Add controls to readme
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10
README.md
10
README.md
@@ -1,3 +1,13 @@
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A work in progress game engine written in C++ using OpenGL and [entt](https://github.com/skypjack/entt).
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## Controls
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| Button | Action |
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| ------------ | -------------------------- |
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| W, A, S, D | Horizontal Camera Movement |
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| Left Shift | Camera Down |
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| Space | Camera Up |
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| Left Alt | Accelerate |
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| Left Control | Catch Mouse |
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| Escape | Quit |
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@@ -9,7 +9,8 @@ using namespace entt::literals;
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Controller::Controller()
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{
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std::filesystem::path document_path("WaterBottle/glTF-Binary/WaterBottle.glb");
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std::filesystem::path document_path("ABeautifulGame.glb");
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// std::filesystem::path document_path("WaterBottle/glTF-Binary/WaterBottle.glb");
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entt::hashed_string document_hash(document_path.string().c_str());
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entt::resource<Gltf> gltf_document =
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@@ -107,17 +107,7 @@ auto Window::physical_dimensions() const -> glm::u32vec2
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void Window::mouse_catching(entt::registry& registry) const
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{
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if (!registry.ctx().contains<MouseCatched>()) {
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bool catched = true;
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#ifndef NDEBUG
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catched = false;
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#endif
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registry.ctx().emplace<MouseCatched>(MouseCatched{.catched = catched});
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}
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auto& mouse_catched = registry.ctx().get<MouseCatched>();
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auto& mouse_catched = registry.ctx().emplace<MouseCatched>(MouseCatched{.catched = false});
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auto const& key_state = registry.ctx().get<Input::State<Input::KeyCode>>();
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if (key_state.just_pressed(Input::KeyCode{GLFW_KEY_LEFT_CONTROL})) {
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