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251
application/include/sandbox.hpp
Executable file
251
application/include/sandbox.hpp
Executable file
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#ifndef SANDBOX_HPP
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#define SANDBOX_HPP
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#include <open_engine.hpp>
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#include <glm/ext/matrix_transform.hpp>
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#include <glm/gtc/type_ptr.hpp>
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#include <imgui.h>
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#include <glad/glad.h>
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#include <GLFW/glfw3.h>
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#include <string>
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#include <unordered_map>
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#include <vector>
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class SandboxLayer : public OpenEngine::Layer
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{
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public:
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OpenEngine::Ref<OpenEngine::VertexArray> CreateSquare()
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{
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OpenEngine::Ref<OpenEngine::VertexArray> square_vertex_array(OpenEngine::VertexArray::Create());
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float square_vertices[5 * 4] = {
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-0.5f, -0.5f, 0.0f, 0.0f, 0.0f,
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0.5f, -0.5f, 0.0f, 1.0f, 0.0f,
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0.5f, 0.5f, 0.0f, 1.0f, 1.0f,
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-0.5f, 0.5f, 0.0f, 0.0f, 1.0f,
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};
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OpenEngine::Ref<OpenEngine::VertexBuffer> vertex_buffer;
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vertex_buffer.reset(OpenEngine::VertexBuffer::Create(square_vertices, sizeof(square_vertices)));
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OpenEngine::BufferLayout layout = {
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{ OpenEngine::ShaderDataType::Float3, "a_Position" },
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{ OpenEngine::ShaderDataType::Float2, "a_TextCoord" }
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};
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vertex_buffer->SetLayout(layout);
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square_vertex_array->AddVertexBuffer(vertex_buffer);
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uint32_t indices[6] = { 0, 1, 2, 2, 3, 0 };
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OpenEngine::Ref<OpenEngine::IndexBuffer> index_buffer;
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index_buffer.reset(OpenEngine::IndexBuffer::Create(indices, sizeof(indices) / sizeof(uint32_t)));
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square_vertex_array->SetIndexBuffer(index_buffer);
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return square_vertex_array;
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}
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SandboxLayer()
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: Layer("Sandbox")
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{
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//vertex_array.reset(OpenEngine::VertexArray::Create());
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square = CreateSquare();
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//float vertices[3 * 7] = {
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// -0.5f, -0.5f, 0.0f, 0.8f, 0.2f, 0.8f, 1.0f,
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// 0.5f, -0.5f, 0.0f, 1.0f, 1.0f, 1.0f, 1.0f,
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// 0.0f, 0.5f, 0.0f, 0.8f, 0.8f, 0.2f, 1.0f
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//};
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//OpenEngine::Ref<OpenEngine::VertexBuffer> vertex_buffer;
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//vertex_buffer.reset(OpenEngine::VertexBuffer::Create(vertices, sizeof(vertices)));
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//OpenEngine::BufferLayout layout = {
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// {OpenEngine::ShaderDataType::Float3, "a_Position"},
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// {OpenEngine::ShaderDataType::Float4, "a_Color"}
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//};
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//vertex_buffer->SetLayout(layout);
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//vertex_array->AddVertexBuffer(vertex_buffer);
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//uint32_t indices[3] = { 0, 1, 2 };
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//OpenEngine::Ref<OpenEngine::IndexBuffer> index_buffer;
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//index_buffer.reset(OpenEngine::IndexBuffer::Create(indices, sizeof(indices) / sizeof(uint32_t)));
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//shader = OpenEngine::Shader::Create("./assets/shaders/texture.glsl");
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//vertex_array->SetIndexBuffer(index_buffer);
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//texture_shader = OpenEngine::Shader::Create("./assets/shaders/texture.glsl");
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auto texture_shader = shader_library.Load("./assets/shaders/texture.glsl");
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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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for (auto joystick : OpenEngine::Input::GetJoystickList())
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OE_TRACE("Joystick {}: {}", joystick.first, joystick.second);
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bindings = {
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{"fwd/bckwd", 1},
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{"right/left", 0},
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{"yaw", 2}
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};
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}
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void moveCamera()
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{
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if (current_joystick != -1) {
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float raw_axis = OpenEngine::Input::GetJoystickAxis(current_joystick, bindings["yaw"]);
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float rotation = remap(raw_axis, -1, 1, -180, 180);
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camera.GetCamera().SetRotation(rotation);
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}
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}
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void moveSquare(glm::vec3& position)
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{
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float velocity = 1 * OpenEngine::Time::Get().DeltaTime();
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if (OpenEngine::Input::IsKeyPressed(OE_KEY_I))
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position.y += velocity;
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if (OpenEngine::Input::IsKeyPressed(OE_KEY_Y))
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position.x -= velocity;
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if (OpenEngine::Input::IsKeyPressed(OE_KEY_U))
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position.y -= velocity;
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if (OpenEngine::Input::IsKeyPressed(OE_KEY_O))
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position.x += velocity;
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}
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void moveSquareF(glm::vec3& position)
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{
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if (current_joystick != -1) {
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float test = OpenEngine::Input::GetJoystickAxis(current_joystick, bindings["fwd/bckwd"]);
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position.y = test;
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float test2 = OpenEngine::Input::GetJoystickAxis(current_joystick, bindings["right/left"]);
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position.x = test2;
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}
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}
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float remap(float value, float minInput, float maxInput, float minOutput, float maxOutput) {
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// 1. Normalize the input to a 0.0 - 1.0 range
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float t = (value - minInput) / (maxInput - minInput);
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// 2. Use glm::mix to interpolate between the output range
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return glm::mix(minOutput, maxOutput, t);
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}
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void OnUpdate() override
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{
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static glm::mat4 scale = glm::scale(glm::mat4(1.0f), glm::vec3(1.0f));
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OpenEngine::RenderCommand::SetClearColor({1.0f, 0.0f, 1.0f, 1.0f});
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OpenEngine::RenderCommand::Clear();
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OpenEngine::Renderer::BeginScene(camera.GetCamera());
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//shader->Bind();
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//vertex_array->Bind();
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moveCamera();
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//glm::mat4 transform = glm::translate(glm::mat4(1.0f), triangle_position);
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//OpenEngine::Renderer::Submit(shader, vertex_array, transform);
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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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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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moveSquare(square_pos);
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moveSquareF(square_pos);
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face->Bind();
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OpenEngine::Renderer::Submit(texture_shader, square, square_transform);
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OpenEngine::Renderer::EndScene();
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//if (OpenEngine::Input::IsKeyPressed(OE_KEY_ESCAPE))
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// OpenEngine::Application::Get().StopRunning();
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camera.OnUpdate();
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}
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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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static std::vector<const char*> axis_pointers;
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if (axis_labels.empty()) {
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axis_labels.reserve(MAX_AXIS);
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axis_pointers.reserve(MAX_AXIS);
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for (int i = 0; i < MAX_AXIS; ++i) {
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axis_labels.push_back("Axis " + std::to_string(i + 1));
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axis_pointers.push_back(axis_labels.back().c_str());
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}
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}
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auto joysticks = OpenEngine::Input::GetJoystickList();
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ImGui::Begin("Settings");
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ImGui::ColorEdit3("Square Color", glm::value_ptr(square_color));
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ImGui::TextColored(ImVec4(1,1,0,1), "Important Stuff");
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ImGui::BeginChild("Child");
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ImGui::Text("-1");
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ImGui::RadioButton("None", ¤t_joystick, -1);
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for (const auto& joystick : joysticks) {
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ImGui::PushID(joystick.first);
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ImGui::Text("%d", joystick.first);
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ImGui::RadioButton(joystick.second.c_str(), ¤t_joystick, joystick.first);
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ImGui::PopID();
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}
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ImGui::Text("Bindings");
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for (auto& binding : bindings)
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ImGui::Combo(binding.first.c_str(), (int*)&binding.second, axis_pointers.data(), (int)axis_pointers.size());
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ImGui::EndChild();
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ImGui::End();
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}
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OpenEngine::ShaderLibrary shader_library;
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//OpenEngine::Ref<OpenEngine::Shader> shader;
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//OpenEngine::OrthographicCamera camera = {-1.6f, 1.6f, -0.9f, 0.9f};
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OpenEngine::OrthographicCameraController camera = {1280.0f / 1440.0f, 1.0f};
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//OpenEngine::Ref<OpenEngine::VertexArray> vertex_array;
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OpenEngine::Ref<OpenEngine::VertexArray> square;
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glm::vec3 triangle_position{0.0f};
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glm::vec3 square_pos{0.0f};
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glm::vec3 square_color{0.0f};
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OpenEngine::Ref<OpenEngine::Texture2D> texture, face;
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//OpenEngine::Ref<OpenEngine::Shader> texture_shader;
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int current_joystick = -1;
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std::unordered_map<std::string, unsigned int> bindings;
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};
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class Sandbox : public OpenEngine::Application
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{
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public:
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Sandbox();
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~Sandbox();
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};
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#endif // SANDBOX_HPP
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