Port window and input events to flecs
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@@ -4,36 +4,40 @@
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namespace Input {
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// void KeyListener::key_event(KeyInput const& key_input_event)
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// {
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// auto& key_state = registry.ctx().get<State<KeyCode>>();
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static void keyboard_input_observer(KeyboardInput const& keyboard_input);
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// if (key_input_event.action == static_cast<Action>(GLFW_PRESS)) {
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// key_state.press(key_input_event.key_code);
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// } else if (key_input_event.action == static_cast<Action>(GLFW_RELEASE)) {
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// key_state.release(key_input_event.key_code);
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// }
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// }
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// void CursorListener::cursor_event(MouseMotion const& mouse_motion_event)
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// {
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// auto& mouse_motion = registry.ctx().get<MouseMotion>();
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// mouse_motion.delta += mouse_motion_event.delta;
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// }
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void reset_mouse_motion(entt::registry& registry)
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InputModule::InputModule(flecs::world& world)
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{
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auto& mouse_motion = registry.ctx().get<MouseMotion>();
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mouse_motion = {};
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world.component<Input::KeyboardInput>();
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world.component<Input::MouseButtonInput>();
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world.component<Input::MouseMotion>();
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world.system<ButtonInput<KeyCode>>("ClearButtonInput")
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.kind(flecs::PostUpdate)
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.each(ButtonInput<KeyCode>::clear_button_input);
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world.observer<KeyboardInput>("KeyboardInputObserver")
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.event(flecs::OnSet)
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.each(keyboard_input_observer);
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}
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template <typename T> void State<T>::update_state(flecs::entity window_entity)
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void keyboard_input_observer(KeyboardInput const& keyboard_input)
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{
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auto* state = window_entity.get_mut<State<T>>();
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state->just_pressed_keys.clear();
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state->just_released_keys.clear();
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auto* key_state = keyboard_input.window.get_mut<Input::ButtonInput<Input::KeyCode>>();
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if (keyboard_input.action == static_cast<Input::Action>(GLFW_PRESS)) {
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key_state->press(keyboard_input.key_code);
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} else if (keyboard_input.action == static_cast<Input::Action>(GLFW_RELEASE)) {
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key_state->release(keyboard_input.key_code);
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}
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}
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template class State<KeyCode>;
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template <typename T> void ButtonInput<T>::clear_button_input(ButtonInput<T>& state)
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{
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state.just_pressed_keys.clear();
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state.just_released_keys.clear();
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}
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template class ButtonInput<KeyCode>;
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} // namespace Input
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