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Hide GLFW from everything but the Engine class #42

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Yattabyte opened this issue May 27, 2019 · 1 comment
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Hide GLFW from everything but the Engine class #42

Yattabyte opened this issue May 27, 2019 · 1 comment
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@Yattabyte
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To better future-proof the project, we should hide as much of GLFW as possible from anything other than the main engine class.

As it is, most input is handled there, mapped into the ActionState class, but we use our own state enumerations like FORWARD, BACK, LEFT.

In commit c93e2ca we hid the mouse input modes using the engine class, let's continue doing things like that until glfw isn't used anywhere else but directly in the engine class.

@Yattabyte Yattabyte added the enhancement New feature or request label May 27, 2019
@Yattabyte Yattabyte added this to the Version 4.0 milestone May 27, 2019
@Yattabyte Yattabyte self-assigned this May 27, 2019
Yattabyte added a commit that referenced this issue May 27, 2019
- Solved most of issue #42.
  - remaining glfw usages rely on keyboard enumerations. These will be later replaced when we implement issue #43 and create a keyboard event (like a mouse event)
- Fixed bug where pause menu wouldn't reopen when closed using the "resume" button.
@Yattabyte
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Issue mostly solved in commit e906a12, though the remainder will be resolved when issue #43 is resolved.
Closing for now, unless some unforeseeable issue re-arises.

Yattabyte added a commit that referenced this issue May 28, 2019
- Solved issue #43, solidifying the completion of previous issue #42
- Keyboard event implemented, glfw contained to Engine.cpp only
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