Refactor engine to support double-precision vectors

This commit is contained in:
Wojtek Figat
2022-06-13 00:40:32 +02:00
parent f82e370392
commit a881c90b2e
744 changed files with 19062 additions and 12467 deletions

View File

@@ -169,13 +169,13 @@ void InputSettings::Deserialize(DeserializeStream& stream, ISerializeModifier* m
}
}
void Mouse::OnMouseMoved(const Vector2& newPosition)
void Mouse::OnMouseMoved(const Float2& newPosition)
{
_prevState.MousePosition = newPosition;
_state.MousePosition = newPosition;
}
void Mouse::OnMouseDown(const Vector2& position, const MouseButton button, Window* target)
void Mouse::OnMouseDown(const Float2& position, const MouseButton button, Window* target)
{
Event& e = _queue.AddOne();
e.Type = EventType::MouseDown;
@@ -184,7 +184,7 @@ void Mouse::OnMouseDown(const Vector2& position, const MouseButton button, Windo
e.MouseData.Position = position;
}
void Mouse::OnMouseUp(const Vector2& position, const MouseButton button, Window* target)
void Mouse::OnMouseUp(const Float2& position, const MouseButton button, Window* target)
{
Event& e = _queue.AddOne();
e.Type = EventType::MouseUp;
@@ -193,7 +193,7 @@ void Mouse::OnMouseUp(const Vector2& position, const MouseButton button, Window*
e.MouseData.Position = position;
}
void Mouse::OnMouseDoubleClick(const Vector2& position, const MouseButton button, Window* target)
void Mouse::OnMouseDoubleClick(const Float2& position, const MouseButton button, Window* target)
{
Event& e = _queue.AddOne();
e.Type = EventType::MouseDoubleClick;
@@ -202,7 +202,7 @@ void Mouse::OnMouseDoubleClick(const Vector2& position, const MouseButton button
e.MouseData.Position = position;
}
void Mouse::OnMouseMove(const Vector2& position, Window* target)
void Mouse::OnMouseMove(const Float2& position, Window* target)
{
Event& e = _queue.AddOne();
e.Type = EventType::MouseMove;
@@ -217,7 +217,7 @@ void Mouse::OnMouseLeave(Window* target)
e.Target = target;
}
void Mouse::OnMouseWheel(const Vector2& position, float delta, Window* target)
void Mouse::OnMouseWheel(const Float2& position, float delta, Window* target)
{
Event& e = _queue.AddOne();
e.Type = EventType::MouseWheel;
@@ -423,27 +423,27 @@ bool Input::GetKeyUp(const KeyboardKeys key)
return Keyboard ? Keyboard->GetKeyUp(key) : false;
}
Vector2 Input::GetMousePosition()
Float2 Input::GetMousePosition()
{
return Mouse ? Screen::ScreenToGameViewport(Mouse->GetPosition()) : Vector2::Minimum;
return Mouse ? Screen::ScreenToGameViewport(Mouse->GetPosition()) : Float2::Minimum;
}
void Input::SetMousePosition(const Vector2& position)
void Input::SetMousePosition(const Float2& position)
{
if (Mouse && Engine::HasGameViewportFocus())
{
const auto pos = Screen::GameViewportToScreen(position);
if (pos > Vector2::Minimum)
if (pos > Float2::Minimum)
Mouse->SetMousePosition(pos);
}
}
Vector2 Input::GetMouseScreenPosition()
Float2 Input::GetMouseScreenPosition()
{
return Mouse ? Mouse->GetPosition() : Vector2::Minimum;
return Mouse ? Mouse->GetPosition() : Float2::Minimum;
}
void Input::SetMouseScreenPosition(const Vector2& position)
void Input::SetMouseScreenPosition(const Float2& position)
{
if (Mouse && Engine::HasFocus)
{
@@ -451,9 +451,9 @@ void Input::SetMouseScreenPosition(const Vector2& position)
}
}
Vector2 Input::GetMousePositionDelta()
Float2 Input::GetMousePositionDelta()
{
return Mouse ? Mouse->GetPositionDelta() : Vector2::Zero;
return Mouse ? Mouse->GetPositionDelta() : Float2::Zero;
}
float Input::GetMouseScrollDelta()