Files
axyz/include/Engine/Input/KeyboardInputHandler.h
T

67 lines
1.8 KiB
C++

#include <GLFW/glfw3.h>
#include "InputProxy.h"
#include "Core/EKeyDown.h"
#include "Core/EKeyUp.h"
class KeyboardInputHandler : public InputHandler
{
public:
KeyboardInputHandler(EventBroker* eventBroker, InputProxy* inputProxy)
: InputHandler(eventBroker, inputProxy)
{
EVENT_SUBSCRIBE_MEMBER(m_EKeyDown, &KeyboardInputHandler::OnKeyDown);
EVENT_SUBSCRIBE_MEMBER(m_EKeyUp, &KeyboardInputHandler::OnKeyUp);
m_OriginKeyCodes["R"] = GLFW_KEY_R;
}
bool BindOrigin(std::string origin, std::string command, float value) override
{
auto originIt = m_OriginKeyCodes.find(origin);
if (originIt == m_OriginKeyCodes.end()) {
return false;
}
int keyCode = originIt->second;
m_KeyBindings[keyCode] = std::make_tuple(command, value);
return true;
}
private:
std::unordered_map<std::string, int> m_OriginKeyCodes;
std::unordered_map<int, std::tuple<std::string, float>> m_KeyBindings; // GLFW_KEY... -> command string & value
EventRelay<InputHandler, Events::KeyDown> m_EKeyDown;
bool OnKeyDown(const Events::KeyDown& e)
{
auto it = m_KeyBindings.find(e.KeyCode);
if (it == m_KeyBindings.end()) {
return false;
}
Events::InputCommand ic;
ic.PlayerID = 0;
std::tie(ic.Command, ic.Value) = it->second;
m_InputProxy->Publish(ic);
return true;
}
EventRelay<InputHandler, Events::KeyUp> m_EKeyUp;
bool OnKeyUp(const Events::KeyUp& e)
{
auto it = m_KeyBindings.find(e.KeyCode);
if (it == m_KeyBindings.end()) {
return false;
}
Events::InputCommand ic;
ic.PlayerID = 0;
std::tie(ic.Command, std::ignore) = it->second;
ic.Value = 0;
m_InputProxy->Publish(ic);
return true;
}
};