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#include "Application.h"
#include "Game/menuscreen.h"
Application::Application()
{
game = std::make_shared<GameplayScreen>(m_input_map);//new GameplayScreen(m_input_map);
menu = std::make_shared<MenuScreen>(m_input_map);
activeScreen = game;
createKeyInput(GLFW_KEY_M);
createKeyInput(GLFW_KEY_B);
createKeyInput(GLFW_KEY_R);
}
void Application::createKeyInput(int inputVal){
Input input;
input.inputVal = inputVal;
m_input_map[inputVal] = input;
}
void Application::inactivateOtherKeys(int keyVal){
for (auto &keypair : m_input_map){
if (keypair.second.inputVal != keyVal){
m_input_map.at(keypair.first).isActive = false;
}
}
}
void Application::update(double deltaTime){
activeScreen->update(deltaTime);
}
void Application::draw(){
if (m_input_map.at(GLFW_KEY_M).isActive){
activeScreen = menu;
} else {
activeScreen = game;
}
activeScreen->draw();
}
void Application::keyEvent(int key, int action){
switch(key){
case GLFW_KEY_M:
if (action == GLFW_PRESS){
inactivateOtherKeys(key);
m_input_map.at(key).isActive = true;
}
break;
case GLFW_KEY_B:
if (action == GLFW_PRESS){
inactivateOtherKeys(key);
m_input_map.at(key).isActive = true;
}
break;
case GLFW_KEY_R:
if (action == GLFW_PRESS){
inactivateOtherKeys(key);
m_input_map.at(key).isActive = true;
game = std::make_shared<GameplayScreen>(m_input_map);//new GameplayScreen(m_input_map);
menu = std::make_shared<MenuScreen>(m_input_map);
activeScreen = game;
}
break;
default:
break;
}
activeScreen->keyEvent(key, action);
}
void Application::mousePosEvent(double xpos, double ypos){
activeScreen->mousePosEvent(xpos, ypos);
}
void Application::mouseButtonEvent(int button, int action){
activeScreen->mouseButtonEvent(button, action);
}
void Application::scrollEvent(double distance){
activeScreen->scrollEvent(distance);
}
void Application::framebufferResizeEvent(int width, int height){
activeScreen->framebufferResizeEvent(width, height);
}
void Application::windowResizeEvent(int width, int height){
activeScreen->windowResizeEvent(width, height);
}
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