Added MouseInputHandler and firstPersonInputController to aid in creation of first person movement.
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#ifndef MouseInputHandler_h__
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#define MouseInputHandler_h__
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#include <GLFW/glfw3.h>
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#include "InputHandler.h"
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#include "Core/EMousePress.h"
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#include "Core/EMouseRelease.h"
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#include "Core/EMouseMove.h"
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class MouseInputHandler : public InputHandler
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{
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public:
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MouseInputHandler(EventBroker* eventBroker, InputProxy* inputProxy);
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bool BindOrigin(std::string origin, std::string command, float value) override;
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private:
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std::unordered_map<std::string, int> m_OriginCodes;
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std::unordered_map<std::string, char> m_OriginAxes;
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std::unordered_map<int, std::tuple<std::string, float>> m_Bindings; // GLFW_MOUSE_BUTTON... -> command string & value
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std::unordered_map<char, std::tuple<std::string, float>> m_Axes; // Axis -> command string & value
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EventRelay<InputHandler, Events::MousePress> m_EMousePress;
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bool OnMousePress(const Events::MousePress& e);
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EventRelay<InputHandler, Events::MouseRelease> m_EMouseRelease;
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bool OnMouseRelease(const Events::MouseRelease& e);
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EventRelay<InputHandler, Events::MouseMove> m_EMouseMove;
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bool OnMouseMove(const Events::MouseMove& e);
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bool hasOrigin(std::string origin);
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};
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#endif
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