @@ struct Mat4
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0.0,
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1.0,
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};
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static void CreateTransform(float* out, Vec3 pos, Quat rot = {}, Vec3 scale = {1.0f, 1.0f, 1.0f});
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void TranslateLocal(Vec3 offset);
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void Rotate(Vec3 rotation);
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Vec3 Right();
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Vec3 Up();
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Vec3 Forward();
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};
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struct Transform
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{
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Mat4 M;
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Mat4 MI;
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bx::Vec3 Position{0.0f, 0.0f, 0.0f};
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Mat4 Rotation;
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bx::Vec3 Scale{1.0f, 1.0f, 1.0f};
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static void CreateTransform(float* out, bx::Vec3 pos, bx::Quaternion rot, bx::Vec3 scale);
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void Translate(bx::Vec3 offset);
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void TranslateLocal(bx::Vec3 offset);
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void Rotate(bx::Vec3 rotation);
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void RotateLocal(bx::Vec3 rotation);
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bx::Vec3 Right() const;
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bx::Vec3 Up() const;
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bx::Vec3 Forward() const;
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const float* GetPtr();
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void UpdateMatrix();
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};
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struct SharedData;
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namespace Game
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{
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struct GameInstance;
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506
src/game/Input.h
506
src/game/Input.h
@@ -2,7 +2,7 @@
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enum class ScanCode
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{
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SDL_SCANCODE_UNKNOWN = 0,
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UNKNOWN = 0,
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/**
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* \name Usage page 0x07
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@@ -11,55 +11,55 @@ enum class ScanCode
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*/
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/* @{ */
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SDL_SCANCODE_A = 4,
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SDL_SCANCODE_B = 5,
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SDL_SCANCODE_C = 6,
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SDL_SCANCODE_D = 7,
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SDL_SCANCODE_E = 8,
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SDL_SCANCODE_F = 9,
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SDL_SCANCODE_G = 10,
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SDL_SCANCODE_H = 11,
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SDL_SCANCODE_I = 12,
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SDL_SCANCODE_J = 13,
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SDL_SCANCODE_K = 14,
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SDL_SCANCODE_L = 15,
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SDL_SCANCODE_M = 16,
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SDL_SCANCODE_N = 17,
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SDL_SCANCODE_O = 18,
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SDL_SCANCODE_P = 19,
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SDL_SCANCODE_Q = 20,
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SDL_SCANCODE_R = 21,
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SDL_SCANCODE_S = 22,
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SDL_SCANCODE_T = 23,
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SDL_SCANCODE_U = 24,
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SDL_SCANCODE_V = 25,
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SDL_SCANCODE_W = 26,
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SDL_SCANCODE_X = 27,
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SDL_SCANCODE_Y = 28,
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SDL_SCANCODE_Z = 29,
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A = 4,
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B = 5,
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C = 6,
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D = 7,
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E = 8,
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F = 9,
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G = 10,
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H = 11,
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I = 12,
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J = 13,
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K = 14,
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L = 15,
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M = 16,
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N = 17,
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O = 18,
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P = 19,
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Q = 20,
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R = 21,
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S = 22,
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T = 23,
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U = 24,
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V = 25,
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W = 26,
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X = 27,
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Y = 28,
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Z = 29,
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SDL_SCANCODE_1 = 30,
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SDL_SCANCODE_2 = 31,
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SDL_SCANCODE_3 = 32,
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SDL_SCANCODE_4 = 33,
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SDL_SCANCODE_5 = 34,
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SDL_SCANCODE_6 = 35,
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SDL_SCANCODE_7 = 36,
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SDL_SCANCODE_8 = 37,
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SDL_SCANCODE_9 = 38,
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SDL_SCANCODE_0 = 39,
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_1 = 30,
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_2 = 31,
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_3 = 32,
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_4 = 33,
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_5 = 34,
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_6 = 35,
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_7 = 36,
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_8 = 37,
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_9 = 38,
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_0 = 39,
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SDL_SCANCODE_RETURN = 40,
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SDL_SCANCODE_ESCAPE = 41,
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SDL_SCANCODE_BACKSPACE = 42,
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SDL_SCANCODE_TAB = 43,
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SDL_SCANCODE_SPACE = 44,
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RETURN = 40,
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ESCAPE = 41,
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BACKSPACE = 42,
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TAB = 43,
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SPACE = 44,
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SDL_SCANCODE_MINUS = 45,
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SDL_SCANCODE_EQUALS = 46,
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SDL_SCANCODE_LEFTBRACKET = 47,
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SDL_SCANCODE_RIGHTBRACKET = 48,
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SDL_SCANCODE_BACKSLASH = 49, /**< Located at the lower left of the return
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MINUS = 45,
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EQUALS = 46,
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LEFTBRACKET = 47,
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RIGHTBRACKET = 48,
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BACKSLASH = 49, /**< Located at the lower left of the return
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* key on ISO keyboards and at the right end
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* of the QWERTY row on ANSI keyboards.
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* Produces REVERSE SOLIDUS (backslash) and
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@@ -73,21 +73,21 @@ enum class ScanCode
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* layout, and ASTERISK and MICRO SIGN in a
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* French Windows layout.
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*/
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SDL_SCANCODE_NONUSHASH = 50, /**< ISO USB keyboards actually use this code
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NONUSHASH = 50, /**< ISO USB keyboards actually use this code
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* instead of 49 for the same key, but all
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* OSes I've seen treat the two codes
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* identically. So, as an implementor, unless
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* your keyboard generates both of those
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* codes and your OS treats them differently,
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* you should generate SDL_SCANCODE_BACKSLASH
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* you should generate BACKSLASH
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* instead of this code. As a user, you
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* should not rely on this code because SDL
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* will never generate it with most (all?)
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* keyboards.
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*/
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SDL_SCANCODE_SEMICOLON = 51,
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SDL_SCANCODE_APOSTROPHE = 52,
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SDL_SCANCODE_GRAVE = 53, /**< Located in the top left corner (on both ANSI
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SEMICOLON = 51,
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APOSTROPHE = 52,
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GRAVE = 53, /**< Located in the top left corner (on both ANSI
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* and ISO keyboards). Produces GRAVE ACCENT and
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* TILDE in a US Windows layout and in US and UK
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* Mac layouts on ANSI keyboards, GRAVE ACCENT
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@@ -104,60 +104,60 @@ enum class ScanCode
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* SIGN in a Swiss German, German, or French Mac
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* layout on ANSI keyboards.
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*/
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SDL_SCANCODE_COMMA = 54,
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SDL_SCANCODE_PERIOD = 55,
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SDL_SCANCODE_SLASH = 56,
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COMMA = 54,
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PERIOD = 55,
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SLASH = 56,
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SDL_SCANCODE_CAPSLOCK = 57,
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CAPSLOCK = 57,
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SDL_SCANCODE_F1 = 58,
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SDL_SCANCODE_F2 = 59,
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SDL_SCANCODE_F3 = 60,
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SDL_SCANCODE_F4 = 61,
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SDL_SCANCODE_F5 = 62,
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SDL_SCANCODE_F6 = 63,
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SDL_SCANCODE_F7 = 64,
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SDL_SCANCODE_F8 = 65,
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SDL_SCANCODE_F9 = 66,
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SDL_SCANCODE_F10 = 67,
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SDL_SCANCODE_F11 = 68,
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SDL_SCANCODE_F12 = 69,
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F1 = 58,
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F2 = 59,
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F3 = 60,
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F4 = 61,
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F5 = 62,
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F6 = 63,
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F7 = 64,
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F8 = 65,
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F9 = 66,
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F10 = 67,
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F11 = 68,
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F12 = 69,
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SDL_SCANCODE_PRINTSCREEN = 70,
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SDL_SCANCODE_SCROLLLOCK = 71,
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SDL_SCANCODE_PAUSE = 72,
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SDL_SCANCODE_INSERT = 73, /**< insert on PC, help on some Mac keyboards (but
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PRINTSCREEN = 70,
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SCROLLLOCK = 71,
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PAUSE = 72,
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INSERT = 73, /**< insert on PC, help on some Mac keyboards (but
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does send code 73, not 117) */
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SDL_SCANCODE_HOME = 74,
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SDL_SCANCODE_PAGEUP = 75,
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SDL_SCANCODE_DELETE = 76,
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SDL_SCANCODE_END = 77,
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SDL_SCANCODE_PAGEDOWN = 78,
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SDL_SCANCODE_RIGHT = 79,
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SDL_SCANCODE_LEFT = 80,
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SDL_SCANCODE_DOWN = 81,
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SDL_SCANCODE_UP = 82,
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HOME = 74,
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PAGEUP = 75,
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DELETE = 76,
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END = 77,
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PAGEDOWN = 78,
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RIGHT = 79,
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LEFT = 80,
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DOWN = 81,
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UP = 82,
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SDL_SCANCODE_NUMLOCKCLEAR = 83, /**< num lock on PC, clear on Mac keyboards
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NUMLOCKCLEAR = 83, /**< num lock on PC, clear on Mac keyboards
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*/
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SDL_SCANCODE_KP_DIVIDE = 84,
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SDL_SCANCODE_KP_MULTIPLY = 85,
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SDL_SCANCODE_KP_MINUS = 86,
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SDL_SCANCODE_KP_PLUS = 87,
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SDL_SCANCODE_KP_ENTER = 88,
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SDL_SCANCODE_KP_1 = 89,
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SDL_SCANCODE_KP_2 = 90,
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SDL_SCANCODE_KP_3 = 91,
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SDL_SCANCODE_KP_4 = 92,
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SDL_SCANCODE_KP_5 = 93,
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SDL_SCANCODE_KP_6 = 94,
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SDL_SCANCODE_KP_7 = 95,
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SDL_SCANCODE_KP_8 = 96,
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SDL_SCANCODE_KP_9 = 97,
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SDL_SCANCODE_KP_0 = 98,
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SDL_SCANCODE_KP_PERIOD = 99,
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KP_DIVIDE = 84,
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KP_MULTIPLY = 85,
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KP_MINUS = 86,
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KP_PLUS = 87,
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KP_ENTER = 88,
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KP_1 = 89,
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KP_2 = 90,
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KP_3 = 91,
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KP_4 = 92,
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KP_5 = 93,
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KP_6 = 94,
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KP_7 = 95,
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KP_8 = 96,
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KP_9 = 97,
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KP_0 = 98,
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KP_PERIOD = 99,
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SDL_SCANCODE_NONUSBACKSLASH = 100, /**< This is the additional key that ISO
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NONUSBACKSLASH = 100, /**< This is the additional key that ISO
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* keyboards have over ANSI ones,
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||||
* located between left shift and Y.
|
||||
* Produces GRAVE ACCENT and TILDE in a
|
||||
@@ -167,134 +167,134 @@ enum class ScanCode
|
||||
* LESS-THAN SIGN and GREATER-THAN SIGN
|
||||
* in a Swiss German, German, or French
|
||||
* layout. */
|
||||
SDL_SCANCODE_APPLICATION = 101, /**< windows contextual menu, compose */
|
||||
SDL_SCANCODE_POWER = 102, /**< The USB document says this is a status flag,
|
||||
APPLICATION = 101, /**< windows contextual menu, compose */
|
||||
POWER = 102, /**< The USB document says this is a status flag,
|
||||
* not a physical key - but some Mac keyboards
|
||||
* do have a power key. */
|
||||
SDL_SCANCODE_KP_EQUALS = 103,
|
||||
SDL_SCANCODE_F13 = 104,
|
||||
SDL_SCANCODE_F14 = 105,
|
||||
SDL_SCANCODE_F15 = 106,
|
||||
SDL_SCANCODE_F16 = 107,
|
||||
SDL_SCANCODE_F17 = 108,
|
||||
SDL_SCANCODE_F18 = 109,
|
||||
SDL_SCANCODE_F19 = 110,
|
||||
SDL_SCANCODE_F20 = 111,
|
||||
SDL_SCANCODE_F21 = 112,
|
||||
SDL_SCANCODE_F22 = 113,
|
||||
SDL_SCANCODE_F23 = 114,
|
||||
SDL_SCANCODE_F24 = 115,
|
||||
SDL_SCANCODE_EXECUTE = 116,
|
||||
SDL_SCANCODE_HELP = 117, /**< AL Integrated Help Center */
|
||||
SDL_SCANCODE_MENU = 118, /**< Menu (show menu) */
|
||||
SDL_SCANCODE_SELECT = 119,
|
||||
SDL_SCANCODE_STOP = 120, /**< AC Stop */
|
||||
SDL_SCANCODE_AGAIN = 121, /**< AC Redo/Repeat */
|
||||
SDL_SCANCODE_UNDO = 122, /**< AC Undo */
|
||||
SDL_SCANCODE_CUT = 123, /**< AC Cut */
|
||||
SDL_SCANCODE_COPY = 124, /**< AC Copy */
|
||||
SDL_SCANCODE_PASTE = 125, /**< AC Paste */
|
||||
SDL_SCANCODE_FIND = 126, /**< AC Find */
|
||||
SDL_SCANCODE_MUTE = 127,
|
||||
SDL_SCANCODE_VOLUMEUP = 128,
|
||||
SDL_SCANCODE_VOLUMEDOWN = 129,
|
||||
KP_EQUALS = 103,
|
||||
F13 = 104,
|
||||
F14 = 105,
|
||||
F15 = 106,
|
||||
F16 = 107,
|
||||
F17 = 108,
|
||||
F18 = 109,
|
||||
F19 = 110,
|
||||
F20 = 111,
|
||||
F21 = 112,
|
||||
F22 = 113,
|
||||
F23 = 114,
|
||||
F24 = 115,
|
||||
EXECUTE = 116,
|
||||
HELP = 117, /**< AL Integrated Help Center */
|
||||
MENU = 118, /**< Menu (show menu) */
|
||||
SELECT = 119,
|
||||
STOP = 120, /**< AC Stop */
|
||||
AGAIN = 121, /**< AC Redo/Repeat */
|
||||
UNDO = 122, /**< AC Undo */
|
||||
CUT = 123, /**< AC Cut */
|
||||
COPY = 124, /**< AC Copy */
|
||||
PASTE = 125, /**< AC Paste */
|
||||
FIND = 126, /**< AC Find */
|
||||
MUTE = 127,
|
||||
VOLUMEUP = 128,
|
||||
VOLUMEDOWN = 129,
|
||||
/* not sure whether there's a reason to enable these */
|
||||
/* SDL_SCANCODE_LOCKINGCAPSLOCK = 130, */
|
||||
/* SDL_SCANCODE_LOCKINGNUMLOCK = 131, */
|
||||
/* SDL_SCANCODE_LOCKINGSCROLLLOCK = 132, */
|
||||
SDL_SCANCODE_KP_COMMA = 133,
|
||||
SDL_SCANCODE_KP_EQUALSAS400 = 134,
|
||||
/* LOCKINGCAPSLOCK = 130, */
|
||||
/* LOCKINGNUMLOCK = 131, */
|
||||
/* LOCKINGSCROLLLOCK = 132, */
|
||||
KP_COMMA = 133,
|
||||
KP_EQUALSAS400 = 134,
|
||||
|
||||
SDL_SCANCODE_INTERNATIONAL1 = 135, /**< used on Asian keyboards, see
|
||||
INTERNATIONAL1 = 135, /**< used on Asian keyboards, see
|
||||
footnotes in USB doc */
|
||||
SDL_SCANCODE_INTERNATIONAL2 = 136,
|
||||
SDL_SCANCODE_INTERNATIONAL3 = 137, /**< Yen */
|
||||
SDL_SCANCODE_INTERNATIONAL4 = 138,
|
||||
SDL_SCANCODE_INTERNATIONAL5 = 139,
|
||||
SDL_SCANCODE_INTERNATIONAL6 = 140,
|
||||
SDL_SCANCODE_INTERNATIONAL7 = 141,
|
||||
SDL_SCANCODE_INTERNATIONAL8 = 142,
|
||||
SDL_SCANCODE_INTERNATIONAL9 = 143,
|
||||
SDL_SCANCODE_LANG1 = 144, /**< Hangul/English toggle */
|
||||
SDL_SCANCODE_LANG2 = 145, /**< Hanja conversion */
|
||||
SDL_SCANCODE_LANG3 = 146, /**< Katakana */
|
||||
SDL_SCANCODE_LANG4 = 147, /**< Hiragana */
|
||||
SDL_SCANCODE_LANG5 = 148, /**< Zenkaku/Hankaku */
|
||||
SDL_SCANCODE_LANG6 = 149, /**< reserved */
|
||||
SDL_SCANCODE_LANG7 = 150, /**< reserved */
|
||||
SDL_SCANCODE_LANG8 = 151, /**< reserved */
|
||||
SDL_SCANCODE_LANG9 = 152, /**< reserved */
|
||||
INTERNATIONAL2 = 136,
|
||||
INTERNATIONAL3 = 137, /**< Yen */
|
||||
INTERNATIONAL4 = 138,
|
||||
INTERNATIONAL5 = 139,
|
||||
INTERNATIONAL6 = 140,
|
||||
INTERNATIONAL7 = 141,
|
||||
INTERNATIONAL8 = 142,
|
||||
INTERNATIONAL9 = 143,
|
||||
LANG1 = 144, /**< Hangul/English toggle */
|
||||
LANG2 = 145, /**< Hanja conversion */
|
||||
LANG3 = 146, /**< Katakana */
|
||||
LANG4 = 147, /**< Hiragana */
|
||||
LANG5 = 148, /**< Zenkaku/Hankaku */
|
||||
LANG6 = 149, /**< reserved */
|
||||
LANG7 = 150, /**< reserved */
|
||||
LANG8 = 151, /**< reserved */
|
||||
LANG9 = 152, /**< reserved */
|
||||
|
||||
SDL_SCANCODE_ALTERASE = 153, /**< Erase-Eaze */
|
||||
SDL_SCANCODE_SYSREQ = 154,
|
||||
SDL_SCANCODE_CANCEL = 155, /**< AC Cancel */
|
||||
SDL_SCANCODE_CLEAR = 156,
|
||||
SDL_SCANCODE_PRIOR = 157,
|
||||
SDL_SCANCODE_RETURN2 = 158,
|
||||
SDL_SCANCODE_SEPARATOR = 159,
|
||||
SDL_SCANCODE_OUT = 160,
|
||||
SDL_SCANCODE_OPER = 161,
|
||||
SDL_SCANCODE_CLEARAGAIN = 162,
|
||||
SDL_SCANCODE_CRSEL = 163,
|
||||
SDL_SCANCODE_EXSEL = 164,
|
||||
ALTERASE = 153, /**< Erase-Eaze */
|
||||
SYSREQ = 154,
|
||||
CANCEL = 155, /**< AC Cancel */
|
||||
CLEAR = 156,
|
||||
PRIOR = 157,
|
||||
RETURN2 = 158,
|
||||
SEPARATOR = 159,
|
||||
OUT = 160,
|
||||
OPER = 161,
|
||||
CLEARAGAIN = 162,
|
||||
CRSEL = 163,
|
||||
EXSEL = 164,
|
||||
|
||||
SDL_SCANCODE_KP_00 = 176,
|
||||
SDL_SCANCODE_KP_000 = 177,
|
||||
SDL_SCANCODE_THOUSANDSSEPARATOR = 178,
|
||||
SDL_SCANCODE_DECIMALSEPARATOR = 179,
|
||||
SDL_SCANCODE_CURRENCYUNIT = 180,
|
||||
SDL_SCANCODE_CURRENCYSUBUNIT = 181,
|
||||
SDL_SCANCODE_KP_LEFTPAREN = 182,
|
||||
SDL_SCANCODE_KP_RIGHTPAREN = 183,
|
||||
SDL_SCANCODE_KP_LEFTBRACE = 184,
|
||||
SDL_SCANCODE_KP_RIGHTBRACE = 185,
|
||||
SDL_SCANCODE_KP_TAB = 186,
|
||||
SDL_SCANCODE_KP_BACKSPACE = 187,
|
||||
SDL_SCANCODE_KP_A = 188,
|
||||
SDL_SCANCODE_KP_B = 189,
|
||||
SDL_SCANCODE_KP_C = 190,
|
||||
SDL_SCANCODE_KP_D = 191,
|
||||
SDL_SCANCODE_KP_E = 192,
|
||||
SDL_SCANCODE_KP_F = 193,
|
||||
SDL_SCANCODE_KP_XOR = 194,
|
||||
SDL_SCANCODE_KP_POWER = 195,
|
||||
SDL_SCANCODE_KP_PERCENT = 196,
|
||||
SDL_SCANCODE_KP_LESS = 197,
|
||||
SDL_SCANCODE_KP_GREATER = 198,
|
||||
SDL_SCANCODE_KP_AMPERSAND = 199,
|
||||
SDL_SCANCODE_KP_DBLAMPERSAND = 200,
|
||||
SDL_SCANCODE_KP_VERTICALBAR = 201,
|
||||
SDL_SCANCODE_KP_DBLVERTICALBAR = 202,
|
||||
SDL_SCANCODE_KP_COLON = 203,
|
||||
SDL_SCANCODE_KP_HASH = 204,
|
||||
SDL_SCANCODE_KP_SPACE = 205,
|
||||
SDL_SCANCODE_KP_AT = 206,
|
||||
SDL_SCANCODE_KP_EXCLAM = 207,
|
||||
SDL_SCANCODE_KP_MEMSTORE = 208,
|
||||
SDL_SCANCODE_KP_MEMRECALL = 209,
|
||||
SDL_SCANCODE_KP_MEMCLEAR = 210,
|
||||
SDL_SCANCODE_KP_MEMADD = 211,
|
||||
SDL_SCANCODE_KP_MEMSUBTRACT = 212,
|
||||
SDL_SCANCODE_KP_MEMMULTIPLY = 213,
|
||||
SDL_SCANCODE_KP_MEMDIVIDE = 214,
|
||||
SDL_SCANCODE_KP_PLUSMINUS = 215,
|
||||
SDL_SCANCODE_KP_CLEAR = 216,
|
||||
SDL_SCANCODE_KP_CLEARENTRY = 217,
|
||||
SDL_SCANCODE_KP_BINARY = 218,
|
||||
SDL_SCANCODE_KP_OCTAL = 219,
|
||||
SDL_SCANCODE_KP_DECIMAL = 220,
|
||||
SDL_SCANCODE_KP_HEXADECIMAL = 221,
|
||||
KP_00 = 176,
|
||||
KP_000 = 177,
|
||||
THOUSANDSSEPARATOR = 178,
|
||||
DECIMALSEPARATOR = 179,
|
||||
CURRENCYUNIT = 180,
|
||||
CURRENCYSUBUNIT = 181,
|
||||
KP_LEFTPAREN = 182,
|
||||
KP_RIGHTPAREN = 183,
|
||||
KP_LEFTBRACE = 184,
|
||||
KP_RIGHTBRACE = 185,
|
||||
KP_TAB = 186,
|
||||
KP_BACKSPACE = 187,
|
||||
KP_A = 188,
|
||||
KP_B = 189,
|
||||
KP_C = 190,
|
||||
KP_D = 191,
|
||||
KP_E = 192,
|
||||
KP_F = 193,
|
||||
KP_XOR = 194,
|
||||
KP_POWER = 195,
|
||||
KP_PERCENT = 196,
|
||||
KP_LESS = 197,
|
||||
KP_GREATER = 198,
|
||||
KP_AMPERSAND = 199,
|
||||
KP_DBLAMPERSAND = 200,
|
||||
KP_VERTICALBAR = 201,
|
||||
KP_DBLVERTICALBAR = 202,
|
||||
KP_COLON = 203,
|
||||
KP_HASH = 204,
|
||||
KP_SPACE = 205,
|
||||
KP_AT = 206,
|
||||
KP_EXCLAM = 207,
|
||||
KP_MEMSTORE = 208,
|
||||
KP_MEMRECALL = 209,
|
||||
KP_MEMCLEAR = 210,
|
||||
KP_MEMADD = 211,
|
||||
KP_MEMSUBTRACT = 212,
|
||||
KP_MEMMULTIPLY = 213,
|
||||
KP_MEMDIVIDE = 214,
|
||||
KP_PLUSMINUS = 215,
|
||||
KP_CLEAR = 216,
|
||||
KP_CLEARENTRY = 217,
|
||||
KP_BINARY = 218,
|
||||
KP_OCTAL = 219,
|
||||
KP_DECIMAL = 220,
|
||||
KP_HEXADECIMAL = 221,
|
||||
|
||||
SDL_SCANCODE_LCTRL = 224,
|
||||
SDL_SCANCODE_LSHIFT = 225,
|
||||
SDL_SCANCODE_LALT = 226, /**< alt, option */
|
||||
SDL_SCANCODE_LGUI = 227, /**< windows, command (apple), meta */
|
||||
SDL_SCANCODE_RCTRL = 228,
|
||||
SDL_SCANCODE_RSHIFT = 229,
|
||||
SDL_SCANCODE_RALT = 230, /**< alt gr, option */
|
||||
SDL_SCANCODE_RGUI = 231, /**< windows, command (apple), meta */
|
||||
LCTRL = 224,
|
||||
LSHIFT = 225,
|
||||
LALT = 226, /**< alt, option */
|
||||
LGUI = 227, /**< windows, command (apple), meta */
|
||||
RCTRL = 228,
|
||||
RSHIFT = 229,
|
||||
RALT = 230, /**< alt gr, option */
|
||||
RGUI = 231, /**< windows, command (apple), meta */
|
||||
|
||||
SDL_SCANCODE_MODE = 257, /**< I'm not sure if this is really not covered
|
||||
MODE = 257, /**< I'm not sure if this is really not covered
|
||||
* by any of the above, but since there's a
|
||||
* special SDL_KMOD_MODE for it I'm adding it here
|
||||
*/
|
||||
@@ -312,39 +312,39 @@ enum class ScanCode
|
||||
*/
|
||||
/* @{ */
|
||||
|
||||
SDL_SCANCODE_SLEEP = 258, /**< Sleep */
|
||||
SDL_SCANCODE_WAKE = 259, /**< Wake */
|
||||
SLEEP = 258, /**< Sleep */
|
||||
WAKE = 259, /**< Wake */
|
||||
|
||||
SDL_SCANCODE_CHANNEL_INCREMENT = 260, /**< Channel Increment */
|
||||
SDL_SCANCODE_CHANNEL_DECREMENT = 261, /**< Channel Decrement */
|
||||
CHANNEL_INCREMENT = 260, /**< Channel Increment */
|
||||
CHANNEL_DECREMENT = 261, /**< Channel Decrement */
|
||||
|
||||
SDL_SCANCODE_MEDIA_PLAY = 262, /**< Play */
|
||||
SDL_SCANCODE_MEDIA_PAUSE = 263, /**< Pause */
|
||||
SDL_SCANCODE_MEDIA_RECORD = 264, /**< Record */
|
||||
SDL_SCANCODE_MEDIA_FAST_FORWARD = 265, /**< Fast Forward */
|
||||
SDL_SCANCODE_MEDIA_REWIND = 266, /**< Rewind */
|
||||
SDL_SCANCODE_MEDIA_NEXT_TRACK = 267, /**< Next Track */
|
||||
SDL_SCANCODE_MEDIA_PREVIOUS_TRACK = 268, /**< Previous Track */
|
||||
SDL_SCANCODE_MEDIA_STOP = 269, /**< Stop */
|
||||
SDL_SCANCODE_MEDIA_EJECT = 270, /**< Eject */
|
||||
SDL_SCANCODE_MEDIA_PLAY_PAUSE = 271, /**< Play / Pause */
|
||||
SDL_SCANCODE_MEDIA_SELECT = 272, /* Media Select */
|
||||
MEDIA_PLAY = 262, /**< Play */
|
||||
MEDIA_PAUSE = 263, /**< Pause */
|
||||
MEDIA_RECORD = 264, /**< Record */
|
||||
MEDIA_FAST_FORWARD = 265, /**< Fast Forward */
|
||||
MEDIA_REWIND = 266, /**< Rewind */
|
||||
MEDIA_NEXT_TRACK = 267, /**< Next Track */
|
||||
MEDIA_PREVIOUS_TRACK = 268, /**< Previous Track */
|
||||
MEDIA_STOP = 269, /**< Stop */
|
||||
MEDIA_EJECT = 270, /**< Eject */
|
||||
MEDIA_PLAY_PAUSE = 271, /**< Play / Pause */
|
||||
MEDIA_SELECT = 272, /* Media Select */
|
||||
|
||||
SDL_SCANCODE_AC_NEW = 273, /**< AC New */
|
||||
SDL_SCANCODE_AC_OPEN = 274, /**< AC Open */
|
||||
SDL_SCANCODE_AC_CLOSE = 275, /**< AC Close */
|
||||
SDL_SCANCODE_AC_EXIT = 276, /**< AC Exit */
|
||||
SDL_SCANCODE_AC_SAVE = 277, /**< AC Save */
|
||||
SDL_SCANCODE_AC_PRINT = 278, /**< AC Print */
|
||||
SDL_SCANCODE_AC_PROPERTIES = 279, /**< AC Properties */
|
||||
AC_NEW = 273, /**< AC New */
|
||||
AC_OPEN = 274, /**< AC Open */
|
||||
AC_CLOSE = 275, /**< AC Close */
|
||||
AC_EXIT = 276, /**< AC Exit */
|
||||
AC_SAVE = 277, /**< AC Save */
|
||||
AC_PRINT = 278, /**< AC Print */
|
||||
AC_PROPERTIES = 279, /**< AC Properties */
|
||||
|
||||
SDL_SCANCODE_AC_SEARCH = 280, /**< AC Search */
|
||||
SDL_SCANCODE_AC_HOME = 281, /**< AC Home */
|
||||
SDL_SCANCODE_AC_BACK = 282, /**< AC Back */
|
||||
SDL_SCANCODE_AC_FORWARD = 283, /**< AC Forward */
|
||||
SDL_SCANCODE_AC_STOP = 284, /**< AC Stop */
|
||||
SDL_SCANCODE_AC_REFRESH = 285, /**< AC Refresh */
|
||||
SDL_SCANCODE_AC_BOOKMARKS = 286, /**< AC Bookmarks */
|
||||
AC_SEARCH = 280, /**< AC Search */
|
||||
AC_HOME = 281, /**< AC Home */
|
||||
AC_BACK = 282, /**< AC Back */
|
||||
AC_FORWARD = 283, /**< AC Forward */
|
||||
AC_STOP = 284, /**< AC Stop */
|
||||
AC_REFRESH = 285, /**< AC Refresh */
|
||||
AC_BOOKMARKS = 286, /**< AC Bookmarks */
|
||||
|
||||
/* @} */ /* Usage page 0x0C */
|
||||
|
||||
@@ -355,24 +355,24 @@ enum class ScanCode
|
||||
*/
|
||||
/* @{ */
|
||||
|
||||
SDL_SCANCODE_SOFTLEFT = 287, /**< Usually situated below the display on phones and
|
||||
SOFTLEFT = 287, /**< Usually situated below the display on phones and
|
||||
used as a multi-function feature key for selecting
|
||||
a software defined function shown on the bottom left
|
||||
of the display. */
|
||||
SDL_SCANCODE_SOFTRIGHT = 288, /**< Usually situated below the display on phones and
|
||||
SOFTRIGHT = 288, /**< Usually situated below the display on phones and
|
||||
used as a multi-function feature key for selecting
|
||||
a software defined function shown on the bottom right
|
||||
of the display. */
|
||||
SDL_SCANCODE_CALL = 289, /**< Used for accepting phone calls. */
|
||||
SDL_SCANCODE_ENDCALL = 290, /**< Used for rejecting phone calls. */
|
||||
CALL = 289, /**< Used for accepting phone calls. */
|
||||
ENDCALL = 290, /**< Used for rejecting phone calls. */
|
||||
|
||||
/* @} */ /* Mobile keys */
|
||||
|
||||
/* Add any other keys here. */
|
||||
|
||||
SDL_SCANCODE_RESERVED = 400, /**< 400-500 reserved for dynamic keycodes */
|
||||
RESERVED = 400, /**< 400-500 reserved for dynamic keycodes */
|
||||
|
||||
SDL_SCANCODE_COUNT = 512 /**< not a key, just marks the number of scancodes for array bounds */
|
||||
COUNT = 512 /**< not a key, just marks the number of scancodes for array bounds */
|
||||
};
|
||||
|
||||
namespace Game
|
||||
|
||||
@@ -56,15 +56,18 @@ namespace Game
|
||||
else
|
||||
{
|
||||
float scale = 1.0f + TestX * 0.4f;
|
||||
Mat4::CreateTransform(Transform.M,
|
||||
Vec3{TestX * 10.0f - 40.0f, TestY * 10.0f - 40.0f, (float)TestX},
|
||||
Quat::FromEuler(time * 10.0f + TestX, time * 5.0f * TestY, 0.0f),
|
||||
{scale, scale, scale});
|
||||
Transform::CreateTransform(
|
||||
Transform.M.M,
|
||||
bx::Vec3{TestX * 10.0f - 40.0f, TestY * 10.0f - 40.0f, (float)TestX},
|
||||
bx::fromEuler(
|
||||
{static_cast<float>(time * 10.0f + TestX), static_cast<float>(time * 5.0f * TestY), 0.0f}),
|
||||
{scale, scale, scale});
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
Mat4::CreateTransform(Transform.M, {0.0f, -30.0f, 100.0f}, {}, {100.0f, 10.0f, 100.0f});
|
||||
Transform::CreateTransform(
|
||||
Transform.M.M, {0.0f, -30.0f, 100.0f}, bx::Quaternion(0.0f, 0.0f, 0.0f, 1.0f), {100.0f, 10.0f, 100.0f});
|
||||
}
|
||||
}
|
||||
} // namespace Game
|
||||
|
||||
155
src/game/Level.h
155
src/game/Level.h
@@ -1,91 +1,90 @@
|
||||
#pragma once
|
||||
#include "Global.h"
|
||||
#include "../engine/Shared.h"
|
||||
#include "Global.h"
|
||||
#include "Log.h"
|
||||
#include <bgfx/bgfx.h>
|
||||
|
||||
namespace Game
|
||||
{
|
||||
|
||||
typedef uint16_t CubeHandle;
|
||||
|
||||
struct Cube
|
||||
{
|
||||
int32_t TestX = -1;
|
||||
int32_t TestY = -1;
|
||||
Mat4 Transform;
|
||||
uint16_t MaterialIdx = 0;
|
||||
uint16_t ModelIdx = 0;
|
||||
typedef uint16_t CubeHandle;
|
||||
|
||||
void Setup();
|
||||
void Update();
|
||||
};
|
||||
struct Cube
|
||||
{
|
||||
int32_t TestX = -1;
|
||||
int32_t TestY = -1;
|
||||
Transform Transform;
|
||||
uint16_t MaterialIdx = 0;
|
||||
uint16_t ModelIdx = 0;
|
||||
|
||||
template<typename T, uint32_t C>
|
||||
class EntityManager
|
||||
{
|
||||
public:
|
||||
uint16_t Count = 0;
|
||||
T* Data = nullptr;
|
||||
uint32_t EntitySize = 0;
|
||||
void Setup();
|
||||
void Update();
|
||||
};
|
||||
|
||||
public:
|
||||
uint64_t Setup(void* ptr)
|
||||
{
|
||||
if (EntitySize != sizeof(T))
|
||||
{
|
||||
Count = 0;
|
||||
}
|
||||
EntitySize = sizeof(T);
|
||||
Data = reinterpret_cast<T*>(ptr);
|
||||
return C*sizeof(T);
|
||||
}
|
||||
|
||||
T* New()
|
||||
{
|
||||
if (Data == nullptr)
|
||||
{
|
||||
Log("Accessed EntityManager before setup!");
|
||||
return nullptr;
|
||||
}
|
||||
if (Count >= C)
|
||||
{
|
||||
Log("Too many entities!");
|
||||
return nullptr;
|
||||
}
|
||||
Data[Count] = {};
|
||||
Data[Count].Setup();
|
||||
T* result = &Data[Count];
|
||||
++Count;
|
||||
return result;
|
||||
}
|
||||
template <typename T, uint32_t C> class EntityManager
|
||||
{
|
||||
public:
|
||||
uint16_t Count = 0;
|
||||
T* Data = nullptr;
|
||||
uint32_t EntitySize = 0;
|
||||
|
||||
T* Get(uint16_t idx)
|
||||
{
|
||||
if (idx > Count)
|
||||
{
|
||||
Log("OOB Access!");
|
||||
return nullptr;
|
||||
}
|
||||
return &Data[idx];
|
||||
}
|
||||
|
||||
void Update()
|
||||
{
|
||||
for (uint32_t i = 0; i < Count; ++i)
|
||||
{
|
||||
Data[i].Update();
|
||||
}
|
||||
}
|
||||
};
|
||||
|
||||
class Level
|
||||
{
|
||||
public:
|
||||
EntityManager<Cube, 1024> Cubes;
|
||||
public:
|
||||
uint64_t Setup(void* ptr)
|
||||
{
|
||||
if (EntitySize != sizeof(T))
|
||||
{
|
||||
Count = 0;
|
||||
}
|
||||
EntitySize = sizeof(T);
|
||||
Data = reinterpret_cast<T*>(ptr);
|
||||
return C * sizeof(T);
|
||||
}
|
||||
|
||||
public:
|
||||
void Setup(GameData& data);
|
||||
void Update();
|
||||
};
|
||||
}
|
||||
T* New()
|
||||
{
|
||||
if (Data == nullptr)
|
||||
{
|
||||
Log("Accessed EntityManager before setup!");
|
||||
return nullptr;
|
||||
}
|
||||
if (Count >= C)
|
||||
{
|
||||
Log("Too many entities!");
|
||||
return nullptr;
|
||||
}
|
||||
Data[Count] = {};
|
||||
Data[Count].Setup();
|
||||
T* result = &Data[Count];
|
||||
++Count;
|
||||
return result;
|
||||
}
|
||||
|
||||
T* Get(uint16_t idx)
|
||||
{
|
||||
if (idx > Count)
|
||||
{
|
||||
Log("OOB Access!");
|
||||
return nullptr;
|
||||
}
|
||||
return &Data[idx];
|
||||
}
|
||||
|
||||
void Update()
|
||||
{
|
||||
for (uint32_t i = 0; i < Count; ++i)
|
||||
{
|
||||
Data[i].Update();
|
||||
}
|
||||
}
|
||||
};
|
||||
|
||||
class Level
|
||||
{
|
||||
public:
|
||||
EntityManager<Cube, 1024> Cubes;
|
||||
|
||||
public:
|
||||
void Setup(GameData& data);
|
||||
void Update();
|
||||
};
|
||||
} // namespace Game
|
||||
|
||||
@@ -6,6 +6,7 @@
|
||||
#include "../Mesh.h"
|
||||
#include "Rendering.h"
|
||||
#include "bgfx/defines.h"
|
||||
#include "bx/math.h"
|
||||
#include "bx/timer.h"
|
||||
#include <bgfx/bgfx.h>
|
||||
#include <bx/file.h>
|
||||
@@ -179,26 +180,24 @@ namespace Game
|
||||
constexpr float moveSpeed = 10.0f;
|
||||
constexpr float rotSpeed = 1.0f;
|
||||
|
||||
float forwardInput =
|
||||
(GetKey(ScanCode::SDL_SCANCODE_W) ? 1.0f : 0.0f) + (GetKey(ScanCode::SDL_SCANCODE_S) ? -1.0f : 0.0f);
|
||||
float rightInput =
|
||||
(GetKey(ScanCode::SDL_SCANCODE_D) ? 1.0f : 0.0f) + (GetKey(ScanCode::SDL_SCANCODE_A) ? -1.0f : 0.0f);
|
||||
Vec2 moveInput = Vec2{rightInput, forwardInput};
|
||||
moveInput.Normalize();
|
||||
Vec3 inputVec = {moveInput.X * delta * moveSpeed, 0.0f, moveInput.Y * delta * moveSpeed};
|
||||
float forwardInput = (GetKey(ScanCode::W) ? 1.0f : 0.0f) + (GetKey(ScanCode::S) ? -1.0f : 0.0f);
|
||||
float rightInput = (GetKey(ScanCode::D) ? 1.0f : 0.0f) + (GetKey(ScanCode::A) ? -1.0f : 0.0f);
|
||||
bx::Vec3 moveInput = bx::Vec3{rightInput, forwardInput, 0.0f};
|
||||
moveInput = bx::normalize(moveInput);
|
||||
bx::Vec3 inputVec = {moveInput.x * delta * moveSpeed, 0.0f, moveInput.y * delta * moveSpeed};
|
||||
|
||||
Vec3 camForward = Cam.Transform.Forward();
|
||||
Vec3 camRight = Cam.Transform.Right();
|
||||
bx::Vec3 camForward = Cam.Transform.Forward();
|
||||
bx::Vec3 camRight = Cam.Transform.Right();
|
||||
|
||||
Vec3 rotInput = {shared.Window.MouseDeltaY * delta, shared.Window.MouseDeltaX * delta, 0.0f};
|
||||
Cam.Transform.Rotate({0.0f, rotInput.Y, 0.0f});
|
||||
// TODO: split transform into rot matrix and translation
|
||||
bx::Vec3 rotInput = {shared.Window.MouseDeltaY * delta, shared.Window.MouseDeltaX * delta, 0.0f};
|
||||
Cam.FreelookXRot += rotInput.x;
|
||||
Cam.FreelookYRot += rotInput.y;
|
||||
bx::mtxRotateY(Cam.Transform.Rotation.M, Cam.FreelookYRot);
|
||||
Cam.Transform.RotateLocal({Cam.FreelookXRot, 0.0f, 0.0f});
|
||||
|
||||
// Cam.Transform.Translate(
|
||||
// {camForward.X * forwardInput, camForward.Y * forwardInput, camForward.Z * forwardInput});
|
||||
Cam.Transform.TranslateLocal({0.0f, 0.0f, -forwardInput});
|
||||
Cam.Transform.TranslateLocal({-rightInput, 0.0f, 0.0f});
|
||||
bgfx::dbgTextPrintf(1, 4, 0x0f, "Cam forward: %.2f %.2f %.2f", camForward.X, camForward.Y, camForward.Z);
|
||||
bgfx::dbgTextPrintf(1, 4, 0x0f, "Cam forward: %.2f %.2f %.2f", camForward.x, camForward.y, camForward.z);
|
||||
}
|
||||
|
||||
// Set view and projection matrix for view 0.
|
||||
@@ -210,7 +209,8 @@ namespace Game
|
||||
0.1f,
|
||||
1000.0f,
|
||||
bgfx::getCaps()->homogeneousDepth);
|
||||
bgfx::setViewTransform(0, Cam.Transform.M, proj);
|
||||
Cam.Transform.UpdateMatrix();
|
||||
bgfx::setViewTransform(0, Cam.Transform.M.M, proj);
|
||||
|
||||
// Set view 0 default viewport.
|
||||
bgfx::setViewRect(0, 0, 0, shared.Window.WindowWidth, shared.Window.WindowHeight);
|
||||
@@ -224,7 +224,7 @@ namespace Game
|
||||
Cube* c = GetInstance().GameLevel.Cubes.Get(i);
|
||||
if (c)
|
||||
{
|
||||
bgfx::setTransform(c->Transform.M);
|
||||
bgfx::setTransform(c->Transform.M.M);
|
||||
|
||||
Model& currentModel = Models[c->ModelIdx];
|
||||
Material& currentMaterial = Materials[c->MaterialIdx];
|
||||
|
||||
@@ -113,7 +113,9 @@ namespace Game
|
||||
|
||||
struct Camera
|
||||
{
|
||||
Mat4 Transform;
|
||||
float FreelookXRot = 0.0f;
|
||||
float FreelookYRot = 0.0f;
|
||||
Transform Transform;
|
||||
};
|
||||
|
||||
class GameRendering
|
||||
|
||||
Reference in New Issue
Block a user