added queuing push and pop logic and having fun with c# integration
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@@ -47,8 +47,15 @@ class SandboxLayer : public OpenEngine::Layer
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return square_vertex_array;
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}
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void OnDetach() override
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{
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OE_DEBUG("OnDetach {}", __PRETTY_FUNCTION__);
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}
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SandboxLayer()
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: Layer("Sandbox")
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: Layer("sandbox"),
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camera((float)OpenEngine::Application::Get().GetWindow().GetWidth() /
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OpenEngine::Application::Get().GetWindow().GetHeight(), 1.0f)
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{
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//vertex_array.reset(OpenEngine::VertexArray::Create());
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square = CreateSquare();
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@@ -82,11 +89,11 @@ class SandboxLayer : public OpenEngine::Layer
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texture = OpenEngine::Texture2D::Create("./assets/textures/container.jpg");
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face = OpenEngine::Texture2D::Create("./assets/textures/awesomeface.png");
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std::dynamic_pointer_cast<OpenEngine::OpenGLShader>(texture_shader)->Bind();
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std::dynamic_pointer_cast<OpenEngine::OpenGLShader>(texture_shader)->SetInt("u_Texture", 0);
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texture_shader->Bind();
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texture_shader->SetInt("u_Texture", 0);
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for (auto joystick : OpenEngine::Input::GetJoystickList())
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OE_TRACE("Joystick {}: {}", joystick.first, joystick.second);
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OE_DEBUG("Joystick {}: {}", joystick.first, joystick.second);
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bindings = {
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{"fwd/bckwd", 1},
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@@ -155,9 +162,9 @@ class SandboxLayer : public OpenEngine::Layer
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auto texture_shader = shader_library.Get("texture");
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texture_shader->Bind();
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texture->Bind();
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//texture->Bind();
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glm::mat4 square_transform = glm::translate(glm::mat4(1.0f), square_pos) * scale;
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OpenEngine::Renderer::Submit(texture_shader, square, square_transform);
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//OpenEngine::Renderer::Submit(texture_shader, square, square_transform);
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moveSquare(square_pos);
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moveSquareF(square_pos);
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@@ -174,21 +181,10 @@ class SandboxLayer : public OpenEngine::Layer
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void OnEvent(OpenEngine::Event& event) override
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{
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OpenEngine::EventDispatcher dispatcher(event);
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dispatcher.Dispatch<OpenEngine::KeyPressedEvent>(BIND_EVENT_FN(SandboxLayer::QuitRunning));
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camera.OnEvent(event);
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}
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bool QuitRunning(OpenEngine::KeyPressedEvent& event)
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{
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if (event.GetKeyCode() == OE_KEY_ESCAPE) {
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OpenEngine::Application::Get().StopRunning();
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return true;
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}
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return false;
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}
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void OnImGuiRender() override
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{
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static std::vector<std::string> axis_labels;
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