use mvvm
Switch the Testbed GUI architecture pattern to MVVM (Model-View-ModelView).
This commit is contained in:
@ -21,40 +21,10 @@
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#include <testbed/framework/draw.h>
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#include <testbed/framework/testbed_listener.h>
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#include <testbed/framework/test.h>
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struct Settings
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{
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Settings()
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{
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lastTestID = -1;
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testID = 0;
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pause = false;
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singleStep = false;
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drawPoints = true;
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drawLines = true;
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drawTriangles = true;
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drawGrid = true;
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drawProfile = false;
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drawStats = false;
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}
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class Test;
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int lastTestID;
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int testID;
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bool pause;
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bool singleStep;
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bool drawPoints;
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bool drawLines;
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bool drawTriangles;
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bool drawGrid;
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bool drawProfile;
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bool drawStats;
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};
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//
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extern Settings* g_settings;
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class ViewModel;
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class Model
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{
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@ -64,88 +34,59 @@ public:
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~Model();
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void Action_SaveTest();
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void Action_SelectTest(int selection);
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void Action_RestartTest();
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void Action_PreviousTest();
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void Action_NextTest();
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void Action_SetTest();
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void Action_PlayPause();
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void Action_SingleStep();
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void Action_DefaultCamera();
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void Action_LeftCamera();
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void Action_RightCamera();
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void Action_BottomCamera();
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void Action_TopCamera();
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void Action_BackCamera();
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void Action_FrontCamera();
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void Action_SinglePlay();
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void Action_ResetCamera();
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void Command_Step();
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void Command_Press_Key(int button);
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void Command_Release_Key(int button);
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void Command_Press_Mouse_Left(const b3Vec2& ps);
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void Command_Release_Mouse_Left(const b3Vec2& ps);
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void Command_Move_Cursor(const b3Vec2& ps);
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void Command_ResizeCamera(float32 w, float32 h);
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void Command_RotateCameraX(float32 angle);
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void Command_RotateCameraY(float32 angle);
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void Command_TranslateCameraX(float32 d);
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void Command_TranslateCameraY(float32 d);
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void Command_ZoomCamera(float32 d);
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void Update();
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bool IsPaused() const { return m_pause; }
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private:
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friend class View;
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friend class ViewModel;
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// UI State
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Settings m_settings;
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TestSettings m_testSettings;
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ViewModel* m_viewModel;
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// App State
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Draw m_draw;
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Camera m_camera;
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Profiler m_profiler;
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TestbedListener m_profilerListener;
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Test* m_test;
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bool m_setTest;
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bool m_pause;
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bool m_singlePlay;
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};
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inline void Model::Action_SelectTest(int selection)
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inline void Model::Action_SetTest()
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{
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m_settings.testID = selection;
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m_settings.lastTestID = -1;
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}
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inline void Model::Action_RestartTest()
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{
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m_settings.lastTestID = -1;
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}
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inline void Model::Action_PreviousTest()
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{
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m_settings.testID = b3Clamp(m_settings.testID - 1, 0, int(g_testCount) - 1);
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m_settings.lastTestID = -1;
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}
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inline void Model::Action_NextTest()
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{
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m_settings.testID = b3Clamp(m_settings.testID + 1, 0, int(g_testCount) - 1);
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m_settings.lastTestID = -1;
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}
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inline void Model::Action_SaveTest()
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{
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m_test->Save();
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m_setTest = true;
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}
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inline void Model::Action_PlayPause()
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{
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m_settings.pause = !m_settings.pause;
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m_pause = !m_pause;
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}
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inline void Model::Action_SingleStep()
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inline void Model::Action_SinglePlay()
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{
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m_settings.pause = true;
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m_settings.singleStep = true;
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m_pause = true;
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m_singlePlay = true;
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}
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inline void Model::Action_DefaultCamera()
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inline void Model::Action_ResetCamera()
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{
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m_camera.m_q = b3QuatRotationX(-0.125f * B3_PI);
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@ -157,79 +98,6 @@ inline void Model::Action_DefaultCamera()
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m_camera.m_zoom = 50.0f;
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}
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inline void Model::Action_LeftCamera()
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{
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m_camera.m_q = b3QuatRotationX(0.5f * B3_PI);
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m_camera.m_center.SetZero();
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m_camera.m_zoom = 50.0f;
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}
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inline void Model::Action_RightCamera()
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{
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m_camera.m_q = b3QuatRotationX(-0.5f * B3_PI);
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m_camera.m_center.SetZero();
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m_camera.m_zoom = 50.0f;
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}
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inline void Model::Action_BottomCamera()
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{
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m_camera.m_q = b3QuatRotationX(0.5f * B3_PI);
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m_camera.m_center.SetZero();
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m_camera.m_zoom = 50.0f;
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}
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inline void Model::Action_TopCamera()
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{
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m_camera.m_q = b3QuatRotationX(-0.5f * B3_PI);
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m_camera.m_center.SetZero();
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m_camera.m_zoom = 50.0f;
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}
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inline void Model::Action_BackCamera()
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{
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m_camera.m_q = b3QuatRotationX(-B3_PI);
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m_camera.m_center.SetZero();
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m_camera.m_zoom = 50.0f;
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}
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inline void Model::Action_FrontCamera()
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{
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m_camera.m_q.SetIdentity();
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m_camera.m_center.SetZero();
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m_camera.m_zoom = 50.0f;
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}
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inline void Model::Command_Press_Key(int button)
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{
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m_test->KeyDown(button);
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}
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inline void Model::Command_Release_Key(int button)
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{
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m_test->KeyUp(button);
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}
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inline void Model::Command_Press_Mouse_Left(const b3Vec2& ps)
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{
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Ray3 pw = m_camera.ConvertScreenToWorld(ps);
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m_test->MouseLeftDown(pw);
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}
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inline void Model::Command_Release_Mouse_Left(const b3Vec2& ps)
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{
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Ray3 pw = m_camera.ConvertScreenToWorld(ps);
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m_test->MouseLeftUp(pw);
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}
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inline void Model::Command_Move_Cursor(const b3Vec2& ps)
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{
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Ray3 pw = m_camera.ConvertScreenToWorld(ps);
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m_test->MouseMove(pw);
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}
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inline void Model::Command_ResizeCamera(float32 w, float32 h)
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{
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m_camera.m_width = w;
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