mirror of
https://github.com/overte-org/overte.git
synced 2025-04-21 09:24:00 +02:00
Moved to function overloads instead of unique function names.
This commit is contained in:
parent
0a3dbcd675
commit
fefa74135c
3 changed files with 46 additions and 46 deletions
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@ -792,7 +792,7 @@ void Application::saveSettingsFile() {
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fclose(settingsFile);
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}
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bool Application::getSettingBool(const char* setting, bool& value, const bool defaultSetting) const {
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bool Application::getSetting(const char* setting, bool& value, const bool defaultSetting) const {
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std::map<std::string, std::string>::const_iterator iter = _settingsTable.find(setting);
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if (iter != _settingsTable.end()) {
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@ -817,7 +817,7 @@ bool Application::getSettingBool(const char* setting, bool& value, const bool de
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return true;
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}
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bool Application::getSettingFloat(const char* setting, float& value, const float defaultSetting) const {
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bool Application::getSetting(const char* setting, float& value, const float defaultSetting) const {
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std::map<std::string, std::string>::const_iterator iter = _settingsTable.find(setting);
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if (iter != _settingsTable.end()) {
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@ -846,7 +846,7 @@ bool Application::getSettingFloat(const char* setting, float& value, const float
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return true;
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}
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bool Application::getSettingVec3(const char* setting, glm::vec3& value, const glm::vec3& defaultSetting) const {
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bool Application::getSetting(const char* setting, glm::vec3& value, const glm::vec3& defaultSetting) const {
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std::map<std::string, std::string>::const_iterator iter = _settingsTable.find(setting);
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if (iter != _settingsTable.end()) {
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@ -877,19 +877,19 @@ bool Application::getSettingVec3(const char* setting, glm::vec3& value, const gl
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const short MAX_SETTINGS_LENGTH = 128;
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void Application::setSettingBool(const char* setting, const bool value) {
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void Application::setSetting(const char* setting, const bool value) {
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char settingValues[MAX_SETTINGS_LENGTH];
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sprintf(settingValues, "%d", value);
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_settingsTable[setting] = settingValues;
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}
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void Application::setSettingFloat(const char* setting, const float value) {
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void Application::setSetting(const char* setting, const float value) {
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char settingValues[MAX_SETTINGS_LENGTH];
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sprintf(settingValues, "%f", value);
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_settingsTable[setting] = settingValues;
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}
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void Application::setSettingVec3(const char* setting, const glm::vec3& value) {
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void Application::setSetting(const char* setting, const glm::vec3& value) {
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char settingValues[MAX_SETTINGS_LENGTH];
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sprintf(settingValues, "%f,%f,%f", value.x, value.y, value.z);
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_settingsTable[setting] = settingValues;
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@ -2361,35 +2361,35 @@ void Application::saveSettings()
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// This should probably be moved to a map stored in memory at some point to cache settings.
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_myAvatar.writeAvatarDataToFile();
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setSettingBool("_gyroLook", _gyroLook->isChecked());
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setSetting("_gyroLook", _gyroLook->isChecked());
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setSettingBool("_mouseLook", _mouseLook->isChecked());
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setSetting("_mouseLook", _mouseLook->isChecked());
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setSettingBool("_transmitterDrives", _transmitterDrives->isChecked());
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setSetting("_transmitterDrives", _transmitterDrives->isChecked());
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setSettingBool("_renderVoxels", _renderVoxels->isChecked());
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setSetting("_renderVoxels", _renderVoxels->isChecked());
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setSettingBool("_renderVoxelTextures", _renderVoxelTextures->isChecked());
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setSetting("_renderVoxelTextures", _renderVoxelTextures->isChecked());
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setSettingBool("_renderStarsOn", _renderStarsOn->isChecked());
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setSetting("_renderStarsOn", _renderStarsOn->isChecked());
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setSettingBool("_renderAtmosphereOn", _renderAtmosphereOn->isChecked());
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setSetting("_renderAtmosphereOn", _renderAtmosphereOn->isChecked());
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setSettingBool("_renderAvatarsOn", _renderAvatarsOn->isChecked());
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setSetting("_renderAvatarsOn", _renderAvatarsOn->isChecked());
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setSettingBool("_renderStatsOn", _renderStatsOn->isChecked());
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setSetting("_renderStatsOn", _renderStatsOn->isChecked());
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setSettingBool("_renderFrameTimerOn", _renderFrameTimerOn->isChecked());
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setSetting("_renderFrameTimerOn", _renderFrameTimerOn->isChecked());
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setSettingBool("_renderLookatOn", _renderLookatOn->isChecked());
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setSetting("_renderLookatOn", _renderLookatOn->isChecked());
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setSettingBool("_logOn", _logOn->isChecked());
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setSetting("_logOn", _logOn->isChecked());
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setSettingBool("_frustumOn", _frustumOn->isChecked());
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setSetting("_frustumOn", _frustumOn->isChecked());
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setSettingBool("_viewFrustumFromOffset", _viewFrustumFromOffset->isChecked());
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setSetting("_viewFrustumFromOffset", _viewFrustumFromOffset->isChecked());
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setSettingBool("_cameraFrustum", _cameraFrustum->isChecked());
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setSetting("_cameraFrustum", _cameraFrustum->isChecked());
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saveSettingsFile();
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}
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@ -2400,49 +2400,49 @@ void Application::readSettings()
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_myAvatar.readAvatarDataFromFile();
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bool settingState;
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getSettingBool("_gyroLook", settingState, _gyroLook->isChecked());
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getSetting("_gyroLook", settingState, _gyroLook->isChecked());
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_gyroLook->setChecked(settingState);
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getSettingBool("_mouseLook", settingState, _mouseLook->isChecked());
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getSetting("_mouseLook", settingState, _mouseLook->isChecked());
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_mouseLook->setChecked(settingState);
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getSettingBool("_transmitterDrives", settingState, _transmitterDrives->isChecked());
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getSetting("_transmitterDrives", settingState, _transmitterDrives->isChecked());
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_transmitterDrives->setChecked(settingState);
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getSettingBool("_renderVoxels", settingState, _renderVoxels->isChecked());
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getSetting("_renderVoxels", settingState, _renderVoxels->isChecked());
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_renderVoxels->setChecked(settingState);
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getSettingBool("_renderVoxelTextures", settingState, _renderVoxelTextures->isChecked());
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getSetting("_renderVoxelTextures", settingState, _renderVoxelTextures->isChecked());
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_renderVoxelTextures->setChecked(settingState);
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getSettingBool("_renderStarsOn", settingState, _renderStarsOn->isChecked());
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getSetting("_renderStarsOn", settingState, _renderStarsOn->isChecked());
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_renderStarsOn->setChecked(settingState);
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getSettingBool("_renderAtmosphereOn", settingState, _renderAtmosphereOn->isChecked());
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getSetting("_renderAtmosphereOn", settingState, _renderAtmosphereOn->isChecked());
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_renderAtmosphereOn->setChecked(settingState);
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getSettingBool("_renderAvatarsOn", settingState, _renderAvatarsOn->isChecked());
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getSetting("_renderAvatarsOn", settingState, _renderAvatarsOn->isChecked());
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_renderAvatarsOn->setChecked(settingState);
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getSettingBool("_renderStatsOn", settingState, _renderStatsOn->isChecked());
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getSetting("_renderStatsOn", settingState, _renderStatsOn->isChecked());
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_renderStatsOn->setChecked(settingState);
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getSettingBool("_renderFrameTimerOn", settingState, _renderFrameTimerOn->isChecked());
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getSetting("_renderFrameTimerOn", settingState, _renderFrameTimerOn->isChecked());
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_renderFrameTimerOn->setChecked(settingState);
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getSettingBool("_renderLookatOn", settingState, _renderLookatOn->isChecked());
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getSetting("_renderLookatOn", settingState, _renderLookatOn->isChecked());
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_renderLookatOn->setChecked(settingState);
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getSettingBool("_logOn", settingState, _logOn->isChecked());
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getSetting("_logOn", settingState, _logOn->isChecked());
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_logOn->setChecked(settingState);
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getSettingBool("_frustumOn", settingState, _frustumOn->isChecked());
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getSetting("_frustumOn", settingState, _frustumOn->isChecked());
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_frustumOn->setChecked(settingState);
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getSettingBool("_viewFrustumFromOffset", settingState, _viewFrustumFromOffset->isChecked());
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getSetting("_viewFrustumFromOffset", settingState, _viewFrustumFromOffset->isChecked());
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_viewFrustumFromOffset->setChecked(settingState);
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getSettingBool("_cameraFrustum", settingState, _cameraFrustum->isChecked());
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getSetting("_cameraFrustum", settingState, _cameraFrustum->isChecked());
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_cameraFrustum->setChecked(settingState);
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}
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@ -75,7 +75,7 @@ public:
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@param boolSetting The referenced variable where the setting will be stored.
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@param defaultSetting The default setting to assign to boolSetting if this function fails to find the appropriate setting. Defaults to false.
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*/
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bool getSettingBool(const char* setting, bool &value, const bool defaultSetting = false) const;
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bool getSetting(const char* setting, bool &value, const bool defaultSetting = false) const;
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/*!
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@fn getSettingFloat
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@ -84,7 +84,7 @@ public:
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@param floatSetting The referenced variable where the setting will be stored.
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@param defaultSetting The default setting to assign to boolSetting if this function fails to find the appropriate setting. Defaults to 0.0f.
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*/
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bool getSettingFloat(const char* setting, float &value, const float defaultSetting = 0.0f) const;
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bool getSetting(const char* setting, float &value, const float defaultSetting = 0.0f) const;
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/*!
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@fn getSettingVec3
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@ -93,7 +93,7 @@ public:
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@param vecSetting The referenced variable where the setting will be stored.
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@param defaultSetting The default setting to assign to boolSetting if this function fails to find the appropriate setting. Defaults to <0.0f, 0.0f, 0.0f>
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*/
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bool getSettingVec3(const char* setting, glm::vec3 &value, const glm::vec3& defaultSetting = glm::vec3(0.0f, 0.0f, 0.0f)) const;
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bool getSetting(const char* setting, glm::vec3 &value, const glm::vec3& defaultSetting = glm::vec3(0.0f, 0.0f, 0.0f)) const;
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/*!
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@fn setSettingBool
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@ -101,7 +101,7 @@ public:
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@param settingName The desired setting to populate a value for.
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@param boolSetting The value to set.
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*/
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void setSettingBool(const char* setting, const bool value);
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void setSetting(const char* setting, const bool value);
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/*!
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@fn setSettingFloat
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@ -109,7 +109,7 @@ public:
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@param settingName The desired setting to populate a value for.
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@param floatSetting The value to set.
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*/
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void setSettingFloat(const char* setting, const float value);
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void setSetting(const char* setting, const float value);
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/*!
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@fn setSettingVec3
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@ -117,7 +117,7 @@ public:
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@param settingName The desired setting to populate a value for.
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@param vecSetting The value to set.
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*/
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void setSettingVec3(const char* setting, const glm::vec3& value);
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void setSetting(const char* setting, const glm::vec3& value);
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private slots:
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@ -1242,16 +1242,16 @@ void Avatar::setHeadFromGyros(glm::vec3* eulerAngles, glm::vec3* angularVelocity
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}
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void Avatar::writeAvatarDataToFile() {
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Application::getInstance()->setSettingVec3("avatarPos", _position);
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Application::getInstance()->setSettingVec3("avatarRotation", glm::vec3(_bodyYaw, _bodyPitch, _bodyRoll));
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Application::getInstance()->setSetting("avatarPos", _position);
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Application::getInstance()->setSetting("avatarRotation", glm::vec3(_bodyYaw, _bodyPitch, _bodyRoll));
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}
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void Avatar::readAvatarDataFromFile() {
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glm::vec3 readPosition;
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glm::vec3 readRotation;
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Application::getInstance()->getSettingVec3("avatarPos", readPosition, glm::vec3(6.1f, 0, 1.4f));
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Application::getInstance()->getSettingVec3("avatarRotation", readRotation, glm::vec3(0, 0, 0));
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Application::getInstance()->getSetting("avatarPos", readPosition, glm::vec3(6.1f, 0, 1.4f));
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Application::getInstance()->getSetting("avatarRotation", readRotation, glm::vec3(0, 0, 0));
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_bodyYaw = readRotation.x;
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_bodyPitch = readRotation.y;
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