80 lines
3.5 KiB
C++
Executable File
80 lines
3.5 KiB
C++
Executable File
#ifndef InputSystem_h__
|
|
#define InputSystem_h__
|
|
|
|
#include <array>
|
|
#include <unordered_map>
|
|
#include <boost/any.hpp>
|
|
|
|
#include "System.h"
|
|
#include "Components/Input.h"
|
|
#include "Events/KeyUp.h"
|
|
#include "Events/KeyDown.h"
|
|
#include "Events/MousePress.h"
|
|
#include "Events/MouseRelease.h"
|
|
#include "Events/GamepadAxis.h"
|
|
#include "Events/GamepadButton.h"
|
|
#include "Events/BindKey.h"
|
|
#include "Events/BindMouseButton.h"
|
|
#include "Events/BindGamepadAxis.h"
|
|
#include "Events/BindGamepadButton.h"
|
|
#include "Events/InputCommand.h"
|
|
|
|
namespace Systems
|
|
{
|
|
|
|
class InputSystem : public System
|
|
{
|
|
public:
|
|
InputSystem(World* world, std::shared_ptr<::EventBroker> eventBroker, std::shared_ptr<::ResourceManager> resourceManager)
|
|
: System(world, eventBroker, resourceManager)
|
|
{ }
|
|
|
|
void RegisterComponents(ComponentFactory* cf) override;
|
|
void Initialize() override;
|
|
|
|
void Update(double dt) override;
|
|
|
|
private:
|
|
std::unordered_map<std::string, std::unordered_map<int, float>> m_CommandKeyboardValues; // command string -> keyboard key value for command
|
|
std::unordered_map<std::string, std::unordered_map<int, float>> m_CommandMouseButtonValues; // command string -> mouse button value for command
|
|
std::unordered_map<std::string, std::unordered_map<Gamepad::Axis, float>> m_CommandGamepadAxisValues; // command string -> gamepad axis value for command
|
|
std::unordered_map<std::string, std::unordered_map<Gamepad::Button, float>> m_CommandGamepadButtonValues; // command string -> gamepad button value for command
|
|
// Input binding tables
|
|
std::unordered_multimap<int, std::tuple<std::string, float>> m_KeyBindings; // GLFW_KEY... -> command string & value
|
|
std::unordered_multimap<int, std::tuple<std::string, float>> m_MouseButtonBindings; // GLFW_MOUSE_BUTTON... -> command string
|
|
std::unordered_multimap<Gamepad::Axis, std::tuple<std::string, float>> m_GamepadAxisBindings; // Gamepad::Axis -> command string & value
|
|
std::unordered_multimap<Gamepad::Button, std::tuple<std::string, float>> m_GamepadButtonBindings; // Gamepad::Button -> command string
|
|
|
|
// Input events
|
|
EventRelay<InputSystem, Events::KeyDown> m_EKeyDown;
|
|
bool OnKeyDown(const Events::KeyDown &event);
|
|
EventRelay<InputSystem, Events::KeyUp> m_EKeyUp;
|
|
bool OnKeyUp(const Events::KeyUp &event);
|
|
EventRelay<InputSystem, Events::MousePress> m_EMousePress;
|
|
bool OnMousePress(const Events::MousePress &event);
|
|
EventRelay<InputSystem, Events::MouseRelease> m_EMouseRelease;
|
|
bool OnMouseRelease(const Events::MouseRelease &event);
|
|
EventRelay<InputSystem, Events::GamepadAxis> m_EGamepadAxis;
|
|
bool OnGamepadAxis(const Events::GamepadAxis &event);
|
|
EventRelay<InputSystem, Events::GamepadButtonDown> m_EGamepadButtonDown;
|
|
bool OnGamepadButtonDown(const Events::GamepadButtonDown &event);
|
|
EventRelay<InputSystem, Events::GamepadButtonUp> m_EGamepadButtonUp;
|
|
bool OnGamepadButtonUp(const Events::GamepadButtonUp &event);
|
|
// Input binding events
|
|
EventRelay<InputSystem, Events::BindKey> m_EBindKey;
|
|
bool OnBindKey(const Events::BindKey &event);
|
|
EventRelay<InputSystem, Events::BindMouseButton> m_EBindMouseButton;
|
|
bool OnBindMouseButton(const Events::BindMouseButton &event);
|
|
EventRelay<InputSystem, Events::BindGamepadAxis> m_EBindGamepadAxis;
|
|
bool OnBindGamepadAxis(const Events::BindGamepadAxis &event);
|
|
EventRelay<InputSystem, Events::BindGamepadButton> m_EBindGamepadButton;
|
|
bool OnBindGamepadButton(const Events::BindGamepadButton &event);
|
|
|
|
float GetCommandTotalValue(std::string command);
|
|
void PublishCommand(int playerID, std::string command, float value);
|
|
};
|
|
|
|
}
|
|
|
|
#endif // InputSystem_h__
|