Refactored InputProxy to gracefully handle cases where multiple origins send the same command

This commit is contained in:
2015-12-11 17:15:33 +01:00
parent 2e7e8d3546
commit 03e226ffea
7 changed files with 104 additions and 44 deletions
+6 -2
View File
@@ -20,13 +20,17 @@ public:
void Process();
template <typename T>
void AddHandler();
void Publish(const Events::InputCommand& e);
protected:
EventBroker* m_EventBroker;
std::vector<InputHandler*> m_Handlers;
std::map<std::string, std::set<InputHandler*>> m_CommandHandlers;
// Represents every unique command (has of PlayerID & Command) and all values reported for that command this frame
std::map<std::pair<unsigned int, std::string>, std::vector<float>> m_CommandQueue;
//std::map<std::pair<unsigned int, std::string>, std::vector<float>> m_CommandQueue;
std::map<std::string, float> m_CurrentCommandValues;
std::map<std::string, float> m_LastCommandValues;
EventRelay<InputProxy, Events::BindOrigin> m_EBindOrigin;
bool OnBindOrigin(const Events::BindOrigin& e);