ecsgame/ECS/Systems/InteractivePathSystem.h

62 lines
2.2 KiB
C++

#ifndef __PATHMOVEMENTSWITCHSYSTEM_H__
#define __PATHMOVEMENTSWITCHSYSTEM_H__
#include <GLFW/glfw3.h>
#include <glad/glad.h>
#include <iostream>
#include "../Components/MouseLook.h"
#include "../Components/Movement.h"
#include "../Components/PathMove.h"
#include "../ECS.h"
#include "../Events/InputEvent.h"
using namespace ECS;
class InteractivePathSystem : public EntitySystem, public EventSubscriber<InputEvent> {
void configure(World *pWorld) override {
myWorld = pWorld;
myWorld->subscribe<InputEvent>(this);
}
void receive(World *pWorld, const InputEvent &event) override {
if (event.key == GLFW_KEY_P) {
myWorld->each<PathMove, Movement, MouseLook>(
[&](Entity *ent, ComponentHandle<PathMove> pathmove,
ComponentHandle<Movement> movement, ComponentHandle<MouseLook> mouselook) {
if (event.action == GLFW_PRESS) {
// Switch between them
if (pathmove->is_active) {
pathmove->is_active = false;
movement->is_active = true;
mouselook->is_active = true;
} else {
pathmove->is_active = true;
movement->is_active = false;
mouselook->is_active = false;
}
}
});
} else if (event.key == GLFW_KEY_R) {
myWorld->each<PathMove, Movement, MouseLook, Transform>(
[&](Entity *ent, ComponentHandle<PathMove> pathmove,
ComponentHandle<Movement> movement, ComponentHandle<MouseLook> mouselook,
ComponentHandle<Transform> transform) {
if (event.action == GLFW_PRESS) {
// Add this point to the path
pathmove->path.add_point(transform->origin);
pathmove->views.add_view(mouselook->rotation);
}
});
}
}
void unconfigure(World *pWorld) override { pWorld->unsubscribeAll(this); }
private:
World *myWorld;
};
#endif // __PATHMOVEMENTSWITCHSYSTEM_H__