Basic input binding and command publishing system
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@@ -2,12 +2,19 @@
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#define InputSystem_h__
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#include <array>
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#include <unordered_map>
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#include "System.h"
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#include "Renderer.h"
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#include "Components/Input.h"
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#include "Events/KeyUp.h"
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#include "Events/KeyDown.h"
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#include "Events/MousePress.h"
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#include "Events/MouseRelease.h"
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#include "Events/BindKey.h"
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#include "Events/BindMouseButton.h"
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#include "Events/InputCommand.h"
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#include "Events/InputCommandValue.h"
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namespace Systems
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{
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@@ -27,9 +34,26 @@ public:
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private:
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std::shared_ptr<Renderer> m_Renderer;
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// Events
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// Input binding tables
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std::unordered_map<int, std::string> m_KeyBindings; // GLFW_KEY... -> command string
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std::unordered_map<int, std::string> m_MouseButtonBindings; // GLFW_MOUSE_BUTTON... -> command string
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// Input events
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EventRelay<Events::KeyDown> m_EKeyDown;
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bool OnKeyDown(const Events::KeyDown &event);
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EventRelay<Events::KeyUp> m_EKeyUp;
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bool OnKeyUp(const Events::KeyUp &event);
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EventRelay<Events::MousePress> m_EMousePress;
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bool OnMousePress(const Events::MousePress &event);
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EventRelay<Events::MouseRelease> m_EMouseRelease;
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bool OnMouseRelease(const Events::MouseRelease &event);
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// Input binding events
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EventRelay<Events::BindKey> m_EBindKey;
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bool OnBindKey(const Events::BindKey &event);
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EventRelay<Events::BindMouseButton> m_EBindMouseButton;
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bool OnBindMouseButton(const Events::BindMouseButton &event);
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void PublishCommand(int playerID, std::string command, bool release = false);
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};
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}
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