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