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https://github.com/korenkonder/ReDIVA.git
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Temp commit. Input
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/*
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by korenkonder
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GitHub/GitLab: korenkonder
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Some input code is from samyuu's TLAC
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*/
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#include "input.hpp"
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#include <map>
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#include "../KKdLib/vec.h"
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#include "../CRE/timer.h"
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#define CIMGUI_DEFINE_ENUMS_AND_STRUCTS
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#include <timeapi.h>
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double_t input_movement_speed = 0.1;
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double_t input_rotation_sensitivity = 0.5;
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vec2d input_move;
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vec2d input_rotate;
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double_t input_roll;
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bool input_reset;
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bool input_reset_mouse_position;
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bool input_shaders_reload;
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bool input_locked;
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extern bool close;
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extern lock render_lock;
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extern timer render_timer;
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extern HWND window_handle;
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extern ImGuiContext* imgui_context;
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extern lock imgui_context_lock;
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namespace Input {
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struct Key {
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int32_t key;
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int32_t scancode;
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int32_t action;
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int32_t mods;
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};
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struct MouseButton {
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int32_t button;
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int32_t action;
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int32_t mods;
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};
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std::map<int32_t, Key> keys;
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std::map<int32_t, MouseButton> mouse_buttons;
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POINT pos;
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std::map<int32_t, Key> keys_prev;
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std::map<int32_t, MouseButton> mouse_buttons_prev;
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POINT pos_prev;
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static void KeyboardCallback(GLFWwindow* window,
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int32_t key, int32_t scancode, int32_t action, int32_t mods);
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static void MouseButtonCallback(GLFWwindow* window,
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int32_t button, int32_t action, int32_t mods);
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bool IsKeyDown(int32_t key, int32_t mods) {
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auto elem = keys.find(key);
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if (elem != keys.end())
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if (!mods || elem->second.mods == mods)
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return elem->second.action != GLFW_RELEASE;
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return false;
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}
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bool IsKeyUp(int32_t key, int32_t mods) {
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auto elem = keys.find(key);
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if (elem != keys.end())
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if (!mods || elem->second.mods == mods)
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return elem->second.action == GLFW_RELEASE;
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return false;
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}
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bool IsKeyTapped(int32_t key, int32_t mods) {
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auto elem = keys.find(key);
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auto elem_prev = keys_prev.find(key);
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if (elem != keys.end())
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if (elem_prev != keys_prev.end()) {
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if (!mods || (elem->second.mods == mods && elem_prev->second.mods == mods))
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return elem->second.action != GLFW_RELEASE && elem_prev->second.action == GLFW_RELEASE;
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}
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else {
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if (!mods || elem->second.mods == mods)
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return elem->second.action != GLFW_RELEASE;
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}
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return false;
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}
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bool IsKeyReleased(int32_t key, int32_t mods) {
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auto elem = keys.find(key);
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auto elem_prev = keys_prev.find(key);
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if (elem != keys.end())
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if (elem_prev != keys_prev.end()) {
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if (!mods || (elem->second.mods == mods && elem_prev->second.mods == mods))
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return elem->second.action == GLFW_RELEASE && elem_prev->second.action != GLFW_RELEASE;
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}
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else {
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if (!mods || elem->second.mods == mods)
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return elem->second.action == GLFW_RELEASE;
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}
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return false;
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}
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bool IsMouseButtonDown(int32_t button, int32_t mods) {
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auto elem = mouse_buttons.find(button);
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if (elem != mouse_buttons.end())
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if (!mods || elem->second.mods == mods)
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return elem->second.action != GLFW_RELEASE;
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return false;
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}
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bool IsMouseButtonUp(int32_t button, int32_t mods) {
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auto elem = mouse_buttons.find(button);
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if (elem != mouse_buttons.end())
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if (!mods || elem->second.mods == mods)
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return elem->second.action == GLFW_RELEASE;
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return false;
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}
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bool IsMouseButtonTapped(int32_t button, int32_t mods) {
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auto elem = mouse_buttons.find(button);
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auto elem_prev = mouse_buttons_prev.find(button);
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if (elem != mouse_buttons.end())
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if (elem_prev != mouse_buttons_prev.end()) {
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if (!mods || (elem->second.mods == mods && elem_prev->second.mods == mods))
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return elem->second.action != GLFW_RELEASE && elem_prev->second.action == GLFW_RELEASE;
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}
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else {
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if (!mods || elem->second.mods == mods)
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return elem->second.action != GLFW_RELEASE;
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}
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return false;
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}
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bool IsMouseButtonReleased(int32_t button, int32_t mods) {
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auto elem = mouse_buttons.find(button);
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auto elem_prev = mouse_buttons_prev.find(button);
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if (elem != mouse_buttons.end())
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if (elem_prev != mouse_buttons_prev.end()) {
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if (!mods || (elem->second.mods == mods && elem_prev->second.mods == mods))
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return elem->second.action == GLFW_RELEASE && elem_prev->second.action != GLFW_RELEASE;
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}
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else {
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if (!mods || elem->second.mods == mods)
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return elem->second.action == GLFW_RELEASE;
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}
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return true;
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}
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bool WasKeyDown(int32_t key, int32_t mods) {
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auto elem_prev = keys_prev.find(key);
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if (elem_prev != keys_prev.end())
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if (!mods || elem_prev->second.mods == mods)
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return elem_prev->second.action != GLFW_RELEASE;
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return false;
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}
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bool WasKeyUp(int32_t key, int32_t mods) {
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auto elem_prev = keys_prev.find(key);
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if (elem_prev != keys_prev.end())
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if (!mods || elem_prev->second.mods == mods)
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return elem_prev->second.action == GLFW_RELEASE;
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return true;
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}
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bool WasMouseButtonDown(int32_t button, int32_t mods) {
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auto elem_prev = mouse_buttons_prev.find(button);
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if (elem_prev != mouse_buttons_prev.end())
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if (!mods || elem_prev->second.mods == mods)
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return elem_prev->second.action != GLFW_RELEASE;
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return true;
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}
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bool WasMouseButtonUp(int32_t button, int32_t mods) {
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auto elem_prev = mouse_buttons_prev.find(button);
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if (elem_prev != mouse_buttons_prev.end())
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if (!mods || elem_prev->second.mods == mods)
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return elem_prev->second.action == GLFW_RELEASE;
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return true;
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}
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void EndFrame() {
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for (auto& i : keys)
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keys_prev.insert_or_assign(i.first, i.second);
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for (auto& i : mouse_buttons)
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mouse_buttons_prev.insert_or_assign(i.first, i.second);
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}
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void NewFrame() {
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pos_prev = pos;
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if (window_handle) {
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GetCursorPos(&pos);
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ScreenToClient(window_handle, &pos);
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}
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input_move.x = 0.0;
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input_move.y = 0.0;
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input_rotate.x = 0.0;
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input_rotate.y = 0.0;
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input_roll = 0.0;
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if (!window_handle || window_handle != GetForegroundWindow())
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return;
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double_t freq = timer_get_freq(&render_timer);
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double_t freq_hist = timer_get_freq_hist(&render_timer);
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double_t frame_speed = freq / freq_hist;
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input_locked = false;
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classes_process_input(classes, classes_count);
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if (!input_locked) {
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double_t speed;
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if (IsKeyDown(GLFW_KEY_LEFT_SHIFT) || IsKeyDown(GLFW_KEY_RIGHT_SHIFT))
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speed = input_movement_speed * 10.0;
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else if (IsKeyDown(GLFW_KEY_LEFT_CONTROL) || IsKeyDown(GLFW_KEY_RIGHT_CONTROL))
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speed = input_movement_speed / 10.0;
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else
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speed = input_movement_speed;
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speed *= frame_speed;
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if (IsKeyDown(GLFW_KEY_W))
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input_move.x += speed;
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if (IsKeyDown(GLFW_KEY_S))
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input_move.x -= speed;
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if (IsKeyDown(GLFW_KEY_A))
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input_move.y -= speed;
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if (IsKeyDown(GLFW_KEY_D))
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input_move.y += speed;
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if (IsKeyDown(GLFW_KEY_LEFT_SHIFT) || IsKeyDown(GLFW_KEY_RIGHT_SHIFT))
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speed = input_movement_speed * 2.0;
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else if (IsKeyDown(GLFW_KEY_LEFT_CONTROL) || IsKeyDown(GLFW_KEY_RIGHT_CONTROL))
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speed = input_movement_speed / 2.0;
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else
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speed = input_movement_speed;
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speed *= freq / freq_hist;
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speed *= 10.0;
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if (IsKeyDown(GLFW_KEY_UP))
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input_rotate.y += speed;
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if (IsKeyDown(GLFW_KEY_DOWN))
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input_rotate.y -= speed;
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if (IsKeyDown(GLFW_KEY_LEFT))
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input_rotate.x -= speed;
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if (IsKeyDown(GLFW_KEY_RIGHT))
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input_rotate.x += speed;
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if (IsKeyDown(GLFW_KEY_Q))
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input_roll -= speed;
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if (IsKeyDown(GLFW_KEY_E))
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input_roll += speed;
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if (IsKeyDown(GLFW_KEY_R))
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if (IsKeyDown(GLFW_KEY_LEFT_CONTROL) || IsKeyDown(GLFW_KEY_RIGHT_CONTROL))
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input_shaders_reload = true;
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else
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input_reset = true;
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}
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lock_lock(&imgui_context_lock);
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ImGui::SetCurrentContext(imgui_context);
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if (!ImGui::GetIO().WantCaptureMouse && Input::IsMouseButtonDown(GLFW_MOUSE_BUTTON_MIDDLE)) {
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if (!input_reset_mouse_position) {
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input_rotate.y += ((double_t)pos_prev.y - (double_t)pos.y) * input_rotation_sensitivity;
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input_rotate.x += ((double_t)pos.x - (double_t)pos_prev.x) * input_rotation_sensitivity;
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}
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input_reset_mouse_position = false;
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}
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else
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input_reset_mouse_position = true;
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lock_unlock(&imgui_context_lock);
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}
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void SetInputs(GLFWwindow* window) {
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glfwSetKeyCallback(window, (GLFWkeyfun)KeyboardCallback);
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glfwSetMouseButtonCallback(window, (GLFWmousebuttonfun)MouseButtonCallback);
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}
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static void KeyboardCallback(GLFWwindow* window,
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int32_t key, int32_t scancode, int32_t action, int32_t mods) {
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auto elem = keys.find(key);
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if (elem != keys.end())
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elem->second = { key, scancode, action, mods };
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else
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keys.insert({ key, { key, scancode, action, mods } });
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}
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static void MouseButtonCallback(GLFWwindow* window,
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int32_t button, int32_t action, int32_t mods) {
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auto elem = mouse_buttons.find(button);
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if (elem != mouse_buttons.end())
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elem->second = { button, action, mods };
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else
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mouse_buttons.insert({ button, { button, action, mods } });
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}
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};
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