Some refactorings and touch ups.
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@@ -39,12 +39,14 @@ import com.badlogic.gdx.Game;
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import com.badlogic.gdx.Gdx;
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import com.badlogic.gdx.controllers.Controllers;
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import com.badlogic.gdx.controllers.mappings.Ouya;
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import com.badlogic.gdx.graphics.GL20;
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import com.badlogic.gdx.graphics.OrthographicCamera;
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import com.badlogic.gdx.graphics.Pixmap;
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import com.badlogic.gdx.graphics.Pixmap.Format;
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import com.badlogic.gdx.graphics.Texture;
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import com.badlogic.gdx.graphics.g2d.BitmapFont;
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import com.badlogic.gdx.graphics.g2d.SpriteBatch;
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import com.badlogic.gdx.graphics.glutils.ShaderProgram;
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/**
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* <p>Core of the application.</p>
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@@ -156,13 +158,17 @@ public class NxtARCore extends Game implements NetworkConnectionListener{
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Controllers.addListener(state);
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}
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// Set up fields.
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// Set up rendering fields and settings.
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batch = new SpriteBatch();
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batch.enableBlending();
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batch.setBlendFunction(GL20.GL_SRC_ALPHA, GL20.GL_ONE_MINUS_SRC_ALPHA);
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pixelPerfectCamera = new OrthographicCamera(Gdx.graphics.getWidth(), Gdx.graphics.getHeight());
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ShaderProgram.pedantic = false;
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// Set up the overlay font.
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if(ProjectConstants.DEBUG){
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// Set up the overlay font.
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fontX = -((Gdx.graphics.getWidth() * ProjectConstants.OVERSCAN) / 2) + 10;
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fontY = ((Gdx.graphics.getHeight() * ProjectConstants.OVERSCAN) / 2) - 10;
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@@ -317,6 +323,9 @@ public class NxtARCore extends Game implements NetworkConnectionListener{
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}
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}
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// TODO: Disable start game button until camera has been sucessfully calibrated.
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// TODO: Add calibration listener callback.
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@Override
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public synchronized void networkStreamConnected(String streamName){
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Gdx.app.log(TAG, CLASS_NAME + ".networkStreamConnected() :: Stream " + streamName + " connected.");
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@@ -57,7 +57,7 @@ public class InGameState extends BaseState{
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private NxtARCore core;
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// Background related fields.
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private float u_scaling[];
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private float uScaling[];
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protected Sprite background;
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private Texture backgroundTexture;
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private ShaderProgram backgroundShader;
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@@ -164,9 +164,9 @@ public class InGameState extends BaseState{
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backgroundShader = null;
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}
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u_scaling = new float[2];
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u_scaling[0] = Gdx.graphics.getWidth() > Gdx.graphics.getHeight() ? 16.0f : 9.0f;
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u_scaling[1] = Gdx.graphics.getHeight() > Gdx.graphics.getWidth() ? 16.0f : 9.0f;
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uScaling = new float[2];
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uScaling[0] = Gdx.graphics.getWidth() > Gdx.graphics.getHeight() ? 16.0f : 9.0f;
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uScaling[1] = Gdx.graphics.getHeight() > Gdx.graphics.getWidth() ? 16.0f : 9.0f;
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// Set up the 3D rendering.
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frameBuffer = null;
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@@ -184,8 +184,6 @@ public class InGameState extends BaseState{
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Gdx.app.error(TAG, CLASS_NAME + ".InGameState(): " + meshShader.getLog());
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Gdx.app.exit();
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}
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// TODO: Move this line to core.
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ShaderProgram.pedantic = false;
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// Set up Artemis.
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gameWorld = new World();
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@@ -212,7 +210,7 @@ public class InGameState extends BaseState{
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core.batch.begin();{
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if(backgroundShader != null){
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core.batch.setShader(backgroundShader);
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backgroundShader.setUniform2fv("u_scaling", u_scaling, 0, 2);
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backgroundShader.setUniform2fv("u_scaling", uScaling, 0, 2);
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}
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background.draw(core.batch);
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if(backgroundShader != null) core.batch.setShader(null);
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@@ -319,9 +317,6 @@ public class InGameState extends BaseState{
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}
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// Render the video frame and the frame buffer.
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// TODO: Enable blending only once in core.
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core.batch.enableBlending();
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core.batch.setBlendFunction(GL20.GL_SRC_ALPHA, GL20.GL_ONE_MINUS_SRC_ALPHA);
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core.batch.begin();{
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renderableVideoFrame.draw(core.batch);
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frameBufferSprite.draw(core.batch);
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@@ -540,9 +535,14 @@ public class InGameState extends BaseState{
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event.setPower((byte)0x00);
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queue.addEvent(event);
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}
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}else{
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// TODO: Send input to the input handler system.
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}
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return true;
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}
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return true;
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return false;
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}
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@Override
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@@ -646,9 +646,14 @@ public class InGameState extends BaseState{
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motorButtonsPointers[6] = -1;
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motorButtonsTouched[6] = false;
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}else{
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// TODO: Pass input to the input handler system.
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}
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return true;
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}
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return true;
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return false;
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}
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@Override
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@@ -749,18 +754,23 @@ public class InGameState extends BaseState{
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motorButtonsPointers[6] = -1;
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motorButtonsTouched[6] = false;
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}else{
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// TODO: Pass input to the input handler system.
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}
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return true;
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}
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return true;
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return false;
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}
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@Override
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public boolean keyDown(int keycode){
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if(keycode == Input.Keys.BACK){
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// TODO: Go to pause state.
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core.nextState = game_states_t.MAIN_MENU;
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return true;
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}
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return false;
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}
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@@ -772,7 +782,7 @@ public class InGameState extends BaseState{
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public boolean buttonDown(Controller controller, int buttonCode){
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MotorEvent event;
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if(stateActive /*&& Ouya.runningOnOuya*/){
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if(stateActive){
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Gdx.app.log(TAG, CLASS_NAME + ".buttonDown() :: " + controller.getName() + " :: " + Integer.toString(buttonCode));
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if(buttonCode == Ouya.BUTTON_L1){
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@@ -842,6 +852,8 @@ public class InGameState extends BaseState{
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event.setMotor(motor_t.RECENTER);
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event.setPower((byte)0x00);
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queue.addEvent(event);
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}else{
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// TODO: Pass input to the input handler system.
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}
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return true;
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@@ -854,7 +866,7 @@ public class InGameState extends BaseState{
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public boolean buttonUp(Controller controller, int buttonCode){
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MotorEvent event;
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if(stateActive /*&& Ouya.runningOnOuya*/){
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if(stateActive){
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Gdx.app.log(TAG, CLASS_NAME + ".buttonDown() :: " + controller.getName() + " :: " + Integer.toString(buttonCode));
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if(buttonCode == Ouya.BUTTON_L1){
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@@ -917,6 +929,8 @@ public class InGameState extends BaseState{
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}else if(buttonCode == Ouya.BUTTON_Y){
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motorGamepadButtonPressed[6] = false;
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}else{
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// TODO: Pass input to the input handler system.
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}
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return true;
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@@ -927,6 +941,7 @@ public class InGameState extends BaseState{
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@Override
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public boolean axisMoved(Controller controller, int axisCode, float value){
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// TODO: Pass input to the input handler system.
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return false;
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}
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}
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