Inverse Kinematics
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#include "SynGame.hpp"
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class InverseKinematics
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{
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private:
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Vector2 root;
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Vector2 *target;
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Vector2 *points;
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float *lengths;
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float totalLenght;
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unsigned int pointCount;
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unsigned int iterationCount;
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float distanceThreeshold;
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public:
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InverseKinematics();
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void SetPoints(Vector2 *, unsigned int);
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void SetRoot(Vector2);
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void SetTarget(Vector2 *);
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void SetIterationCount(unsigned int);
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void Iterate();
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~InverseKinematics();
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};
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InverseKinematics::InverseKinematics()
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{
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points = NULL;
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lengths = NULL;
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pointCount = 0;
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iterationCount = 0;
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distanceThreeshold = 1;
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}
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void InverseKinematics::SetPoints(Vector2 *points, unsigned int count)
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{
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int i;
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this -> points = points;
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this -> pointCount = count;
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this -> lengths = new float[count - 1];
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this -> totalLenght = 0.0;
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for (i = 0; i < count - 1; i++)
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{
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*(this -> lengths + i) = (*(points + i) - *(points + i + 1)).Magnitude();
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this -> totalLenght += *(this -> lengths + i);
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}
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}
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void InverseKinematics::SetIterationCount(unsigned int count)
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{
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if(count == 0) return;
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if(count > 100) return;
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this -> iterationCount = count;
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}
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void InverseKinematics::SetTarget(Vector2 *target)
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{
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this -> target = target;
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}
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void InverseKinematics::SetRoot(Vector2 root)
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{
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this -> root = root;
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}
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void InverseKinematics::Iterate()
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{
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int i;
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Vector2 *point;
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Vector2 *nextPoint;
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float *length;
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int iterationCount = this -> iterationCount;
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int pointCount = this -> pointCount;
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// if the target is out of reach
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if(target->Distance(root) > this -> totalLenght)
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{
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Vector2 direction = (*target - root).Normalized();
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*(this -> points) = root;
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point = this -> points + 1;
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length = this -> lengths;
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for (i = 1; i < pointCount; i++)
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{
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*point = *(point - 1) + direction * *length;
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point++;
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length++;
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}
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return;
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}
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// if the target is in reachable distance
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for (i = 0; i < iterationCount; i++)
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{
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point = this -> points + pointCount - 1;
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if(point -> Distance(*target) < distanceThreeshold)
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return;
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length = this -> lengths + pointCount - 2;
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*point = *target;
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while (point != this -> points)
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{
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nextPoint = point - 1;
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*nextPoint = (*point) + (*nextPoint - *point).Normalized() * (*length);
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length--;
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point--;
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}
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*point = root;
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length = this -> lengths;
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while (point != this -> points + pointCount - 1)
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{
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nextPoint = point + 1;
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*nextPoint = (*point) + (*nextPoint - *point).Normalized() * (*length);
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length++;
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point++;
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}
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}
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}
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InverseKinematics::~InverseKinematics()
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{
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if(lengths) delete lengths;
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}
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#ifndef SynClasses
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#define SynClasses
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#define DegToRad 0.0174533
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#include <SFML/Graphics.hpp>
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#include <sstream>
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#include <vector>
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#include <iostream>
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#include <cmath>
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#include "Vectors.hpp"
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#include "InverseKinematics.hpp"
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#include "Window.hpp"
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#include "TestWindow.hpp"
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#endif
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#include "SynGame.hpp"
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class TestWindow : public Window
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{
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protected:
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InverseKinematics kinematics;
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Vector2 target;
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Vector2 *points;
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unsigned int pointCount;
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public:
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TestWindow(unsigned int = 960, unsigned int = 540, std::string = "Window", sf::Uint32 = sf::Style::Titlebar | sf::Style::Close);
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void Update();
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};
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void TestWindow::Update()
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{
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int i;
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Window::Update();
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if(!isFocused)
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return;
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target = Vector2(sf::Mouse::getPosition(window).x, sf::Mouse::getPosition(window).y);
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kinematics.Iterate();
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sf::Vertex *array = new sf::Vertex[this -> pointCount];
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for (i = 0; i < this -> pointCount; i++)
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*(array + i) = sf::Vertex(sf::Vector2f((points + i) -> x, (points + i) -> y), sf::Color::White);
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window.clear(sf::Color::Black);
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window.draw(array, this -> pointCount, sf::PrimitiveType::LinesStrip);
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window.display();
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delete array;
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}
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TestWindow::TestWindow(unsigned int width, unsigned int height, std::string title, sf::Uint32 style) : Window(width, height, title, style)
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{
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pointCount = 5;
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points = new Vector2[pointCount];
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for (int i = 0; i < pointCount; i++)
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*(points + i) = Vector2(500 + i * 75, 500 + i * 75);
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kinematics.SetPoints(points, pointCount);
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kinematics.SetRoot(*(points + 0));
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kinematics.SetIterationCount(10);
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kinematics.SetTarget(&target);
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}
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#include "SynGame.hpp"
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#pragma region Vector1
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class Vector1
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{
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public:
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float x;
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Vector1(float = 0);
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Vector1 operator+(Vector1);
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Vector1 operator-(Vector1);
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Vector1 operator/(Vector1);
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Vector1 operator*(Vector1);
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Vector1 operator+=(Vector1);
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Vector1 operator-=(Vector1);
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Vector1 operator/=(Vector1);
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Vector1 operator*=(Vector1);
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Vector1 operator/(float);
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Vector1 operator*(float);
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Vector1 operator/=(float);
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Vector1 operator*=(float);
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float Magnitude();
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float Distance(Vector1);
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Vector1 Normalized();
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};
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Vector1::Vector1(float x) { this -> x = x; }
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Vector1 Vector1::operator+ (Vector1 parameter) { Vector1 vector = Vector1(x); vector.x += parameter.x; return vector; }
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Vector1 Vector1::operator- (Vector1 parameter) { Vector1 vector = Vector1(x); vector.x -= parameter.x; return vector; }
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Vector1 Vector1::operator/ (Vector1 parameter) { Vector1 vector = Vector1(x); vector.x /= parameter.x; return vector; }
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Vector1 Vector1::operator* (Vector1 parameter) { Vector1 vector = Vector1(x); vector.x *= parameter.x; return vector; }
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Vector1 Vector1::operator+=(Vector1 parameter) { x += parameter.x; return *this; }
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Vector1 Vector1::operator-=(Vector1 parameter) { x -= parameter.x; return *this; }
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Vector1 Vector1::operator/=(Vector1 parameter) { x /= parameter.x; return *this; }
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Vector1 Vector1::operator*=(Vector1 parameter) { x *= parameter.x; return *this; }
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Vector1 Vector1::operator/ (float parameter) { Vector1 vector = Vector1(x); vector.x /= parameter; return vector; }
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Vector1 Vector1::operator* (float parameter) { Vector1 vector = Vector1(x); vector.x *= parameter; return vector; }
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Vector1 Vector1::operator/=(float parameter) { x /= parameter; return *this; }
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Vector1 Vector1::operator*=(float parameter) { x *= parameter; return *this; }
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float Vector1::Magnitude() { return x; }
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float Vector1::Distance(Vector1 parameter)
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{
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Vector1 distanceVector = (*this) - parameter;
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return distanceVector.Magnitude();
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}
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Vector1 Vector1::Normalized() { return Vector1(x < 0.0 ? -1.0 : 1.0); }
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#pragma endregion
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#pragma region Vector2
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class Vector2
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{
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public:
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float x;
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float y;
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Vector2(float = 0, float = 0);
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Vector2 operator+(Vector2);
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Vector2 operator-(Vector2);
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Vector2 operator/(Vector2);
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Vector2 operator*(Vector2);
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Vector2 operator+=(Vector2);
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Vector2 operator-=(Vector2);
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Vector2 operator/=(Vector2);
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Vector2 operator*=(Vector2);
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Vector2 operator/(float);
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Vector2 operator*(float);
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Vector2 operator/=(float);
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Vector2 operator*=(float);
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float Magnitude();
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float Distance(Vector2);
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Vector2 Normalized();
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};
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Vector2::Vector2(float x, float y) { this -> x = x; this -> y = y; }
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Vector2 Vector2::operator+ (Vector2 parameter) { Vector2 vector = Vector2(x, y); vector.x += parameter.x; vector.y += parameter.y; return vector; }
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Vector2 Vector2::operator- (Vector2 parameter) { Vector2 vector = Vector2(x, y); vector.x -= parameter.x; vector.y -= parameter.y; return vector; }
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Vector2 Vector2::operator/ (Vector2 parameter) { Vector2 vector = Vector2(x, y); vector.x /= parameter.x; vector.y /= parameter.y; return vector; }
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Vector2 Vector2::operator* (Vector2 parameter) { Vector2 vector = Vector2(x, y); vector.x *= parameter.x; vector.y *= parameter.y; return vector; }
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Vector2 Vector2::operator+=(Vector2 parameter) { x += parameter.x; y += parameter.y; return *this; }
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Vector2 Vector2::operator-=(Vector2 parameter) { x -= parameter.x; y -= parameter.y; return *this; }
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Vector2 Vector2::operator/=(Vector2 parameter) { x /= parameter.x; y /= parameter.y; return *this; }
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Vector2 Vector2::operator*=(Vector2 parameter) { x *= parameter.x; y *= parameter.y; return *this; }
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Vector2 Vector2::operator/ (float parameter) { Vector2 vector = Vector2(x, y); vector.x /= parameter; vector.y /= parameter; return vector; }
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Vector2 Vector2::operator* (float parameter) { Vector2 vector = Vector2(x, y); vector.x *= parameter; vector.y *= parameter; return vector; }
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Vector2 Vector2::operator/=(float parameter) { x *= parameter; y *= parameter; return *this; }
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Vector2 Vector2::operator*=(float parameter) { x /= parameter; y /= parameter; return *this; }
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float Vector2::Magnitude() { return sqrt(x*x+y*y); }
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float Vector2::Distance(Vector2 parameter)
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{
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Vector2 distanceVector = (*this) - parameter;
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return distanceVector.Magnitude();
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}
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Vector2 Vector2::Normalized()
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{
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Vector2 vector = Vector2(x, y);
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return vector / Magnitude();
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}
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#pragma endregion
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#pragma region Vector3
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class Vector3
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{
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public:
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float x;
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float y;
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float z;
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Vector3(float = 0, float = 0, float = 0);
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Vector3 operator+(Vector3);
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Vector3 operator-(Vector3);
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Vector3 operator/(Vector3);
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Vector3 operator*(Vector3);
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Vector3 operator+=(Vector3);
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Vector3 operator-=(Vector3);
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Vector3 operator/=(Vector3);
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Vector3 operator*=(Vector3);
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Vector3 operator/(float);
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Vector3 operator*(float);
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Vector3 operator/=(float);
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Vector3 operator*=(float);
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float Magnitude();
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float Distance(Vector3);
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Vector3 Normalized();
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};
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Vector3::Vector3(float x, float y, float z) { this -> x = x; this -> y = y; this -> z = z; }
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Vector3 Vector3::operator+ (Vector3 parameter) { Vector3 vector = Vector3(x, y, z); vector.x += parameter.x; vector.y += parameter.y; vector.z += parameter.z; return vector; }
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Vector3 Vector3::operator- (Vector3 parameter) { Vector3 vector = Vector3(x, y, z); vector.x -= parameter.x; vector.y -= parameter.y; vector.z -= parameter.z; return vector; }
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Vector3 Vector3::operator/ (Vector3 parameter) { Vector3 vector = Vector3(x, y, z); vector.x /= parameter.x; vector.y /= parameter.y; vector.z /= parameter.z; return vector; }
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Vector3 Vector3::operator* (Vector3 parameter) { Vector3 vector = Vector3(x, y, z); vector.x *= parameter.x; vector.y *= parameter.y; vector.z *= parameter.z; return vector; }
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Vector3 Vector3::operator+=(Vector3 parameter) { x += parameter.x; y += parameter.y; z += parameter.z; return *this; }
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Vector3 Vector3::operator-=(Vector3 parameter) { x -= parameter.x; y -= parameter.y; z -= parameter.z; return *this; }
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Vector3 Vector3::operator/=(Vector3 parameter) { x /= parameter.x; y /= parameter.y; z /= parameter.z; return *this; }
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Vector3 Vector3::operator*=(Vector3 parameter) { x *= parameter.x; y *= parameter.y; z *= parameter.z; return *this; }
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Vector3 Vector3::operator/=(float parameter) { x *= parameter; y *= parameter; z *= parameter; return *this; }
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Vector3 Vector3::operator*=(float parameter) { x /= parameter; y /= parameter; z /= parameter; return *this; }
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Vector3 Vector3::operator/ (float parameter) { Vector3 vector = Vector3(x, y, z); vector.x /= parameter; vector.y /= parameter; vector.z /= parameter; return vector; }
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Vector3 Vector3::operator* (float parameter) { Vector3 vector = Vector3(x, y, z); vector.x *= parameter; vector.y *= parameter; vector.z *= parameter; return vector; }
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float Vector3::Magnitude() { return sqrt(x*x+y*y+z*z); }
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float Vector3::Distance(Vector3 parameter)
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{
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Vector3 distanceVector;
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distanceVector.x = x - parameter.x;
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distanceVector.y = y - parameter.y;
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distanceVector.z = z - parameter.z;
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return distanceVector.Magnitude();
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}
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Vector3 Vector3::Normalized()
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{
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Vector3 vector = Vector3(x, y, z);
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return vector / Magnitude();
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}
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#pragma endregion
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#include "SynGame.hpp"
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class Window
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{
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protected:
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sf::RenderWindow window;
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sf::Event event;
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sf::Vector2u size;
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sf::Vector2u windowedSize;
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std::string title;
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sf::Uint32 style;
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bool isFocused;
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bool fullscreen;
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public:
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Window(unsigned int = 960, unsigned int = 540, std::string = "Window", sf::Uint32 = sf::Style::Titlebar | sf::Style::Close);
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virtual void CreateWindow();
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virtual void CloseWindow();
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virtual void Update();
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void SetFrameRate(int = 0);
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void SetTitle(std::string);
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virtual void SetSize(unsigned int, unsigned int);
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bool IsOpen();
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};
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void Window::Update()
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{
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while (window.pollEvent(event))
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{
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if (event.type == sf::Event::Closed)
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CloseWindow();
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else if (event.type == sf::Event::LostFocus)
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isFocused = false;
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else if (event.type == sf::Event::GainedFocus)
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isFocused = true;
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if(sf::Keyboard::isKeyPressed(sf::Keyboard::F))
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{
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fullscreen = !fullscreen;
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CloseWindow();
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CreateWindow();
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}
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}
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if(!isFocused)
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return;
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}
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Window::Window(unsigned int width, unsigned int height, std::string title, sf::Uint32 style)
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{
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this -> size.x = width;
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this -> size.y = height;
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this -> title = title;
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this -> style = style;
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windowedSize.x = width;
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windowedSize.y = height;
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isFocused = true;
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fullscreen = false;
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SetFrameRate();
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CreateWindow();
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}
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void Window::CreateWindow()
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{
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if(window.isOpen())
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return;
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if(!fullscreen)
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{
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size = windowedSize;
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sf::VideoMode videoMode(windowedSize.x, windowedSize.y);
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window.create(videoMode, title, style);
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}
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else
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{
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sf::VideoMode videoMode(sf::VideoMode::getDesktopMode());
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size.x = videoMode.width;
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size.y = videoMode.height;
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window.create(videoMode, title, sf::Style::Fullscreen);
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}
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}
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void Window::CloseWindow()
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{
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if(!window.isOpen())
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return;
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window.close();
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}
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void Window::SetFrameRate(int rate)
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{
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if(rate == 0)
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{
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window.setVerticalSyncEnabled(true);
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return;
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}
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if(rate < 0)
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window.setFramerateLimit(10000);
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else
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window.setFramerateLimit(rate);
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window.setVerticalSyncEnabled(false);
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}
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void Window::SetTitle(std::string title)
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{
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this -> title = title;
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window.setTitle(title);
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}
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void Window::SetSize(unsigned int width, unsigned int height)
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{
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size = sf::Vector2u(width, height);
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sf::Vector2i pos = window.getPosition();
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CloseWindow();
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window.setSize(size);
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CreateWindow();
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window.setPosition(pos);
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}
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bool Window::IsOpen()
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{
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return window.isOpen();
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}
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@ -0,0 +1,12 @@
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#include "SynGame.hpp"
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int main()
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{
|
||||
TestWindow window(1600, 900, "Inverse Kinematics Test Syntriax");
|
||||
window.SetFrameRate(60);
|
||||
|
||||
while (window.IsOpen())
|
||||
window.Update();
|
||||
|
||||
return 0;
|
||||
}
|
Loading…
Reference in New Issue