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Move dead submodules in-tree
Signed-off-by: swurl <swurl@swurl.xyz>
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4081 changed files with 1185566 additions and 45 deletions
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externals/oboe/samples/RhythmGame/src/main/cpp/GameConstants.h
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externals/oboe/samples/RhythmGame/src/main/cpp/GameConstants.h
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/*
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* Copyright 2018 The Android Open Source Project
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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#ifndef SAMPLES_GAMECONSTANTS_H
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#define SAMPLES_GAMECONSTANTS_H
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#include "ui/OpenGLFunctions.h"
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constexpr int kBufferSizeInBursts = 2; // Use 2 bursts as the buffer size (double buffer)
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constexpr int kMaxQueueItems = 4; // Must be power of 2
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// Colors for game states and visual feedback for taps
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constexpr ScreenColor kPlayingColor = GREY;
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constexpr ScreenColor kLoadingColor = YELLOW;
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constexpr ScreenColor kLoadingFailedColor = RED;
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constexpr ScreenColor kTapSuccessColor = GREEN;
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constexpr ScreenColor kTapEarlyColor = ORANGE;
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constexpr ScreenColor kTapLateColor = PURPLE;
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// This defines the size of the tap window in milliseconds. For example, if defined at 100ms the
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// player will have 100ms before and after the centre of the tap window to tap on the screen and
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// be successful
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constexpr int kWindowCenterOffsetMs = 100;
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// Filename for clap sound asset (in assets folder)
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constexpr char kClapFilename[] { "CLAP.mp3" };
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// Filename for the backing track asset (in assets folder)
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constexpr char kBackingTrackFilename[] { "FUNKY_HOUSE.mp3" };
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// The game will first demonstrate the pattern which the user should copy. It does this by
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// "clapping" (playing a clap sound) at certain times during the song. We can specify these times
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// here in milliseconds. Our backing track has a tempo of 120 beats per minute, which is 2 beats per
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// second. This means a pattern of 3 claps starting on the first beat of the first bar would mean
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// playing claps at 0ms, 500ms and 1000ms
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constexpr int64_t kClapEvents[] { 0, 500, 1000 };
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// We then want the user to tap on the screen exactly 4 beats after the first clap so we add clap
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// windows at 2000ms, 2500ms and 3000ms (or 2, 2.5 and 3 seconds). @see getTapResult for more info.
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constexpr int64_t kClapWindows[] { 2000, 2500, 3000 };
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struct AudioProperties {
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int32_t channelCount;
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int32_t sampleRate;
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};
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#endif //SAMPLES_GAMECONSTANTS_H
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