ecsgame/ECS/Systems/KeyboardMovementSystem.h

82 lines
2.7 KiB
C++

//
// Created by karl on 04.01.20.
//
#ifndef ECSGAME_KEYBOARDMOVEMENTSYSTEM_H
#define ECSGAME_KEYBOARDMOVEMENTSYSTEM_H
#include <glad/glad.h>
#include <GLFW/glfw3.h>
#include <iostream>
#include "../ECS.h"
#include "../Components/Position.h"
#include "../Events/InputEvent.h"
#include "../Components/Movement.h"
using namespace ECS;
class KeyboardMovementSystem : 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_W) {
myWorld->each<Movement>([&](Entity *ent, ComponentHandle<Movement> movement) {
if (event.action == GLFW_PRESS) {
movement->movingZ = -1;
} else if (event.action == GLFW_RELEASE) {
movement->movingZ = 0;
}
});
} else if (event.key == GLFW_KEY_S) {
myWorld->each<Movement>([&](Entity *ent, ComponentHandle<Movement> movement) {
if (event.action == GLFW_PRESS) {
movement->movingZ = 1;
} else if (event.action == GLFW_RELEASE) {
movement->movingZ = 0;
}
});
} else if (event.key == GLFW_KEY_A) {
myWorld->each<Movement>([&](Entity *ent, ComponentHandle<Movement> movement) {
if (event.action == GLFW_PRESS) {
movement->movingX = 1;
} else if (event.action == GLFW_RELEASE) {
movement->movingX = 0;
}
});
} else if (event.key == GLFW_KEY_D) {
myWorld->each<Movement>([&](Entity *ent, ComponentHandle<Movement> movement) {
if (event.action == GLFW_PRESS) {
movement->movingX = -1;
} else if (event.action == GLFW_RELEASE) {
movement->movingX = 0;
}
});
}
std::cout << "MyEvent was emitted!" << std::endl;
}
void tick(World *pWorld, float deltaTime) override {
pWorld->each<Position, Movement>(
[&](Entity *ent, ComponentHandle<Position> position, ComponentHandle<Movement> movement) {
position->x += movement->movingX * movement->speedX * deltaTime;
position->y += movement->movingY * movement->speedY * deltaTime;
position->z += movement->movingZ * movement->speedZ * deltaTime;
});
}
void unconfigure(World *pWorld) override {
pWorld->unsubscribeAll(this);
}
private:
World *myWorld;
};
#endif //ECSGAME_KEYBOARDMOVEMENTSYSTEM_H