holesome/src/game/input/input_mapper.cpp
2023-05-10 11:03:14 +02:00

73 lines
1.8 KiB
C++

#include "input_mapper.h"
void InputMapper::setGame(Game *game)
{
InputMapper::game = game;
}
void InputMapper::processEvents()
{
sf::Event event{};
while (game->window->pollEvent(event))
{
switch (event.type)
{
case sf::Event::KeyPressed:
handleKeyPress(event.key);
break;
case sf::Event::KeyReleased:
handleKeyRelease(event.key);
break;
case sf::Event::Closed:
game->exit();
break;
case sf::Event::Resized:
break;
default:
break;
}
}
}
void InputMapper::handleKeyPress(sf::Event::KeyEvent event)
{
// Close game on Escape or Q in DEV Mode
if (DEVELOPER_MODE && (event.code == sf::Keyboard::Escape || event.code == sf::Keyboard::Q))
{
game->exit();
return;
}
// Handle direction
auto direction = Direction::getDirection(event.code);
if (direction != InputDirection::NONE)
{
inputDirectionBuffer.push_back(direction);
}
}
InputDirection InputMapper::getInputDirection()
{
InputDirection direction = InputDirection::NONE;
for (InputDirection directionPart: inputDirectionBuffer)
{
direction = static_cast<InputDirection>(direction | directionPart);
}
return direction;
}
void InputMapper::handleKeyRelease(sf::Event::KeyEvent event)
{
// Handle direction
auto direction = Direction::getDirection(event.code);
if (direction != InputDirection::NONE)
{
// Remove direction from buffer
inputDirectionBuffer.erase(std::remove(inputDirectionBuffer.begin(), inputDirectionBuffer.end(), direction),
inputDirectionBuffer.end());
}
}