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AnimModel.cpp reaches cParser through the simulation core, not a direct import, so the previous pass missed it; the propagation now follows the whole import closure. Train.cpp, drivermode.cpp and Globals.cpp call Console:: inside _WIN32 guards without importing eu07.console - invisible on Linux, where those blocks are skipped.
84 lines
2.2 KiB
C++
84 lines
2.2 KiB
C++
module;
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#include <chrono>
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#include <cstddef>
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#include <deque>
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#include <limits>
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#include <mutex>
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#include <ostream>
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#include <sstream>
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#include <string>
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#include <type_traits>
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#include <unordered_map>
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#include <utility>
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#include <vector>
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#include <array>
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#include <GLFW/glfw3.h>
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module eu07.input.editormouseinput;
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import eu07.glm;
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/*
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This Source Code Form is subject to the
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terms of the Mozilla Public License, v.
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2.0. If a copy of the MPL was not
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distributed with this file, You can
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obtain one at
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http://mozilla.org/MPL/2.0/.
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*/
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bool
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editormouse_input::init() {
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return true;
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}
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void
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editormouse_input::position( double Horizontal, double Vertical ) {
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if( false == m_pickmodepanning ) {
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// even if the view panning isn't active we capture the cursor position in case it does get activated
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m_cursorposition.x = Horizontal;
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m_cursorposition.y = Vertical;
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return;
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}
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if( true == m_pickmodepanning_resync ) {
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// panning just started (cursor may have been grabbed/hidden); reset the reference so the
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// first frame doesn't produce a large, jarring camera jump
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m_cursorposition.x = Horizontal;
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m_cursorposition.y = Vertical;
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m_pickmodepanning_resync = false;
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return;
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}
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glm::dvec2 cursorposition { Horizontal, Vertical };
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auto const viewoffset = cursorposition - m_cursorposition;
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m_relay.post(
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user_command::viewturn,
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viewoffset.x,
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viewoffset.y,
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GLFW_PRESS,
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// TODO: pass correct entity id once the missing systems are in place
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0 );
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m_cursorposition = cursorposition;
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}
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void
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editormouse_input::button( int const Button, int const Action ) {
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// store key state
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if( Button >= 0 ) {
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m_buttons[ Button ] = Action;
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}
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// right button controls panning
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if( Button == GLFW_MOUSE_BUTTON_RIGHT ) {
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bool const panning = Action == GLFW_PRESS;
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// when panning starts, request a one-frame resync so toggling the cursor grab doesn't jerk the view
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if( panning && false == m_pickmodepanning ) {
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m_pickmodepanning_resync = true;
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}
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m_pickmodepanning = panning;
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}
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}
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//---------------------------------------------------------------------------
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