79 lines
2.6 KiB
C++
79 lines
2.6 KiB
C++
//
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// Created by karl on 04.01.20.
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//
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#ifndef ECSGAME_KEYBOARDMOVEMENTSYSTEM_H
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#define ECSGAME_KEYBOARDMOVEMENTSYSTEM_H
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#include <glad/glad.h>
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#include <GLFW/glfw3.h>
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#include <iostream>
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#include "../ECS.h"
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#include "../Components/Transform.h"
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#include "../Events/InputEvent.h"
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#include "../Components/Movement.h"
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using namespace ECS;
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class KeyboardMovementSystem : public EntitySystem, public EventSubscriber<InputEvent> {
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void configure(World *pWorld) override {
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myWorld = pWorld;
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myWorld->subscribe<InputEvent>(this);
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}
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void receive(World *pWorld, const InputEvent &event) override {
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if (event.key == GLFW_KEY_W) {
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myWorld->each<Movement>([&](Entity *ent, ComponentHandle<Movement> movement) {
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if (event.action == GLFW_PRESS) {
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movement->moving.z = -1;
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} else if (event.action == GLFW_RELEASE) {
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movement->moving.z = 0;
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}
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});
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} else if (event.key == GLFW_KEY_S) {
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myWorld->each<Movement>([&](Entity *ent, ComponentHandle<Movement> movement) {
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if (event.action == GLFW_PRESS) {
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movement->moving.z = 1;
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} else if (event.action == GLFW_RELEASE) {
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movement->moving.z = 0;
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}
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});
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} else if (event.key == GLFW_KEY_A) {
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myWorld->each<Movement>([&](Entity *ent, ComponentHandle<Movement> movement) {
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if (event.action == GLFW_PRESS) {
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movement->moving.x = -1;
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} else if (event.action == GLFW_RELEASE) {
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movement->moving.x = 0;
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}
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});
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} else if (event.key == GLFW_KEY_D) {
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myWorld->each<Movement>([&](Entity *ent, ComponentHandle<Movement> movement) {
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if (event.action == GLFW_PRESS) {
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movement->moving.x = 1;
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} else if (event.action == GLFW_RELEASE) {
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movement->moving.x = 0;
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}
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});
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}
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}
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void tick(World *pWorld, float deltaTime) override {
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pWorld->each<Transform, Movement>(
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[&](Entity *ent, ComponentHandle<Transform> transform, ComponentHandle<Movement> movement) {
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transform->translate(glm::vec3(movement->moving) * movement->speed * deltaTime);
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});
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}
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void unconfigure(World *pWorld) override {
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pWorld->unsubscribeAll(this);
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}
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private:
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World *myWorld;
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};
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#endif //ECSGAME_KEYBOARDMOVEMENTSYSTEM_H
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