adding developer console connect with 'dev bl bla bla lb' command.
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4e46d65c27
commit
ed32f515a3
11 changed files with 211 additions and 32 deletions
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@ -13,6 +13,8 @@ set(GAME_SRC
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game_window.cpp
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renderer.cpp
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developer_console.cpp
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renderer_polygon_2d/renderer_polygon_2d.cpp
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renderer_polygon_3d/renderer_polygon_3d.cpp
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69
game/developer_console.cpp
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69
game/developer_console.cpp
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@ -0,0 +1,69 @@
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#include "developer_console.hpp"
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#include <iostream>
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#include "util.hpp"
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namespace developer {
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DeveloperConsole s_instance;
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DeveloperConsole::CallbackResult DeveloperConsole::CallbackResult::createError(const std::string &answer)
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{
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return CallbackResult(false, answer);
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}
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DeveloperConsole::CallbackResult DeveloperConsole::CallbackResult::createOkay(const std::string &answer)
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{
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return CallbackResult(true, answer);
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}
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DeveloperConsole::CallbackResult::CallbackResult(bool okay, const std::string &answer)
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: okay(okay), answer(answer)
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{
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}
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DeveloperConsole::DeveloperConsole()
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{
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}
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// static thing.
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DeveloperConsole &DeveloperConsole::instance() {
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return s_instance;
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}
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bool DeveloperConsole::addCallback(const std::string &token, callback_t cb)
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{
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bool hasWhitespace = false;
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for (size_t i=0; i<token.size(); i++) {
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if (isspace(token[i])) {
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hasWhitespace = true;
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break;
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}
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}
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bool cbIsNull = (cb == nullptr);
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bool tokenEmpty = token.empty();
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if (hasWhitespace || cbIsNull || tokenEmpty) {
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std::cout << "not registering bad token/cb comibnation for: " << token << std::endl;
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return false;
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}
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std::cout<<"[developer console] adding developer "
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"callback for token '" << token << "'" << std::endl;
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m_callbacks[token] = cb;
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return true;
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}
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DeveloperConsole::CallbackResult DeveloperConsole::dispatchInput(const std::string &token, const std::string &payload)
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{
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std::map<std::string, DeveloperConsole::callback_t>::iterator it = m_callbacks.find(token);
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if (it == m_callbacks.end()) {
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return DeveloperConsole::CallbackResult::createError("unknown command with token: '" + token + "'");
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}
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return it->second(payload);
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}
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}
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47
game/developer_console.hpp
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47
game/developer_console.hpp
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@ -0,0 +1,47 @@
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#pragma once
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#include <string>
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#include <map>
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#include <functional>
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// TODO
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// stuff in namespace "developer" can be disabled and the game must function in
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// exact the same way just without cool debug features.
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namespace developer {
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class DeveloperConsole {
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public:
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class CallbackResult {
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private:
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CallbackResult(bool okay, const std::string &answer);
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public:
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static CallbackResult createError(const std::string &answer);
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static CallbackResult createOkay(const std::string &answer);
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public:
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// read-only interface to result data
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const bool okay;
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const std::string answer;
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};
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typedef std::function<CallbackResult(const std::string &cmd)> callback_t;
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DeveloperConsole();
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// access functionality over this static singleton attribute to make
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// it really easy and fast to use
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static DeveloperConsole &instance();
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// register callback for a token.
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// token must not have whitespace in it and not be empty.
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// old callback will be overridden if any
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// return true on succes, false if not saved.
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bool addCallback(const std::string &token, callback_t cb);
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// dispatch input received over a communication channel.
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CallbackResult dispatchInput(const std::string &token, const std::string &payload);
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private:
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std::map<std::string, callback_t> m_callbacks;
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};
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}
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@ -3,11 +3,10 @@
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#include "session.hpp"
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#include "game.hpp"
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#include "state/commands.hpp"
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#include "util.hpp"
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#include <iostream>
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#include <sstream>
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void trim(std::string &str)
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{
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const std::string ws = " \t\r\n";
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@ -28,13 +27,10 @@ bool Session::parse(std::string s)
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// strip leading/trailing whitespace/newlines as they are always unintional
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trim(s);
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std::istringstream iss(s);
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std::string token;
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iss >> token;
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std::string rest;
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// skip token + next whitespace
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std::string rest = s.substr(std::min(s.size(), token.size()+1));
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util::splitIntoTokenAndRest(s, token, rest);
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//std::cout<<"[session] token='" << token << "' rest='" << rest << "'" << std::endl;
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@ -7,15 +7,40 @@
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#include "glclasses.hpp"
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//class VertexAttribute {
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// std::string nameInShader;
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// Guint attributeIndex;
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// Type type;
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// modifictaion
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// void *dataSource;
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//};
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namespace endofthejedi {
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#if 0
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class VertexAttribute {
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public:
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class Data {
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public:
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enum class Type {
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Integer, Float, Float2, Float3, Float4, Matrix3, Matrix4
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};
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void setDataInteger(int index, int v)
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{
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}
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Data(Type type, int size) : m_type(type), m_size(size)
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{
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if (type ==
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}
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private:
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int m_size;
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Type m_type;
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std::vector<int> m_sourceInteger;
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std::vector<float> m_sourceFloat;
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};
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public:
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Data data;
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std::string variableName;
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int divisor;
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GLint index;
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};
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#endif
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class ParticleBatch {
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public:
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ParticleBatch(size_t id, size_t numParticles, float particleRadius, float halfAge);
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@ -23,28 +48,32 @@ namespace endofthejedi {
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// deallocate opengl stuff on destroy
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~ParticleBatch();
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size_t numParticles() const { return m_numParticles; }
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// set particle data
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void setParticle(size_t index, const glm::vec3 &p, const glm::vec3 &v, float maxDistance);
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void setCenter(const glm::vec3 ¢er);
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void setMaxVelocity(float maxVelocity);
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// stuff for setup/rendering usage
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void setup(Shader *shader);
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void bind();
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void upload();
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void render(Shader *shader);
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// advance internal state (mostly age)
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void tick(float dt);
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float ageNormalized() const { return m_age / (m_maxNumHalfAges*m_halfAge); }
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float age() const { return m_age; }
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// check if the lifetime is over and whether it can be deleted.
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bool done() const;
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// access attributes
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size_t numParticles() const { return m_numParticles; }
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float ageNormalized() const { return m_age / (m_maxNumHalfAges*m_halfAge); }
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float age() const { return m_age; }
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size_t id() const { return m_id; }
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const glm::vec3 &explosionCenter() const { return m_center; }
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// set attributes
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void setCenter(const glm::vec3 ¢er);
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void setMaxVelocity(float maxVelocity);
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private:
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size_t dataSizeForIndex(size_t index);
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void *dataSourceForIndex(size_t index);
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@ -39,7 +39,8 @@ namespace endofthejedi {
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addModel("../data/mesh/planet_128.stl", &m_planetModel);
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addModel("../data/mesh/ship_ufo.stl", &m_shipModel);
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m_texture = new ImageTexture("../data/img/test.png");
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//m_texture = new ImageTexture("../data/img/test.png");
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m_texture = new ImageTexture("../data/img/stars_nebular.png");
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glActiveTexture(GL_TEXTURE0);
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m_texture->loadPng();
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@ -5,6 +5,8 @@
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#include "trace.hpp"
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#include "util.hpp"
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#include "developer_console.hpp"
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namespace game {
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void ShootCommand::apply(Player *player, State *state) const
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{
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@ -91,9 +93,20 @@ namespace game {
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std::cout << "got developer command: '" << m_payload << "'" << std::endl;
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if (m_payload == "reload shader") {
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// TODO: really do that ;)
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} else if (m_payload == "reload models") {
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std::string nextToken;
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std::string nextPayload;
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if (util::splitIntoTokenAndRest(m_payload, nextToken, nextPayload)) {
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developer::DeveloperConsole::CallbackResult result =
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developer::DeveloperConsole::instance().dispatchInput(
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nextToken,
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nextPayload);
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if (result.okay) {
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std::cout<<"[commands] developer callback success: " << result.answer << std::endl;
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} else {
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std::cout<<"[commands] developer callback failure: " << result.answer << std::endl;
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}
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}
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}
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@ -22,7 +22,7 @@
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#include "util.hpp"
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namespace game {
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void State::init(int numPlanets, bool devMode)
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void State::init(int numPlanets)
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{
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// clear
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for (Planet *planet : planets) {
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@ -38,7 +38,6 @@ namespace game {
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m_playerRespawnTime = 2.0;
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m_defaultEnergy = 10.0;
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m_maxNumTraces = 10;
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m_developerMode = devMode;
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setPlayingFieldCenter(0, 0);
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@ -62,7 +62,7 @@ namespace game {
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// called to setup the state (randomize planets, kill
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// traces/missiles/ships etc.)
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void init(int numPlanets=15, bool devMode=false);
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void init(int numPlanets=15);
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// main method to advance the simulation by the given timestamp in
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// seconds.
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@ -3,6 +3,8 @@
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#include <cmath>
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#include <cstdlib>
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#include <sstream>
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namespace util {
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float randf_m1_1()
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{
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}
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#endif
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}
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bool splitIntoTokenAndRest(const std::string &str, std::string &token, std::string &rest)
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{
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std::istringstream iss(str);
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iss >> token;
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if (token.size() == 0) {
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return false;
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}
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// skip token + next whitespace
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rest = str.substr(std::min(str.size(), token.size()+1));
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return true;
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}
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}
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@ -1,5 +1,7 @@
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#pragma once
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#include <string>
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#include <glm/vec2.hpp>
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#include <glm/vec3.hpp>
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float deg2rad(float deg);
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float rad2deg(float rad);
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// split on whitespace into first token and the rest.
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// return true if whitespace was found or just the token.
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bool splitIntoTokenAndRest(const std::string &str, std::string &token, std::string &rest);
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/**
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* Test for intersection in positive direction of a ray.
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* TODO: support inside?
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