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#pragma once
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#include <SFML/Graphics.hpp>
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#include <util.hpp>
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#include <memory>
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#include "Pub_Sub.h"
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#include "Vector4.hpp"
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#include "Gui.h"
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struct LightPrototype;
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class LightController;
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struct PackedData;
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class LightHandle : public VrEventSubscriber, private Gui{
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public:
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// Allow LightController to access this objects constructor for a factory style pattern
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friend class LightController;
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~LightHandle();
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// Functions for movement
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void set_friction(float friction);
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void set_impulse(float impulse);
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void set_movement(sf::Vector3f movement);
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void add_movement(sf::Vector3f movement);
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// Functions modifying the pointed to data
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void set_position(sf::Vector3f position);
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void set_direction(sf::Vector3f direction);
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void set_rgbi(sf::Vector4f rgbi);
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virtual void recieve_event(VrEventPublisher* publisher, std::unique_ptr<vr::Event> event) override;
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void update(double delta_time);
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virtual void render_gui() override;
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virtual void update_gui() override;
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private:
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LightHandle(LightController *const light_controller, unsigned int light_id, LightPrototype light_prototype, PackedData *const data_reference);
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// Reference to the LightController to handle deconstruction and removal using the light_id
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LightController *const light_controller_ref;
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const unsigned int light_id;
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// Movement values provided by the prototype
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float friction_coefficient = 0.1f;
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float default_impulse = 1.0f;
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sf::Vector3f movement;
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// Reference to the packed data in the LightController
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PackedData *const data_reference;
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};
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