MouseInputHandler
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#include "../Input/FirstPersonInputController.h"
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template <typename EventContext>
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class DebugCameraInputController : public FirstPersonInputController<EventContext>
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{
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public:
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DebugCameraInputController(EventBroker* eventBroker, unsigned int playerID)
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: FirstPersonInputController(eventBroker, playerID)
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{ }
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const glm::vec3 Position() const { return m_Position; }
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void SetBaseSpeed(float speed) { m_BaseSpeed = speed; }
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virtual bool OnCommand(const Events::InputCommand& e) override
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{
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if (e.Command == "PrimaryFire") {
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if (e.Value > 0) {
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LockMouse();
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} else {
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UnlockMouse();
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}
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return false;
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}
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if (e.Command == "Right") {
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float value = std::max(-1.f, std::min(e.Value, 1.f));
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m_Velocity.x = value;
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}
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if (e.Command == "Forward") {
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float value = std::max(-1.f, std::min(e.Value, 1.f));
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m_Velocity.z = -value;
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}
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return FirstPersonInputController::OnCommand(e);
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}
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void Update(double dt)
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{
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if (glm::length2(m_Velocity) > 0) {
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m_Position += m_Orientation * (glm::normalize(m_Velocity) * m_BaseSpeed);
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}
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}
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protected:
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glm::vec3 m_Position = glm::vec3(0, 0, 0);
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glm::vec3 m_Velocity = glm::vec3(0, 0, 0);
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float m_BaseSpeed = 0.1f;
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};
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