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/*
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* Copyright (C) 2021 Christopher J. Howard
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*
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* This file is part of Antkeeper source code.
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*
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* Antkeeper source code is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* Antkeeper source code is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with Antkeeper source code. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include "game/states/loading.hpp"
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#include "application.hpp"
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#include "astro/illuminance.hpp"
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#include "color/color.hpp"
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#include "entity/components/atmosphere.hpp"
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#include "entity/components/blackbody.hpp"
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#include "entity/components/celestial-body.hpp"
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#include "entity/components/orbit.hpp"
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#include "entity/components/terrain.hpp"
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#include "entity/components/transform.hpp"
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#include "entity/systems/astronomy.hpp"
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#include "entity/systems/orbit.hpp"
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#include "entity/commands.hpp"
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#include "game/states/nuptial-flight.hpp"
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#include "game/states/splash.hpp"
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#include "game/states/forage.hpp"
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#include "geom/spherical.hpp"
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#include "gl/drawing-mode.hpp"
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#include "gl/vertex-array.hpp"
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#include "gl/vertex-attribute-type.hpp"
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#include "gl/vertex-buffer.hpp"
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#include "physics/light/photometry.hpp"
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#include "physics/orbit/orbit.hpp"
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#include "renderer/material.hpp"
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#include "renderer/model.hpp"
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#include "renderer/passes/shadow-map-pass.hpp"
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#include "renderer/vertex-attributes.hpp"
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#include "resources/resource-manager.hpp"
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#include "scene/ambient-light.hpp"
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#include "scene/directional-light.hpp"
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#include "utility/timestamp.hpp"
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namespace game {
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namespace state {
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namespace loading {
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/// Creates or loads control configuration
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static void load_controls(game::context* ctx);
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static input::gamepad_response_curve parse_response_curve(const std::string& curve);
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/// Creates the universe and solar system.
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static void cosmogenesis(game::context* ctx);
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/// Creates a sun.
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static void heliogenesis(game::context* ctx);
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/// Creates a planet.
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static void planetogenesis(game::context* ctx);
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/// Creates a moon.
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static void selenogenesis(game::context* ctx);
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/// Creates fixed stars.
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static void extrasolar_heliogenesis(game::context* ctx);
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/// Creates an ant colony
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static void colonigenesis(game::context* ctx);
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void enter(game::context* ctx)
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{
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// Load controls
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ctx->logger->push_task("Loading controls");
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try
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{
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load_controls(ctx);
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}
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catch (...)
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{
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ctx->logger->pop_task(EXIT_FAILURE);
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}
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ctx->logger->pop_task(EXIT_SUCCESS);
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// Create universe
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ctx->logger->push_task("Creating the universe");
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try
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{
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cosmogenesis(ctx);
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}
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catch (...)
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{
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ctx->logger->pop_task(EXIT_FAILURE);
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throw;
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}
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ctx->logger->pop_task(EXIT_SUCCESS);
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// Determine next game state
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application::state next_state;
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if (ctx->option_quick_start.has_value())
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{
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next_state.name = "forage";
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next_state.enter = std::bind(game::state::forage::enter, ctx);
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next_state.exit = std::bind(game::state::forage::exit, ctx);
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}
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else
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{
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next_state.name = "splash";
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next_state.enter = std::bind(game::state::splash::enter, ctx);
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next_state.exit = std::bind(game::state::splash::exit, ctx);
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}
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// Queue next game state
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ctx->app->queue_state(next_state);
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}
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void exit(game::context* ctx)
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{}
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void load_controls(game::context* ctx)
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{
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// Allocate known controls
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ctx->controls["toggle_fullscreen"] = new input::control();
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ctx->controls["screenshot"] = new input::control();
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ctx->controls["menu_up"] = new input::control();
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ctx->controls["menu_down"] = new input::control();
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ctx->controls["menu_left"] = new input::control();
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ctx->controls["menu_right"] = new input::control();
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ctx->controls["menu_select"] = new input::control();
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ctx->controls["menu_back"] = new input::control();
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ctx->controls["dolly_forward"] = new input::control();
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ctx->controls["dolly_backward"] = new input::control();
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ctx->controls["truck_left"] = new input::control();
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ctx->controls["truck_right"] = new input::control();
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ctx->controls["pedestal_up"] = new input::control();
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ctx->controls["pedestal_down"] = new input::control();
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ctx->controls["move_slow"] = new input::control();
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ctx->controls["move_fast"] = new input::control();
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ctx->controls["mouse_rotate"] = new input::control();
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ctx->controls["pan_left_gamepad"] = new input::control();
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ctx->controls["pan_left_mouse"] = new input::control();
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ctx->controls["pan_right_gamepad"] = new input::control();
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ctx->controls["pan_right_mouse"] = new input::control();
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ctx->controls["tilt_up_gamepad"] = new input::control();
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ctx->controls["tilt_up_mouse"] = new input::control();
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ctx->controls["tilt_down_gamepad"] = new input::control();
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ctx->controls["tilt_down_mouse"] = new input::control();
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ctx->controls["use_tool"] = new input::control();
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// Set activation threshold for menu navigation controls to mitigate drifting gamepad axes
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const float menu_activation_threshold = 0.1f;
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ctx->controls["menu_up"]->set_activation_threshold(menu_activation_threshold);
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ctx->controls["menu_down"]->set_activation_threshold(menu_activation_threshold);
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ctx->controls["menu_left"]->set_activation_threshold(menu_activation_threshold);
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ctx->controls["menu_right"]->set_activation_threshold(menu_activation_threshold);
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// Get keyboard and mouse devices
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input::keyboard* keyboard = ctx->app->get_keyboard();
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input::mouse* mouse = ctx->app->get_mouse();
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const std::unordered_map<std::string, input::gamepad_button> gamepad_button_map =
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{
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{"a", input::gamepad_button::a},
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{"b", input::gamepad_button::b},
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{"x", input::gamepad_button::x},
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{"y", input::gamepad_button::y},
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{"back", input::gamepad_button::back},
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{"guide", input::gamepad_button::guide},
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{"start", input::gamepad_button::start},
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{"leftstick", input::gamepad_button::left_stick},
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{"rightstick", input::gamepad_button::right_stick},
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{"leftshoulder", input::gamepad_button::left_shoulder},
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{"rightshoulder", input::gamepad_button::right_shoulder},
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{"dpup", input::gamepad_button::dpad_up},
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{"dpdown", input::gamepad_button::dpad_down},
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{"dpleft", input::gamepad_button::dpad_left},
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{"dpright", input::gamepad_button::dpad_right}
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};
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const std::unordered_map<std::string, input::gamepad_axis> gamepad_axis_map =
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{
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{"leftx", input::gamepad_axis::left_x},
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{"lefty", input::gamepad_axis::left_y},
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{"rightx", input::gamepad_axis::right_x},
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{"righty", input::gamepad_axis::right_y},
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{"lefttrigger", input::gamepad_axis::left_trigger},
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{"righttrigger", input::gamepad_axis::right_trigger}
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};
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// Check if a control profile is set in the config file
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if (ctx->config->contains("control_profile"))
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{
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// Load control profile
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json* profile = ctx->resource_manager->load<json>((*ctx->config)["control_profile"].get<std::string>());
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// Parse control profile
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for (auto it = profile->begin(); it != profile->end(); ++it)
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{
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// Parse control name
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if (!it->contains("name"))
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{
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ctx->logger->warning("Unnamed control in control profile");
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continue;
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}
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std::string name = (*it)["name"].get<std::string>();
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// Find or create control
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input::control* control;
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if (ctx->controls.count(name))
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{
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control = ctx->controls[name];
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}
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else
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{
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control = new input::control;
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ctx->controls[name] = control;
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}
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// Parse control device
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if (!it->contains("device"))
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{
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ctx->logger->warning("Control \"" + name + "\" not mapped to a device");
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continue;
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}
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std::string device = (*it)["device"].get<std::string>();
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if (device == "keyboard")
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{
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// Parse key name
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if (!it->contains("key"))
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{
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ctx->logger->warning("Control \"" + name + "\" has invalid keyboard mapping");
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continue;
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}
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std::string key = (*it)["key"].get<std::string>();
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// Get scancode from key name
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input::scancode scancode = keyboard->get_scancode_from_name(key.c_str());
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if (scancode == input::scancode::unknown)
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{
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ctx->logger->warning("Control \"" + name + "\" mapped to unknown keyboard key \"" + key + "\"");
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continue;
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}
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// Map control to keyboard key
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ctx->input_event_router->add_mapping(input::key_mapping(control, nullptr, scancode));
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ctx->logger->log("Mapped control \"" + name + "\" to keyboard key \"" + key + "\"");
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}
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else if (device == "mouse")
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{
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if (it->contains("button"))
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{
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// Parse mouse button index
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int button = (*it)["button"].get<int>();
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// Map control to mouse button
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ctx->input_event_router->add_mapping(input::mouse_button_mapping(control, nullptr, button));
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ctx->logger->log("Mapped control \"" + name + "\" to mouse button " + std::to_string(button));
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}
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else if (it->contains("wheel"))
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{
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// Parse mouse wheel axis
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std::string wheel = (*it)["wheel"].get<std::string>();
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input::mouse_wheel_axis axis;
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if (wheel == "x+")
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axis = input::mouse_wheel_axis::positive_x;
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else if (wheel == "x-")
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axis = input::mouse_wheel_axis::negative_x;
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else if (wheel == "y+")
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axis = input::mouse_wheel_axis::positive_y;
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else if (wheel == "y-")
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axis = input::mouse_wheel_axis::negative_y;
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else
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{
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ctx->logger->warning("Control \"" + name + "\" is mapped to invalid mouse wheel axis \"" + wheel + "\"");
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continue;
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}
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// Map control to mouse wheel axis
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ctx->input_event_router->add_mapping(input::mouse_wheel_mapping(control, nullptr, axis));
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ctx->logger->log("Mapped control \"" + name + "\" to mouse wheel axis " + wheel);
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}
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else if (it->contains("motion"))
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{
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std::string motion = (*it)["motion"].get<std::string>();
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input::mouse_motion_axis axis;
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if (motion == "x+")
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axis = input::mouse_motion_axis::positive_x;
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else if (motion == "x-")
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axis = input::mouse_motion_axis::negative_x;
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else if (motion == "y+")
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axis = input::mouse_motion_axis::positive_y;
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else if (motion == "y-")
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axis = input::mouse_motion_axis::negative_y;
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else
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{
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ctx->logger->warning("Control \"" + name + "\" is mapped to invalid mouse motion axis \"" + motion + "\"");
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continue;
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}
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// Map control to mouse motion axis
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ctx->input_event_router->add_mapping(input::mouse_motion_mapping(control, nullptr, axis));
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ctx->logger->log("Mapped control \"" + name + "\" to mouse motion axis " + motion);
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}
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else
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{
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ctx->logger->warning("Control \"" + name + "\" has invalid mouse mapping");
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continue;
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}
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}
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else if (device == "gamepad")
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{
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if (it->contains("button"))
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{
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// Parse gamepad button
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std::string button = (*it)["button"].get<std::string>();
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auto button_it = gamepad_button_map.find(button);
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if (button_it == gamepad_button_map.end())
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{
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ctx->logger->warning("Control \"" + name + "\" is mapped to invalid gamepad button \"" + button + "\"");
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continue;
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}
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// Map control to gamepad button
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ctx->input_event_router->add_mapping(input::gamepad_button_mapping(control, nullptr, button_it->second));
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ctx->logger->log("Mapped control \"" + name + "\" to gamepad button " + button);
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}
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else if (it->contains("axis"))
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{
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std::string axis = (*it)["axis"].get<std::string>();
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// Parse gamepad axis name
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const std::string axis_name = axis.substr(0, axis.length() - 1);
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auto axis_it = gamepad_axis_map.find(axis_name);
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if (axis_it == gamepad_axis_map.end())
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{
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ctx->logger->warning("Control \"" + name + "\" is mapped to invalid gamepad axis \"" + axis_name + "\"");
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continue;
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}
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// Parse gamepad axis sign
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const char axis_sign = axis.back();
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if (axis_sign != '-' && axis_sign != '+')
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{
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ctx->logger->warning("Control \"" + name + "\" is mapped to gamepad axis with invalid sign \"" + axis_sign + "\"");
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continue;
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}
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bool axis_negative = (axis_sign == '-');
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// Map control to gamepad axis
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ctx->input_event_router->add_mapping(input::gamepad_axis_mapping(control, nullptr, axis_it->second, axis_negative));
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ctx->logger->log("Mapped control \"" + name + "\" to gamepad axis " + axis);
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}
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else
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{
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ctx->logger->log("Control \"" + name + "\" has invalid gamepad mapping");
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continue;
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}
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}
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else
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{
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ctx->logger->warning("Control \"" + name + "\" bound to unknown device \"" + device + "\"");
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}
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}
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}
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// Set gamepad deadzones
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float gamepad_leftx_activation_min = 0.0f;
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float gamepad_leftx_activation_max = 0.0f;
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float gamepad_lefty_activation_min = 0.0f;
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float gamepad_lefty_activation_max = 0.0f;
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float gamepad_rightx_activation_min = 0.0f;
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float gamepad_rightx_activation_max = 0.0f;
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float gamepad_righty_activation_min = 0.0f;
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float gamepad_righty_activation_max = 0.0f;
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float gamepad_lefttrigger_activation_min = 0.0f;
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float gamepad_lefttrigger_activation_max = 0.0f;
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float gamepad_righttrigger_activation_min = 0.0f;
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float gamepad_righttrigger_activation_max = 0.0f;
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bool gamepad_left_deadzone_cross = true;
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bool gamepad_right_deadzone_cross = true;
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float gamepad_left_deadzone_roundness = 0.0f;
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float gamepad_right_deadzone_roundness = 0.0f;
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input::gamepad_response_curve gamepad_leftx_response_curve = input::gamepad_response_curve::linear;
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input::gamepad_response_curve gamepad_lefty_response_curve = input::gamepad_response_curve::linear;
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input::gamepad_response_curve gamepad_rightx_response_curve = input::gamepad_response_curve::linear;
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input::gamepad_response_curve gamepad_righty_response_curve = input::gamepad_response_curve::linear;
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input::gamepad_response_curve gamepad_lefttrigger_response_curve = input::gamepad_response_curve::linear;
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input::gamepad_response_curve gamepad_righttrigger_response_curve = input::gamepad_response_curve::linear;
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if (ctx->config->contains("gamepad_leftx_activation_min"))
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gamepad_leftx_activation_min = (*ctx->config)["gamepad_leftx_activation_min"].get<float>();
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if (ctx->config->contains("gamepad_leftx_activation_max"))
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gamepad_leftx_activation_max = (*ctx->config)["gamepad_leftx_activation_max"].get<float>();
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if (ctx->config->contains("gamepad_lefty_activation_min"))
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gamepad_lefty_activation_min = (*ctx->config)["gamepad_lefty_activation_min"].get<float>();
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if (ctx->config->contains("gamepad_lefty_activation_max"))
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gamepad_lefty_activation_max = (*ctx->config)["gamepad_lefty_activation_max"].get<float>();
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if (ctx->config->contains("gamepad_rightx_activation_min"))
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gamepad_rightx_activation_min = (*ctx->config)["gamepad_rightx_activation_min"].get<float>();
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if (ctx->config->contains("gamepad_rightx_activation_max"))
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gamepad_rightx_activation_max = (*ctx->config)["gamepad_rightx_activation_max"].get<float>();
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if (ctx->config->contains("gamepad_righty_activation_min"))
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gamepad_righty_activation_min = (*ctx->config)["gamepad_righty_activation_min"].get<float>();
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if (ctx->config->contains("gamepad_righty_activation_max"))
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gamepad_righty_activation_max = (*ctx->config)["gamepad_righty_activation_max"].get<float>();
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if (ctx->config->contains("gamepad_lefttrigger_activation_min"))
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gamepad_lefttrigger_activation_min = (*ctx->config)["gamepad_lefttrigger_activation_min"].get<float>();
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if (ctx->config->contains("gamepad_lefttrigger_activation_max"))
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gamepad_lefttrigger_activation_max = (*ctx->config)["gamepad_lefttrigger_activation_max"].get<float>();
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if (ctx->config->contains("gamepad_righttrigger_activation_min"))
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gamepad_righttrigger_activation_min = (*ctx->config)["gamepad_righttrigger_activation_min"].get<float>();
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if (ctx->config->contains("gamepad_righttrigger_activation_max"))
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gamepad_righttrigger_activation_max = (*ctx->config)["gamepad_righttrigger_activation_max"].get<float>();
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if (ctx->config->contains("gamepad_left_deadzone_cross"))
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gamepad_left_deadzone_cross = (*ctx->config)["gamepad_left_deadzone_cross"].get<bool>();
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if (ctx->config->contains("gamepad_right_deadzone_cross"))
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gamepad_right_deadzone_cross = (*ctx->config)["gamepad_right_deadzone_cross"].get<bool>();
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if (ctx->config->contains("gamepad_left_deadzone_roundness"))
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gamepad_left_deadzone_roundness = (*ctx->config)["gamepad_left_deadzone_roundness"].get<float>();
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if (ctx->config->contains("gamepad_right_deadzone_roundness"))
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gamepad_right_deadzone_roundness = (*ctx->config)["gamepad_right_deadzone_roundness"].get<float>();
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if (ctx->config->contains("gamepad_leftx_response_curve"))
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gamepad_leftx_response_curve = parse_response_curve((*ctx->config)["gamepad_leftx_response_curve"].get<std::string>());
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if (ctx->config->contains("gamepad_leftx_response_curve"))
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gamepad_leftx_response_curve = parse_response_curve((*ctx->config)["gamepad_leftx_response_curve"].get<std::string>());
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if (ctx->config->contains("gamepad_rightx_response_curve"))
|
|
gamepad_rightx_response_curve = parse_response_curve((*ctx->config)["gamepad_rightx_response_curve"].get<std::string>());
|
|
if (ctx->config->contains("gamepad_leftx_response_curve"))
|
|
gamepad_leftx_response_curve = parse_response_curve((*ctx->config)["gamepad_leftx_response_curve"].get<std::string>());
|
|
if (ctx->config->contains("gamepad_lefttrigger_response_curve"))
|
|
gamepad_lefttrigger_response_curve = parse_response_curve((*ctx->config)["gamepad_lefttrigger_response_curve"].get<std::string>());
|
|
if (ctx->config->contains("gamepad_righttrigger_response_curve"))
|
|
gamepad_righttrigger_response_curve = parse_response_curve((*ctx->config)["gamepad_righttrigger_response_curve"].get<std::string>());
|
|
|
|
for (input::gamepad* gamepad: ctx->app->get_gamepads())
|
|
{
|
|
gamepad->set_activation_threshold(input::gamepad_axis::left_x, gamepad_leftx_activation_min, gamepad_leftx_activation_max);
|
|
gamepad->set_activation_threshold(input::gamepad_axis::left_y, gamepad_lefty_activation_min, gamepad_lefty_activation_max);
|
|
gamepad->set_activation_threshold(input::gamepad_axis::right_x, gamepad_rightx_activation_min, gamepad_rightx_activation_max);
|
|
gamepad->set_activation_threshold(input::gamepad_axis::right_y, gamepad_righty_activation_min, gamepad_righty_activation_max);
|
|
gamepad->set_activation_threshold(input::gamepad_axis::left_trigger, gamepad_lefttrigger_activation_min, gamepad_lefttrigger_activation_max);
|
|
gamepad->set_activation_threshold(input::gamepad_axis::right_trigger, gamepad_righttrigger_activation_min, gamepad_righttrigger_activation_max);
|
|
gamepad->set_left_deadzone_cross(gamepad_left_deadzone_cross);
|
|
gamepad->set_right_deadzone_cross(gamepad_right_deadzone_cross);
|
|
gamepad->set_left_deadzone_roundness(gamepad_left_deadzone_roundness);
|
|
gamepad->set_right_deadzone_roundness(gamepad_right_deadzone_roundness);
|
|
gamepad->set_response_curve(input::gamepad_axis::left_x, gamepad_leftx_response_curve);
|
|
gamepad->set_response_curve(input::gamepad_axis::left_y, gamepad_lefty_response_curve);
|
|
gamepad->set_response_curve(input::gamepad_axis::right_x, gamepad_rightx_response_curve);
|
|
gamepad->set_response_curve(input::gamepad_axis::right_y, gamepad_righty_response_curve);
|
|
gamepad->set_response_curve(input::gamepad_axis::left_trigger, gamepad_lefttrigger_response_curve);
|
|
gamepad->set_response_curve(input::gamepad_axis::right_trigger, gamepad_righttrigger_response_curve);
|
|
}
|
|
|
|
// Toggle fullscreen
|
|
ctx->controls["toggle_fullscreen"]->set_activated_callback
|
|
(
|
|
[ctx]()
|
|
{
|
|
bool fullscreen = !ctx->app->is_fullscreen();
|
|
|
|
ctx->app->set_fullscreen(fullscreen);
|
|
|
|
if (!fullscreen)
|
|
{
|
|
int2 resolution;
|
|
resolution.x = (*ctx->config)["windowed_resolution"][0].get<int>();
|
|
resolution.y = (*ctx->config)["windowed_resolution"][1].get<int>();
|
|
|
|
ctx->app->resize_window(resolution.x, resolution.y);
|
|
}
|
|
|
|
(*ctx->config)["fullscreen"] = fullscreen;
|
|
}
|
|
);
|
|
|
|
// Screenshot
|
|
ctx->controls["screenshot"]->set_activated_callback
|
|
(
|
|
[ctx]()
|
|
{
|
|
std::string path = ctx->screenshots_path + "antkeeper-" + timestamp() + ".png";
|
|
ctx->app->save_frame(path);
|
|
}
|
|
);
|
|
|
|
// Menu back
|
|
ctx->controls["menu_back"]->set_activated_callback
|
|
(
|
|
std::bind(&application::close, ctx->app, 0)
|
|
);
|
|
}
|
|
|
|
static input::gamepad_response_curve parse_response_curve(const std::string& curve)
|
|
{
|
|
if (curve == "square")
|
|
return input::gamepad_response_curve::square;
|
|
else if (curve == "cube")
|
|
return input::gamepad_response_curve::cube;
|
|
return input::gamepad_response_curve::linear;
|
|
}
|
|
|
|
void cosmogenesis(game::context* ctx)
|
|
{
|
|
// Init time
|
|
const double time = 0.0;
|
|
ctx->astronomy_system->set_universal_time(time);
|
|
ctx->orbit_system->set_universal_time(time);
|
|
|
|
// Create sun
|
|
ctx->logger->push_task("Creating the sun");
|
|
try
|
|
{
|
|
heliogenesis(ctx);
|
|
}
|
|
catch (...)
|
|
{
|
|
ctx->logger->pop_task(EXIT_FAILURE);
|
|
throw;
|
|
}
|
|
ctx->logger->pop_task(EXIT_SUCCESS);
|
|
|
|
// Create planet
|
|
ctx->logger->push_task("Creating the planet");
|
|
try
|
|
{
|
|
planetogenesis(ctx);
|
|
}
|
|
catch (...)
|
|
{
|
|
ctx->logger->pop_task(EXIT_FAILURE);
|
|
throw;
|
|
}
|
|
ctx->logger->pop_task(EXIT_SUCCESS);
|
|
|
|
// Create moon
|
|
ctx->logger->push_task("Creating the moon");
|
|
try
|
|
{
|
|
selenogenesis(ctx);
|
|
}
|
|
catch (...)
|
|
{
|
|
ctx->logger->pop_task(EXIT_FAILURE);
|
|
throw;
|
|
}
|
|
ctx->logger->pop_task(EXIT_SUCCESS);
|
|
|
|
// Create fixed stars
|
|
ctx->logger->push_task("Creating fixed stars");
|
|
try
|
|
{
|
|
extrasolar_heliogenesis(ctx);
|
|
}
|
|
catch (...)
|
|
{
|
|
ctx->logger->pop_task(EXIT_FAILURE);
|
|
throw;
|
|
}
|
|
ctx->logger->pop_task(EXIT_SUCCESS);
|
|
|
|
// Create ant colony
|
|
ctx->logger->push_task("Creating ant colony");
|
|
try
|
|
{
|
|
colonigenesis(ctx);
|
|
}
|
|
catch (...)
|
|
{
|
|
ctx->logger->pop_task(EXIT_FAILURE);
|
|
throw;
|
|
}
|
|
ctx->logger->pop_task(EXIT_SUCCESS);
|
|
}
|
|
|
|
void heliogenesis(game::context* ctx)
|
|
{
|
|
// Create solar entity
|
|
entity::id sun_eid = ctx->entity_registry->create();
|
|
ctx->entities["sun"] = sun_eid;
|
|
|
|
// Assign solar celestial body component
|
|
entity::component::celestial_body body;
|
|
body.radius = 6.957e+8;
|
|
body.axial_tilt = math::radians(0.0);
|
|
body.axial_rotation = math::radians(0.0);
|
|
body.angular_frequency = math::radians(0.0);
|
|
ctx->entity_registry->assign<entity::component::celestial_body>(sun_eid, body);
|
|
|
|
// Assign solar orbit component
|
|
entity::component::orbit orbit;
|
|
orbit.elements.a = 0.0;
|
|
orbit.elements.e = 0.0;
|
|
orbit.elements.i = math::radians(0.0);
|
|
orbit.elements.raan = math::radians(0.0);
|
|
orbit.elements.w = math::radians(0.0);
|
|
orbit.elements.ta = math::radians(0.0);
|
|
ctx->entity_registry->assign<entity::component::orbit>(sun_eid, orbit);
|
|
|
|
// Assign solar blackbody component
|
|
entity::component::blackbody blackbody;
|
|
blackbody.temperature = 5778.0;
|
|
ctx->entity_registry->assign<entity::component::blackbody>(sun_eid, blackbody);
|
|
|
|
// Assign solar transform component
|
|
entity::component::transform transform;
|
|
transform.local = math::identity_transform<float>;
|
|
transform.warp = true;
|
|
ctx->entity_registry->assign<entity::component::transform>(sun_eid, transform);
|
|
|
|
// Create direct sun light scene object
|
|
scene::directional_light* sun_direct = new scene::directional_light();
|
|
|
|
// Create ambient sun light scene object
|
|
scene::ambient_light* sun_ambient = new scene::ambient_light();
|
|
sun_ambient->set_color({1, 1, 1});
|
|
sun_ambient->set_intensity(0.0f);
|
|
sun_ambient->update_tweens();
|
|
|
|
// Add sun light scene objects to surface scene
|
|
ctx->surface_scene->add_object(sun_direct);
|
|
ctx->surface_scene->add_object(sun_ambient);
|
|
|
|
// Pass direct sun light scene object to shadow map pass and astronomy system
|
|
ctx->surface_shadow_map_pass->set_light(sun_direct);
|
|
ctx->astronomy_system->set_sun_light(sun_direct);
|
|
}
|
|
|
|
void planetogenesis(game::context* ctx)
|
|
{
|
|
// Create planetary entity
|
|
entity::id planet_eid = ctx->entity_registry->create();
|
|
ctx->entities["planet"] = planet_eid;
|
|
|
|
// Assign planetary celestial body component
|
|
entity::component::celestial_body body;
|
|
body.radius = 6.3781e6;
|
|
body.axial_tilt = math::radians(23.4393);
|
|
body.axial_rotation = math::radians(280.46061837504);
|
|
body.angular_frequency = math::radians(360.9856122880876128);
|
|
ctx->entity_registry->assign<entity::component::celestial_body>(planet_eid, body);
|
|
|
|
// Assign planetary orbit component
|
|
entity::component::orbit orbit;
|
|
orbit.elements.a = 1.496e+11;
|
|
orbit.elements.e = 0.01671123;
|
|
orbit.elements.i = math::radians(-0.00001531);
|
|
orbit.elements.raan = math::radians(0.0);
|
|
const double longitude_periapsis = math::radians(102.93768193);
|
|
orbit.elements.w = longitude_periapsis - orbit.elements.raan;
|
|
orbit.elements.ta = math::radians(100.46457166) - longitude_periapsis;
|
|
ctx->entity_registry->assign<entity::component::orbit>(planet_eid, orbit);
|
|
|
|
// Assign planetary terrain component
|
|
entity::component::terrain terrain;
|
|
terrain.elevation = [](double, double) -> double
|
|
{
|
|
//return math::random<double>(0.0, 1.0);
|
|
return 0.0;
|
|
};
|
|
terrain.max_lod = 0;
|
|
terrain.patch_material = nullptr;
|
|
ctx->entity_registry->assign<entity::component::terrain>(planet_eid, terrain);
|
|
|
|
// Assign planetary atmosphere component
|
|
entity::component::atmosphere atmosphere;
|
|
atmosphere.exosphere_altitude = 65e3;
|
|
atmosphere.index_of_refraction = 1.000293;
|
|
atmosphere.rayleigh_density = 2.545e25;
|
|
atmosphere.rayleigh_scale_height = 8000.0;
|
|
atmosphere.mie_density = 14.8875;
|
|
atmosphere.mie_scale_height = 1200.0;
|
|
atmosphere.mie_anisotropy = 0.8;
|
|
ctx->entity_registry->assign<entity::component::atmosphere>(planet_eid, atmosphere);
|
|
|
|
// Assign planetary transform component
|
|
entity::component::transform transform;
|
|
transform.local = math::identity_transform<float>;
|
|
transform.warp = true;
|
|
ctx->entity_registry->assign<entity::component::transform>(planet_eid, transform);
|
|
|
|
// Pass planet to astronomy system as reference body
|
|
ctx->astronomy_system->set_reference_body(planet_eid);
|
|
|
|
// Load sky model
|
|
ctx->surface_sky_pass->set_sky_model(ctx->resource_manager->load<model>("sky-dome.mdl"));
|
|
}
|
|
|
|
void selenogenesis(game::context* ctx)
|
|
{
|
|
// Create lunar entity
|
|
entity::id moon_eid = ctx->entity_registry->create();
|
|
ctx->entities["moon"] = moon_eid;
|
|
|
|
// Pass moon model to sky pass
|
|
ctx->surface_sky_pass->set_moon_model(ctx->resource_manager->load<model>("moon.mdl"));
|
|
}
|
|
|
|
void extrasolar_heliogenesis(game::context* ctx)
|
|
{
|
|
// Load star catalog
|
|
string_table* star_catalog = ctx->resource_manager->load<string_table>("stars.csv");
|
|
|
|
// Allocate star catalog vertex data
|
|
std::size_t star_count = 0;
|
|
if (star_catalog->size() > 0)
|
|
star_count = star_catalog->size() - 1;
|
|
std::size_t star_vertex_size = 7;
|
|
std::size_t star_vertex_stride = star_vertex_size * sizeof(float);
|
|
float* star_vertex_data = new float[star_count * star_vertex_size];
|
|
float* star_vertex = star_vertex_data;
|
|
|
|
// Build star catalog vertex data
|
|
for (std::size_t i = 1; i < star_catalog->size(); ++i)
|
|
{
|
|
const string_table_row& catalog_row = (*star_catalog)[i];
|
|
|
|
double ra = 0.0;
|
|
double dec = 0.0;
|
|
double vmag = 0.0;
|
|
double bv_color = 0.0;
|
|
|
|
// Parse star catalog entry
|
|
try
|
|
{
|
|
ra = std::stod(catalog_row[1]);
|
|
dec = std::stod(catalog_row[2]);
|
|
vmag = std::stod(catalog_row[3]);
|
|
bv_color = std::stod(catalog_row[4]);
|
|
}
|
|
catch (const std::exception& e)
|
|
{
|
|
continue;
|
|
}
|
|
|
|
// Convert right ascension and declination from degrees to radians
|
|
ra = math::wrap_radians(math::radians(ra));
|
|
dec = math::wrap_radians(math::radians(dec));
|
|
|
|
// Transform spherical equatorial coordinates to rectangular equatorial coordinates
|
|
double3 position_bci = geom::spherical::to_cartesian(double3{1.0, dec, ra});
|
|
|
|
// Transform coordinates from equatorial space to inertial space
|
|
physics::frame<double> bci_to_inertial = physics::orbit::inertial::to_bci({0, 0, 0}, 0.0, math::radians(23.4393)).inverse();
|
|
double3 position_inertial = bci_to_inertial * position_bci;
|
|
|
|
// Convert color index to color temperature
|
|
double cct = color::index::bv_to_cct(bv_color);
|
|
|
|
// Calculate XYZ color from color temperature
|
|
double3 color_xyz = color::cct::to_xyz(cct);
|
|
|
|
// Transform XYZ color to ACEScg colorspace
|
|
double3 color_acescg = color::xyz::to_acescg(color_xyz);
|
|
|
|
// Convert apparent magnitude to irradiance (W/m^2)
|
|
double vmag_irradiance = std::pow(10.0, 0.4 * (-vmag - 19.0 + 0.4));
|
|
|
|
// Convert irradiance to illuminance
|
|
double vmag_illuminance = vmag_irradiance * (683.0 * 0.14);
|
|
|
|
// Scale color by illuminance
|
|
double3 scaled_color = color_acescg * vmag_illuminance;
|
|
|
|
// Build vertex
|
|
*(star_vertex++) = static_cast<float>(position_inertial.x);
|
|
*(star_vertex++) = static_cast<float>(position_inertial.y);
|
|
*(star_vertex++) = static_cast<float>(position_inertial.z);
|
|
*(star_vertex++) = static_cast<float>(scaled_color.x);
|
|
*(star_vertex++) = static_cast<float>(scaled_color.y);
|
|
*(star_vertex++) = static_cast<float>(scaled_color.z);
|
|
*(star_vertex++) = static_cast<float>(vmag);
|
|
}
|
|
|
|
// Unload star catalog
|
|
ctx->resource_manager->unload("stars.csv");
|
|
|
|
// Allocate stars model
|
|
model* stars_model = new model();
|
|
|
|
// Resize model VBO and upload vertex data
|
|
gl::vertex_buffer* vbo = stars_model->get_vertex_buffer();
|
|
vbo->resize(star_count * star_vertex_stride, star_vertex_data);
|
|
|
|
// Free star catalog vertex data
|
|
delete[] star_vertex_data;
|
|
|
|
// Bind vertex attributes to model VAO
|
|
gl::vertex_array* vao = stars_model->get_vertex_array();
|
|
std::size_t vao_offset = 0;
|
|
vao->bind_attribute(VERTEX_POSITION_LOCATION, *vbo, 3, gl::vertex_attribute_type::float_32, star_vertex_stride, 0);
|
|
vao_offset += 3;
|
|
vao->bind_attribute(VERTEX_COLOR_LOCATION, *vbo, 4, gl::vertex_attribute_type::float_32, star_vertex_stride, sizeof(float) * vao_offset);
|
|
|
|
// Load star material
|
|
material* star_material = ctx->resource_manager->load<material>("fixed-star.mtl");
|
|
|
|
// Create model group
|
|
model_group* stars_model_group = stars_model->add_group("stars");
|
|
stars_model_group->set_material(star_material);
|
|
stars_model_group->set_drawing_mode(gl::drawing_mode::points);
|
|
stars_model_group->set_start_index(0);
|
|
stars_model_group->set_index_count(star_count);
|
|
|
|
// Pass stars model to sky pass
|
|
ctx->surface_sky_pass->set_stars_model(stars_model);
|
|
}
|
|
|
|
void colonigenesis(game::context* ctx)
|
|
{}
|
|
|
|
} // namespace loading
|
|
} // namespace state
|
|
} // namespace game
|