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#pragma once
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#include "Input.h"
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#include <iostream>
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#include <memory>
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#include "Logger.h"
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#include "LightHandle.h"
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#include "imgui/imgui-SFML.h"
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Input::Input() :
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keyboard_flags(sf::Keyboard::Key::KeyCount, false),
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mouse_flags(sf::Mouse::Button::ButtonCount, false){
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}
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Input::~Input() {
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}
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void Input::consume_sf_events(sf::RenderWindow *window) {
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std::list<sf::Event> sf_event_queue;
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sf::Event e;
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while (window->pollEvent(e)) {
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sf_event_queue.push_back(e);
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ImGui::SFML::ProcessEvent(e);
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}
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transpose_sf_events(sf_event_queue);
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sf_event_queue.clear();
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}
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void Input::consume_vr_events() {
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}
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void Input::handle_held_keys() {
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// When keys and buttons are pressed, add them to the held list.
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// When they are depressed, remove them
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for (auto&& event: event_queue) {
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// Key
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if (event->type == vr::Event::KeyPressed) {
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vr::KeyPressed *e = static_cast<vr::KeyPressed*>(event.get());
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held_keys.push_back(e->code);
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}
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else if (event->type == vr::Event::KeyReleased) {
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vr::KeyReleased *e = static_cast<vr::KeyReleased*>(event.get());
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held_keys.erase(std::remove(held_keys.begin(), held_keys.end(), e->code), held_keys.end());
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}
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// Mouse Button
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else if (event->type == vr::Event::MouseButtonPressed) {
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vr::MouseButtonPressed *e = static_cast<vr::MouseButtonPressed*>(event.get());
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held_mouse_buttons.push_back(e->button);
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}
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else if (event->type == vr::Event::MouseButtonReleased) {
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vr::MouseButtonReleased *e = static_cast<vr::MouseButtonReleased*>(event.get());
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held_mouse_buttons.erase(std::remove(held_mouse_buttons.begin(), held_mouse_buttons.end(), e->button), held_mouse_buttons.end());
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}
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}
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// Generate Held events for each of the held buttons and keys
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for (auto key : held_keys) {
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// Not sure if this is a good idea, but I'm going to grab
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// the real-time values of the mod keys and add them to the event
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bool alt = false;
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if (sf::Keyboard::isKeyPressed(sf::Keyboard::LAlt) || sf::Keyboard::isKeyPressed(sf::Keyboard::RAlt)) {
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alt = true;
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}
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bool control = false;
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if (sf::Keyboard::isKeyPressed(sf::Keyboard::LControl) || sf::Keyboard::isKeyPressed(sf::Keyboard::RControl)) {
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control = true;
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}
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bool shift = false;
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if (sf::Keyboard::isKeyPressed(sf::Keyboard::LShift) || sf::Keyboard::isKeyPressed(sf::Keyboard::RShift)) {
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shift = true;
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}
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bool system = false;
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if (sf::Keyboard::isKeyPressed(sf::Keyboard::LSystem) || sf::Keyboard::isKeyPressed(sf::Keyboard::RSystem)) {
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system = true;
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}
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event_queue.emplace_back(std::make_unique<vr::KeyHeld>(vr::KeyHeld(key, alt, control, shift, system)));
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}
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for (auto mouse_button : held_mouse_buttons) {
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// Again, I'm going to poll the real-time status of this event
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// to fill in the X and Y values. I can do this either with screen
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// co-ords or with viewport co-ords. I don't have access to the window
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// from here so for now I'm going to do screen co-ords
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sf::Vector2i mouse_pos = sf::Mouse::getPosition();
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event_queue.emplace_back(std::make_unique<vr::MouseButtonHeld>(vr::MouseButtonHeld(mouse_button, mouse_pos.x, mouse_pos.y)));
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}
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}
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void Input::dispatch_events() {
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while (event_queue.size() != 0) {
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notify_subscribers(std::move(event_queue.front()));
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event_queue.pop_front();
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}
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}
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void Input::render_gui() {
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ImGui::Begin("Input Debugger");
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ImDrawList* draw_list = ImGui::GetWindowDrawList();
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static ImVec4 col = ImVec4(1.0f, 0.0f, 1.0f, 1.0f);
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const ImVec2 p = ImGui::GetCursorScreenPos();
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const ImU32 col32 = ImColor(col);
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std::vector<float> axis_values = {
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sf::Joystick::getAxisPosition(0, sf::Joystick::Axis::X) / 2,
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sf::Joystick::getAxisPosition(0, sf::Joystick::Axis::Y) / 2,
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sf::Joystick::getAxisPosition(0, sf::Joystick::Axis::U) / 2,
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sf::Joystick::getAxisPosition(0, sf::Joystick::Axis::R) / 2,
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sf::Joystick::getAxisPosition(0, sf::Joystick::Axis::Z) / 2,
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sf::Joystick::getAxisPosition(0, sf::Joystick::Axis::V) / 2
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};
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ImGui::Columns(3, "Axis's"); // 4-ways, with border
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ImGui::Separator();
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ImGui::Text("X Y"); ImGui::NextColumn();
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ImGui::Text("U R"); ImGui::NextColumn();
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ImGui::Text("Z V"); ImGui::NextColumn();
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ImGui::Separator();
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for (int i = 0; i < 3; i++) {
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float offset = ImGui::GetColumnWidth(i);
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draw_list->AddLine(ImVec2(p.x + 0 + offset * i, p.y + 50), ImVec2(p.x + 100 + offset * i, p.y + 50), col32, 1.0);
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draw_list->AddLine(ImVec2(p.x + 50 + offset * i, p.y + 0), ImVec2(p.x + 50 + offset * i, p.y + 100), col32, 1.0);
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draw_list->AddCircleFilled(ImVec2(p.x + axis_values[2 * i] + 50 + offset * i, p.y + axis_values[2 * i + 1] + 50), 6, col32, 32);
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ImGui::Dummy(ImVec2(100, 100));
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ImGui::NextColumn();
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}
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ImGui::Separator();
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ImGui::Text("Pressed Keyboard Keys");
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ImGui::Columns(6);
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for (auto i : held_keys) {
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ImGui::Text(key_strings.at(i).c_str());
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ImGui::NextColumn();
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}
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ImGui::Separator();
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ImGui::End();
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}
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void Input::update_gui() {
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rendering = true;
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}
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void Input::transpose_sf_events(std::list<sf::Event> sf_event_queue) {
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for (auto sf_event: sf_event_queue) {
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switch(sf_event.type) {
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case sf::Event::Closed : {
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event_queue.emplace_back(std::make_unique<vr::Closed>(vr::Closed()));
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break;
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};
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case sf::Event::Resized: {
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event_queue.emplace_back(std::make_unique<vr::Resized>(vr::Resized(sf_event.size.width, sf_event.size.height)));
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break;
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};
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case sf::Event::LostFocus: {
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event_queue.emplace_back(std::make_unique<vr::LostFocus>(vr::LostFocus()));
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break;
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};
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case sf::Event::GainedFocus: {
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event_queue.emplace_back(std::make_unique<vr::GainedFocus>(vr::GainedFocus()));
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break;
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};
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case sf::Event::TextEntered: {
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event_queue.emplace_back(std::make_unique<vr::TextEntered>(vr::TextEntered(sf_event.text.unicode)));
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break;
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};
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case sf::Event::KeyPressed: {
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event_queue.emplace_back(std::make_unique<vr::KeyPressed>(vr::KeyPressed(sf_event.key.code, sf_event.key.alt, sf_event.key.control, sf_event.key.shift, sf_event.key.system)));
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break;
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};
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case sf::Event::KeyReleased: {
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event_queue.emplace_back(std::make_unique<vr::KeyReleased>(vr::KeyReleased(sf_event.key.code, sf_event.key.alt, sf_event.key.control, sf_event.key.shift, sf_event.key.system)));
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break;
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};
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// Mouse wheel moved will generate a MouseWheelScrolled event with the default vertical wheel
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case sf::Event::MouseWheelMoved: {
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event_queue.emplace_back(std::make_unique<vr::MouseWheelScrolled>(vr::MouseWheelScrolled(sf::Mouse::VerticalWheel, sf_event.mouseWheelScroll.delta, sf_event.mouseWheelScroll.x, sf_event.mouseWheelScroll.y)));
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break;
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};
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case sf::Event::MouseWheelScrolled: {
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event_queue.emplace_back(std::make_unique<vr::MouseWheelScrolled>(vr::MouseWheelScrolled(sf_event.mouseWheelScroll.wheel, sf_event.mouseWheelScroll.delta, sf_event.mouseWheelScroll.x, sf_event.mouseWheelScroll.y)));
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break;
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};
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case sf::Event::MouseButtonPressed: {
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event_queue.emplace_back(std::make_unique<vr::MouseButtonPressed>(vr::MouseButtonPressed(sf_event.mouseButton.button, sf_event.mouseButton.x, sf_event.mouseButton.y)));
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break;
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};
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case sf::Event::MouseButtonReleased: {
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event_queue.emplace_back(std::make_unique<vr::MouseButtonReleased>(vr::MouseButtonReleased(sf_event.mouseButton.button, sf_event.mouseButton.x, sf_event.mouseButton.y)));
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break;
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};
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case sf::Event::MouseMoved: {
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event_queue.emplace_back(std::make_unique<vr::MouseMoved>(vr::MouseMoved(sf_event.mouseMove.x, sf_event.mouseMove.y)));
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break;
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};
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case sf::Event::MouseEntered: {
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event_queue.emplace_back(std::make_unique<vr::MouseEntered>(vr::MouseEntered(sf_event.mouseMove.x, sf_event.mouseMove.y)));
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break;
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};
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case sf::Event::MouseLeft: {
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event_queue.emplace_back(std::make_unique<vr::MouseLeft>(vr::MouseLeft(sf_event.mouseMove.x, sf_event.mouseMove.x)));
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break;
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};
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case sf::Event::JoystickButtonPressed: {
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event_queue.emplace_back(std::make_unique<vr::JoystickButtonPressed>(vr::JoystickButtonPressed(sf_event.joystickButton.joystickId, sf_event.joystickButton.button)));
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break;
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};
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case sf::Event::JoystickButtonReleased: {
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event_queue.emplace_back(std::make_unique<vr::JoystickButtonReleased>(vr::JoystickButtonReleased(sf_event.joystickButton.joystickId, sf_event.joystickButton.button)));
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break;
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};
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case sf::Event::JoystickMoved: {
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event_queue.emplace_back(std::make_unique<vr::JoystickMoved>(vr::JoystickMoved(sf_event.joystickMove.axis, sf_event.joystickMove.joystickId, sf_event.joystickMove.position)));
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break;
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};
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case sf::Event::JoystickConnected: {
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event_queue.emplace_back(std::make_unique<vr::JoystickConnected>(vr::JoystickConnected(sf_event.joystickConnect.joystickId)));
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break;
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};
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case sf::Event::JoystickDisconnected: {
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event_queue.emplace_back(std::make_unique<vr::JoystickDisconnected>(vr::JoystickDisconnected(sf_event.joystickConnect.joystickId)));
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break;
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};
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case sf::Event::TouchBegan: {
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event_queue.emplace_back(std::make_unique<vr::TouchBegan>(vr::TouchBegan(sf_event.touch.finger, sf_event.touch.x, sf_event.touch.y)));
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break;
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};
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case sf::Event::TouchMoved: {
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event_queue.emplace_back(std::make_unique<vr::TouchMoved>(vr::TouchMoved(sf_event.touch.finger, sf_event.touch.x, sf_event.touch.y)));
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break;
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};
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case sf::Event::TouchEnded: {
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event_queue.emplace_back(std::make_unique<vr::TouchEnded>(vr::TouchEnded(sf_event.touch.finger, sf_event.touch.x, sf_event.touch.y)));
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break;
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};
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case sf::Event::SensorChanged: {
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event_queue.emplace_back(std::make_unique<vr::SensorChanged>(vr::SensorChanged(sf_event.sensor.type, sf_event.sensor.x, sf_event.sensor.y, sf_event.sensor.z)));
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break;
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};
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default: {
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std::cout << "Event not recognized";
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abort();
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break;
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}
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}
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}
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}
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const std::vector<std::string> Input::key_strings = {
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"A",
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"B",
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"C",
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"D",
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"E",
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"F",
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"G",
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"H",
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"I",
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"J",
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"K",
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"L",
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"M",
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"N",
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"O",
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"P",
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"Q",
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"R",
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"S",
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"T",
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"U",
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"V",
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"W",
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"X",
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"Y",
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"Z",
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"Num0",
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"Num1",
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"Num2",
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"Num3",
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"Num4",
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"Num5",
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"Num6",
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"Num7",
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"Num8",
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"Num9",
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"Escape",
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"LControl",
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"LShift",
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"LAlt",
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"LSystem",
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"RControl",
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"RShift",
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"RAlt",
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"RSystem",
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"Menu",
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"LBracket",
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"RBracket",
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"SemiColon",
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"Comma",
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"Period",
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"Quote",
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"Slash",
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"BackSlash",
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"Tilde",
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"Equal",
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"Dash",
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"Space",
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"Return",
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"BackSpace",
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"Tab",
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"PageUp",
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"PageDown",
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"End",
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"Home",
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"Insert",
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"Delete",
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"Add",
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"Subtract",
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"Multiply",
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"Divide",
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"Left",
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"Right",
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"Up",
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"Down",
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"Numpad0",
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"Numpad1",
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"Numpad2",
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"Numpad3",
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"Numpad4",
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"Numpad5",
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"Numpad6",
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"Numpad7",
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"Numpad8",
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"Numpad9",
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"F1" ,
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"F2" ,
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"F3" ,
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"F4" ,
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"F5" ,
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"F6" ,
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"F7" ,
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"F8" ,
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"F9" ,
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"F10",
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"F11",
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"F12",
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"F13",
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"F14",
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"F15",
|
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"Pause"
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|
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};
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