refactor: add Window interface
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@@ -60,7 +60,7 @@ void CameraControl::refreshRotation() {
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);
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}
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void CameraControl::updateMouse(PlayerInput& input) {
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void CameraControl::updateMouse(PlayerInput& input, int windowHeight) {
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glm::vec3 rotation = player.getRotation();
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float sensitivity =
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@@ -68,7 +68,7 @@ void CameraControl::updateMouse(PlayerInput& input) {
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: settings.sensitivity.get());
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auto d = glm::degrees(
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input.delta / static_cast<float>(Window::height) * sensitivity
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input.delta / static_cast<float>(windowHeight) * sensitivity
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);
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rotation.x -= d.x;
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rotation.y -= d.y;
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@@ -272,13 +272,15 @@ void PlayerController::update(float delta, const Input* inputEvents) {
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updatePlayer(delta);
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}
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void PlayerController::postUpdate(float delta, const Input* input, bool pause) {
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void PlayerController::postUpdate(
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float delta, int windowHeight, const Input* input, bool pause
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) {
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if (!pause) {
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updateFootsteps(delta);
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}
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if (!pause && input) {
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camControl.updateMouse(this->input);
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camControl.updateMouse(this->input, windowHeight);
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}
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camControl.refreshRotation();
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player.postUpdate();
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@@ -41,7 +41,7 @@ class CameraControl {
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void switchCamera();
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public:
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CameraControl(Player& player, const CameraSettings& settings);
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void updateMouse(PlayerInput& input);
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void updateMouse(PlayerInput& input, int windowHeight);
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void update(PlayerInput input, float delta, const Chunks& chunks);
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void refreshPosition();
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void refreshRotation();
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@@ -84,6 +84,8 @@ public:
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/// @param delta delta time
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/// @param inputEvents nullable window inputs
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/// @param pause is game paused
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void postUpdate(float delta, const Input* inputEvents, bool pause);
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void postUpdate(
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float delta, int windowHeight, const Input* inputEvents, bool pause
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);
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Player* getPlayer();
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};
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@@ -7,7 +7,6 @@
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#include "libgui.hpp"
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#include "util/stringutil.hpp"
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#include "util/observer_handler.hpp"
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#include "window/Events.hpp"
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#include "window/input.hpp"
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#include "coders/toml.hpp"
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