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Remove all implementation from the interaction handler class. Interface is still the same.
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@@ -41,6 +41,8 @@ class SceneGraphNode;
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namespace interaction {
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#ifdef USE_OLD_INTERACTIONHANDLER
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class InteractionHandler : public properties::PropertyOwner {
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public:
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InteractionHandler();
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@@ -136,6 +138,72 @@ private:
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std::mutex _keyframeMutex;
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};
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#endif // FALSE
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class InteractionHandler : public properties::PropertyOwner
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{
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public:
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InteractionHandler();
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~InteractionHandler();
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// Mutators
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void setKeyboardController(KeyboardController* controller);
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void setMouseController(MouseController* controller);
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void setFocusNode(SceneGraphNode* node);
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void setCamera(Camera* camera);
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void setInteractionSensitivity(float sensitivity);
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void setInvertRoll(bool invert);
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void setInvertRotation(bool invert);
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void resetKeyBindings();
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void addController(Controller* controller);
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void addKeyframe(const network::datamessagestructures::PositionKeyframe &kf);
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void clearKeyframes();
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void bindKey(Key key, KeyModifier modifier, std::string lua);
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void lockControls();
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void unlockControls();
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void update(double deltaTime);
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// Accessors
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const SceneGraphNode* const focusNode() const;
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const Camera* const camera() const;
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double deltaTime() const;
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float interactionSensitivity() const;
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bool invertRoll() const;
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bool invertRotation() const;
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/**
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* Returns the Lua library that contains all Lua functions available to affect the
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* interaction. The functions contained are
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* - openspace::luascriptfunctions::setOrigin
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* \return The Lua library that contains all Lua functions available to affect the
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* interaction
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*/
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static scripting::ScriptEngine::LuaLibrary luaLibrary();
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// Callback functions
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void keyboardCallback(Key key, KeyModifier modifier, KeyAction action);
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void mouseButtonCallback(MouseButton button, MouseAction action);
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void mousePositionCallback(double x, double y);
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void mouseScrollWheelCallback(double pos);
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// Interaction functions
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void orbitDelta(const glm::quat& rotation);
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void orbit(const float &dx, const float &dy, const float &dz, const float &dist);
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void rotateDelta(const glm::quat& rotation);
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void distanceDelta(const PowerScaledScalar& distance, size_t iterations = 0);
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void lookAt(const glm::quat& rotation);
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void setRotation(const glm::quat& rotation);
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private:
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};
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} // namespace interaction
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} // namespace openspace
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