A gray tank! :D
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Executable
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#include "PrecompiledHeader.h"
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#include "InputSystem.h"
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#include "World.h"
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void Systems::InputSystem::Update(double dt)
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{
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m_LastKeyState = m_CurrentKeyState;
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m_LastMouseState = m_CurrentMouseState;
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// Keyboard input
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for (int i = 0; i <= GLFW_KEY_LAST; ++i) {
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m_CurrentKeyState[i] = glfwGetKey(m_Renderer->GetWindow(), i);
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}
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// Mouse buttons
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for (int i = 0; i <= GLFW_MOUSE_BUTTON_LAST; ++i) {
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m_CurrentMouseState[i] = glfwGetMouseButton(m_Renderer->GetWindow(), i);
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}
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// Cursor position
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double xpos, ypos;
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glfwGetCursorPos(m_Renderer->GetWindow(), &xpos, &ypos);
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m_CurrentMouseDeltaX = xpos - m_LastMouseX;
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m_CurrentMouseDeltaY = ypos - m_LastMouseY;
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m_LastMouseX = xpos;
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m_LastMouseY = ypos;
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// Lock mouse while holding LMB
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if (m_CurrentMouseState[GLFW_MOUSE_BUTTON_LEFT]) {
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m_LastMouseX = m_Renderer->WIDTH / 2.f; // xpos;
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m_LastMouseY = m_Renderer->HEIGHT / 2.f; // ypos;
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glfwSetCursorPos(m_Renderer->GetWindow(), m_LastMouseX, m_LastMouseY);
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}
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// Hide/show cursor with LMB
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if (m_CurrentMouseState[GLFW_MOUSE_BUTTON_LEFT] && !m_LastMouseState[GLFW_MOUSE_BUTTON_LEFT]) {
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glfwSetInputMode(m_Renderer->GetWindow(), GLFW_CURSOR, GLFW_CURSOR_HIDDEN);
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}
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if (!m_CurrentMouseState[GLFW_MOUSE_BUTTON_LEFT] && m_LastMouseState[GLFW_MOUSE_BUTTON_LEFT]) {
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glfwSetInputMode(m_Renderer->GetWindow(), GLFW_CURSOR, GLFW_CURSOR_NORMAL);
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}
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#ifdef DEBUG
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// Wireframe
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if (m_CurrentKeyState[GLFW_KEY_F1] && !m_LastKeyState[GLFW_KEY_F1]) {
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m_Renderer->DrawWireframe(!m_Renderer->DrawWireframe());
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}
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// Normals
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if (m_CurrentKeyState[GLFW_KEY_F2] && !m_LastKeyState[GLFW_KEY_F2]) {
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m_Renderer->DrawNormals(!m_Renderer->DrawNormals());
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}
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// Bounds
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if (m_CurrentKeyState[GLFW_KEY_F3] && !m_LastKeyState[GLFW_KEY_F3]) {
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m_Renderer->DrawBounds(!m_Renderer->DrawBounds());
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}
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#endif
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}
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void Systems::InputSystem::UpdateEntity(double dt, EntityID entity, EntityID parent)
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{
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auto input = m_World->GetComponent<Components::Input>(entity, "Input");
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if (input == nullptr)
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return;
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input->KeyState = m_CurrentKeyState;
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input->LastKeyState = m_LastKeyState;
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input->MouseState = m_CurrentMouseState;
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input->LastMouseState = m_LastMouseState;
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input->dX = m_CurrentMouseDeltaX;
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input->dY = m_CurrentMouseDeltaY;
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}
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std::array<int, GLFW_KEY_LAST+1> Systems::InputSystem::m_CurrentKeyState;
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std::array<int, GLFW_KEY_LAST+1> Systems::InputSystem::m_LastKeyState;
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