InputProxy with a KeyboardInputHandler to translate keyboard keys to input commands. Input origins are bound to commands through the BindOrigin event, or through loading them from a config file.
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+8
-8
@@ -31,7 +31,7 @@ Game::Game(int argc, char* argv[])
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m_InputManager = new InputManager(m_Renderer->Window(), m_EventBroker);
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m_InputProxy = new InputProxy(m_EventBroker);
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m_InputProxy->AddHandler<KeyboardInputHandler>();
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m_InputProxy->AddHandler<SteamControllerInputHandler>();
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m_InputProxy->LoadBindings("Input.ini");
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// Create the root level GUI frame
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m_FrameStack = new GUI::Frame(m_EventBroker);
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@@ -54,7 +54,7 @@ Game::Game(int argc, char* argv[])
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m_LastTime = glfwGetTime();
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testIntialize();
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debugInitialize();
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}
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Game::~Game()
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@@ -80,7 +80,7 @@ void Game::Tick()
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// Iterate through systems and update world!
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m_SystemPipeline->Update(m_World, dt);
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testTick(dt);
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debugTick(dt);
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m_Renderer->Update(dt);
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m_RenderQueueFactory->Update(m_World);
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@@ -93,9 +93,9 @@ void Game::Tick()
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}
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bool Game::testOnKeyUp(const Events::KeyUp& e)
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bool Game::debugOnInputCommand(const Events::InputCommand& e)
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{
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if (e.KeyCode == GLFW_KEY_R) {
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if (e.Command == "DebugReload" && e.Value == 1) {
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std::string mapToLoad = m_Config->Get<std::string>("Debug.LoadMap", "");
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if (!mapToLoad.empty()) {
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delete m_World;
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@@ -108,12 +108,12 @@ bool Game::testOnKeyUp(const Events::KeyUp& e)
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return false;
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}
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void Game::testIntialize()
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void Game::debugInitialize()
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{
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EVENT_SUBSCRIBE_MEMBER(m_EKeyUp, &Game::testOnKeyUp);
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EVENT_SUBSCRIBE_MEMBER(m_EInputCommand, &Game::debugOnInputCommand);
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}
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void Game::testTick(double dt)
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void Game::debugTick(double dt)
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{
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m_EventBroker->Process<Game>();
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}
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