Input system complete (untested)
This commit is contained in:
@@ -1,16 +1,21 @@
|
||||
#ifndef Components_Input_h__
|
||||
#define Components_Input_h__
|
||||
|
||||
#include "Component.h"
|
||||
#include <array>
|
||||
|
||||
#include <GLFW/glfw3.h>
|
||||
|
||||
#include "Component.h"
|
||||
|
||||
namespace Components
|
||||
{
|
||||
|
||||
struct Input : Component
|
||||
{
|
||||
int KeyState[GLFW_KEY_LAST];
|
||||
int MouseState[GLFW_MOUSE_BUTTON_LAST];
|
||||
std::array<int, GLFW_KEY_LAST> KeyState;
|
||||
std::array<int, GLFW_KEY_LAST> LastKeyState;
|
||||
std::array<int, GLFW_MOUSE_BUTTON_LAST> MouseState;
|
||||
std::array<int, GLFW_MOUSE_BUTTON_LAST> LastMouseState;
|
||||
float dX, dY;
|
||||
};
|
||||
|
||||
|
||||
@@ -11,7 +11,10 @@ public:
|
||||
System(World* world) : m_World(world) { }
|
||||
virtual ~System() { }
|
||||
|
||||
virtual void Update(double dt, EntityID entity, EntityID parent) = 0;
|
||||
// Called once per system every tick
|
||||
virtual void Update(double dt) { }
|
||||
// Called once for every entity in the world every tick
|
||||
virtual void Update(double dt, EntityID entity, EntityID parent) { }
|
||||
|
||||
protected:
|
||||
World* m_World;
|
||||
|
||||
@@ -1,18 +1,40 @@
|
||||
#include "InputSystem.h"
|
||||
#include "World.h"
|
||||
|
||||
void Systems::InputSystem::Update(double dt)
|
||||
{
|
||||
m_LastKeyState = m_CurrentKeyState;
|
||||
m_LastMouseState = m_CurrentMouseState;
|
||||
|
||||
// Keyboard input
|
||||
for (int i = 0; i <= GLFW_KEY_LAST; ++i) {
|
||||
m_CurrentKeyState[i] = glfwGetKey(m_Renderer->GetWindow(), i);
|
||||
}
|
||||
|
||||
// Mouse buttons
|
||||
for (int i = 0; i <= GLFW_MOUSE_BUTTON_LAST; ++i) {
|
||||
m_CurrentKeyState[i] = glfwGetMouseButton(m_Renderer->GetWindow(), i);
|
||||
}
|
||||
|
||||
// Cursor position
|
||||
double xpos, ypos;
|
||||
glfwGetCursorPos(m_Renderer->GetWindow(), &xpos, &ypos);
|
||||
m_CurrentMouseDeltaX = xpos - m_LastMouseX;
|
||||
m_CurrentMouseDeltaY = ypos - m_LastMouseY;
|
||||
m_LastMouseX = xpos;
|
||||
m_LastMouseY = ypos;
|
||||
}
|
||||
|
||||
void Systems::InputSystem::Update(double dt, EntityID entity, EntityID parent)
|
||||
{
|
||||
auto input = m_World->GetComponent<Components::Input>(entity, "Input");
|
||||
if (input == nullptr)
|
||||
return;
|
||||
|
||||
for (int i = 0; i <= GLFW_KEY_LAST; ++i) {
|
||||
input->KeyState[i] = glfwGetKey(m_Renderer->GetWindow(), i);
|
||||
}
|
||||
|
||||
for (int i = 0; i <= GLFW_MOUSE_BUTTON_LAST; ++i) {
|
||||
input->MouseState[i] = glfwGetMouseButton(m_Renderer->GetWindow(), i);
|
||||
}
|
||||
input->KeyState = m_CurrentKeyState;
|
||||
input->LastKeyState = m_LastKeyState;
|
||||
input->MouseState = m_CurrentMouseState;
|
||||
input->LastMouseState = m_LastMouseState;
|
||||
input->dX = m_CurrentMouseDeltaX;
|
||||
input->dY = m_CurrentMouseDeltaY;
|
||||
}
|
||||
|
||||
|
||||
@@ -1,6 +1,8 @@
|
||||
#ifndef InputSystem_h__
|
||||
#define InputSystem_h__
|
||||
|
||||
#include <array>
|
||||
|
||||
#include "System.h"
|
||||
#include "Renderer.h"
|
||||
#include "Components/Input.h"
|
||||
@@ -14,10 +16,17 @@ public:
|
||||
InputSystem(World* world, Renderer* renderer)
|
||||
: System(world), m_Renderer(renderer) { }
|
||||
|
||||
void Update(double dt) override;
|
||||
void Update(double dt, EntityID entity, EntityID parent) override;
|
||||
|
||||
private:
|
||||
Renderer* m_Renderer;
|
||||
|
||||
std::array<int, GLFW_KEY_LAST> m_CurrentKeyState;
|
||||
std::array<int, GLFW_KEY_LAST> m_LastKeyState;
|
||||
std::array<int, GLFW_MOUSE_BUTTON_LAST> m_CurrentMouseState;
|
||||
std::array<int, GLFW_MOUSE_BUTTON_LAST> m_LastMouseState;
|
||||
float m_CurrentMouseDeltaX, m_CurrentMouseDeltaY;
|
||||
float m_LastMouseX, m_LastMouseY;
|
||||
};
|
||||
|
||||
|
||||
@@ -32,6 +32,7 @@ void World::RecursiveUpdate(std::shared_ptr<System> system, double dt, EntityID
|
||||
void World::Update(double dt)
|
||||
{
|
||||
for (auto system : m_Systems) {
|
||||
system->Update(dt);
|
||||
RecursiveUpdate(system, dt, 0);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -64,8 +64,8 @@ public:
|
||||
|
||||
void AddSystem(System* system);
|
||||
|
||||
// Recursively update through the scene graph
|
||||
void Update(double dt);
|
||||
// Recursively update through the scene graph
|
||||
void RecursiveUpdate(std::shared_ptr<System> system, double dt, EntityID parentEntity);
|
||||
|
||||
private:
|
||||
|
||||
Reference in New Issue
Block a user