merge in input
This commit is contained in:
commit
ffd2d8220d
22 changed files with 291 additions and 117 deletions
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@ -1,17 +1,12 @@
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#include "xe_engine.hpp"
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#include "xe_image.hpp"
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#include <chrono>
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#include <iostream>
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#include <AL/alc.h>
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#include <AL/alut.h>
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namespace xe {
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Engine::Engine(int width, int height, std::string name) : xeWindow{width, height, name},
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xeDevice{xeWindow},
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xeRenderer{xeWindow, xeDevice},
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xeCamera{} {
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xeCamera{},
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xeInput{xeWindow} {
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loadDescriptorPool();
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alutInit(0, NULL);
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@ -1,14 +1,19 @@
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#pragma once
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#include "xe_window.hpp"
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#include "xe_device.hpp"
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#include "xe_renderer.hpp"
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#include "xe_camera.hpp"
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#include "xe_descriptors.hpp"
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#include "xe_image.hpp"
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#include "xe_input.hpp"
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#include "xe_sound.hpp"
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#include <chrono>
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#include <string>
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#include <iostream>
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#include <AL/alc.h>
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#include <AL/alut.h>
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namespace xe {
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class Engine {
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@ -22,7 +27,7 @@ class Engine {
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Engine(const Engine&) = delete;
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Engine operator=(const Engine&) = delete;
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Window& getWindow() {return xeWindow;}
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Input& getInput() {return xeInput;}
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Camera& getCamera() {return xeCamera;}
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std::shared_ptr<Model> loadModelFromFile(const std::string &filename);
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@ -44,6 +49,7 @@ class Engine {
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Device xeDevice;
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Renderer xeRenderer;
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Camera xeCamera;
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Input xeInput;
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std::chrono::_V2::system_clock::time_point currentTime;
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float frameTime;
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46
engine/xe_input.cpp
Normal file
46
engine/xe_input.cpp
Normal file
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@ -0,0 +1,46 @@
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#include "xe_input.hpp"
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#include <GLFW/glfw3.h>
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namespace xe {
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static Input* _instance;
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Input::Input(Window& window) : window{window} {
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glfwSetKeyCallback(window.getGLFWwindow(), Input::key_callback);
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glfwSetMouseButtonCallback(window.getGLFWwindow(), Input::mouse_callback);
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_instance = this;
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}
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bool Input::isKeyPressed(int key) {
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return glfwGetKey(window.getGLFWwindow(), key) == GLFW_PRESS;
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}
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bool Input::wasKeyPressed(int key) {
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if(_pressed[key] == true) {
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_pressed[key] = false;
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return true;
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}
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return false;
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}
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bool Input::wasKeyReleased(int key) {
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if(_released[key] == true) {
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_released[key] = false;
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return true;
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}
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return false;
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}
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void Input::key_callback(GLFWwindow* window, int key, int scancode, int action, int mods) {
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if(action == GLFW_PRESS) _instance->_pressed[key] = true;
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if(action == GLFW_RELEASE) _instance->_released[key] = true;
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}
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void Input::mouse_callback(GLFWwindow* window, int key, int action, int mods) {
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if(action == GLFW_PRESS) _instance->_pressed[key] = true;
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if(action == GLFW_RELEASE) _instance->_released[key] = true;
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}
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}
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167
engine/xe_input.hpp
Normal file
167
engine/xe_input.hpp
Normal file
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@ -0,0 +1,167 @@
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#pragma once
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#include "xe_window.hpp"
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#include <vector>
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#include <map>
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#include <GLFW/glfw3.h>
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namespace xe {
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class Input {
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public:
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bool isKeyPressed(int key);
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bool wasKeyPressed(int key);
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bool wasKeyReleased(int key);
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private:
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Input(Window& window);
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~Input() {};
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void setIsKeyDown(int key, bool isDown);
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std::map<int, bool> _pressed;
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std::map<int, bool> _released;
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Window &window;
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static void key_callback(
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GLFWwindow* window, int key, int scancode, int action, int mods);
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static void mouse_callback(
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GLFWwindow* window, int key, int action, int mods);
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friend class Engine;
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};
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}
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#define KEY_SPACE 32
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#define KEY_APOSTROPHE 39 /* ' */
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#define KEY_COMMA 44 /* , */
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#define KEY_MINUS 45 /* - */
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#define KEY_PERIOD 46 /* . */
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#define KEY_SLASH 47 /* / */
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#define KEY_0 48
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#define KEY_1 49
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#define KEY_2 50
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#define KEY_3 51
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#define KEY_4 52
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#define KEY_5 53
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#define KEY_6 54
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#define KEY_7 55
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#define KEY_8 56
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#define KEY_9 57
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#define KEY_SEMICOLON 59 /* ; */
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#define KEY_EQUAL 61 /* = */
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#define KEY_A 65
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#define KEY_B 66
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#define KEY_C 67
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#define KEY_D 68
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#define KEY_E 69
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#define KEY_F 70
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#define KEY_G 71
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#define KEY_H 72
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#define KEY_I 73
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#define KEY_J 74
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#define KEY_K 75
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#define KEY_L 76
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#define KEY_M 77
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#define KEY_N 78
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#define KEY_O 79
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#define KEY_P 80
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#define KEY_Q 81
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#define KEY_R 82
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#define KEY_S 83
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#define KEY_T 84
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#define KEY_U 85
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#define KEY_V 86
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#define KEY_W 87
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#define KEY_X 88
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#define KEY_Y 89
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#define KEY_Z 90
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#define KEY_LEFT_BRACKET 91 /* [ */
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#define KEY_BACKSLASH 92 /* \ */
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#define KEY_RIGHT_BRACKET 93 /* ] */
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#define KEY_GRAVE_ACCENT 96 /* ` */
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#define KEY_WORLD_1 161 /* non-US #1 */
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#define KEY_WORLD_2 162 /* non-US #2 */
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/* Function keys */
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#define KEY_ESCAPE 256
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#define KEY_ENTER 257
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#define KEY_TAB 258
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#define KEY_BACKSPACE 259
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#define KEY_INSERT 260
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#define KEY_DELETE 261
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#define KEY_RIGHT 262
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#define KEY_LEFT 263
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#define KEY_DOWN 264
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#define KEY_UP 265
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#define KEY_PAGE_UP 266
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#define KEY_PAGE_DOWN 267
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#define KEY_HOME 268
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#define KEY_END 269
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#define KEY_CAPS_LOCK 280
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#define KEY_SCROLL_LOCK 281
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#define KEY_NUM_LOCK 282
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#define KEY_PRINT_SCREEN 283
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#define KEY_PAUSE 284
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#define KEY_F1 290
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#define KEY_F2 291
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#define KEY_F3 292
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#define KEY_F4 293
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#define KEY_F5 294
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#define KEY_F6 295
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#define KEY_F7 296
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#define KEY_F8 297
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#define KEY_F9 298
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#define KEY_F10 299
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#define KEY_F11 300
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#define KEY_F12 301
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#define KEY_F13 302
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#define KEY_F14 303
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#define KEY_F15 304
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#define KEY_F16 305
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#define KEY_F17 306
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#define KEY_F18 307
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#define KEY_F19 308
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#define KEY_F20 309
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#define KEY_F21 310
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#define KEY_F22 311
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#define KEY_F23 312
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#define KEY_F24 313
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#define KEY_F25 314
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#define KEY_KP_0 320
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#define KEY_KP_1 321
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#define KEY_KP_2 322
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#define KEY_KP_3 323
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#define KEY_KP_4 324
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#define KEY_KP_5 325
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#define KEY_KP_6 326
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#define KEY_KP_7 327
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#define KEY_KP_8 328
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#define KEY_KP_9 329
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#define KEY_KP_DECIMAL 330
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#define KEY_KP_DIVIDE 331
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#define KEY_KP_MULTIPLY 332
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#define KEY_KP_SUBTRACT 333
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#define KEY_KP_ADD 334
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#define KEY_KP_ENTER 335
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#define KEY_KP_EQUAL 336
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#define KEY_LEFT_SHIFT 340
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#define KEY_LEFT_CONTROL 341
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#define KEY_LEFT_ALT 342
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#define KEY_LEFT_SUPER 343
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#define KEY_RIGHT_SHIFT 344
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#define KEY_RIGHT_CONTROL 345
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#define KEY_RIGHT_ALT 346
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#define KEY_RIGHT_SUPER 347
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#define KEY_MENU 348
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#define MOUSE_BUTTON_ONE 0
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#define MOUSE_BUTTON_TWO 1
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#define MOUSE_BUTTON_THREE 2
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@ -1,7 +1,5 @@
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#include "xe_pipeline.hpp"
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#include "xe_model.hpp"
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#include <cstdint>
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#include <fstream>
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#include <stdexcept>
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@ -1,6 +1,7 @@
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#pragma once
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#include "xe_device.hpp"
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#include "xe_model.hpp"
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#include <cstdint>
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#include <string>
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@ -1,19 +1,5 @@
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#include "xe_render_system.hpp"
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#include <vulkan/vulkan.h>
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#include "xe_device.hpp"
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#include "xe_pipeline.hpp"
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#include "xe_game_object.hpp"
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#include "xe_swap_chain.hpp"
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#include "xe_renderer.hpp"
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#include "xe_descriptors.hpp"
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#include "xe_engine.hpp"
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#include <memory>
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#include <stdexcept>
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#include <iostream>
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namespace xe {
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RenderSystem::RenderSystem(
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@ -1,15 +1,17 @@
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#pragma once
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#include <vulkan/vulkan.h>
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#include "xe_device.hpp"
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#include "xe_pipeline.hpp"
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#include "xe_game_object.hpp"
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#include "xe_descriptors.hpp"
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#include "xe_swap_chain.hpp"
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#include "xe_renderer.hpp"
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#include "xe_descriptors.hpp"
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#include "xe_engine.hpp"
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#include "xe_image.hpp"
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#include <vulkan/vulkan.h>
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#include <memory>
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#include <stdexcept>
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#include <iostream>
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#include <map>
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#include <vector>
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|
|
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@ -1,17 +1,5 @@
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#include "xe_renderer.hpp"
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#include "xe_device.hpp"
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#include "xe_game_object.hpp"
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#include "xe_swap_chain.hpp"
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#include "xe_descriptors.hpp"
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#include "xe_window.hpp"
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#include <memory>
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#include <vulkan/vulkan_core.h>
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#include <array>
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#include <cassert>
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#include <stdexcept>
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namespace xe {
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Renderer::Renderer(Window& window, Device& device) : xeWindow{window}, xeDevice{device} {
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|
|
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@ -1,13 +1,16 @@
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#pragma once
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#include "xe_swap_chain.hpp"
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#include "xe_window.hpp"
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#include "xe_device.hpp"
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#include "xe_model.hpp"
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#include "xe_game_object.hpp"
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#include "xe_swap_chain.hpp"
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#include "xe_descriptors.hpp"
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#include "xe_window.hpp"
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#include <memory>
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#include <vector>
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#include <array>
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#include <cassert>
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#include <stdexcept>
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#include <memory>
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#include <vulkan/vulkan_core.h>
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namespace xe {
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class Renderer {
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|
|
|
@ -1,9 +1,5 @@
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#include "xe_sound.hpp"
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#include <vector>
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#include <stdexcept>
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#include <iostream>
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namespace xe {
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Sound::Sound(const std::string& filename) {
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|
|
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@ -4,6 +4,9 @@
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#include <AL/alc.h>
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#include <AL/alut.h>
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#include <string>
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#include <vector>
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#include <stdexcept>
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#include <iostream>
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|
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#define GLM_FORCE_RADIANS
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#define GLM_FORCE_DEPTH_ZERO_TO_ONE
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|
|
|
@ -1,14 +1,5 @@
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#include "xe_swap_chain.hpp"
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#include <array>
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#include <cstdlib>
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#include <cstring>
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#include <iostream>
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#include <limits>
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#include <memory>
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#include <set>
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#include <stdexcept>
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namespace xe {
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bool SwapChain::initialSwapChainCreated = false;
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|
|
|
@ -4,10 +4,14 @@
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#include <vulkan/vulkan.h>
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#include <array>
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#include <cstdlib>
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#include <cstring>
|
||||
#include <iostream>
|
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#include <limits>
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#include <memory>
|
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#include <string>
|
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#include <vector>
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#include <vulkan/vulkan_core.h>
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#include <set>
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#include <stdexcept>
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namespace xe {
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|
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|
|
|
@ -1,8 +1,4 @@
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#include "xe_window.hpp"
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#include <GLFW/glfw3.h>
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#include <stdexcept>
|
||||
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||||
#include <stdexcept>
|
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namespace xe {
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|
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|
|
|
@ -2,9 +2,12 @@
|
|||
|
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#include <vulkan/vulkan_core.h>
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#define GLFW_INCLUDE_VULKAN
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#include <GLFW/glfw3.h>
|
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|
||||
#include <GLFW/glfw3.h>
|
||||
#include <GLFW/glfw3.h>
|
||||
#include <stdexcept>
|
||||
#include <string>
|
||||
|
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namespace xe {
|
||||
|
||||
class Window {
|
||||
|
@ -33,6 +36,7 @@ class Window {
|
|||
|
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std::string windowName;
|
||||
GLFWwindow *window;
|
||||
|
||||
};
|
||||
|
||||
}
|
|
@ -1,22 +1,5 @@
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#include "first_app.hpp"
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#include "xe_camera.hpp"
|
||||
#include "xe_engine.hpp"
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#include "xe_game_object.hpp"
|
||||
#include "xe_model.hpp"
|
||||
#include "xe_render_system.hpp"
|
||||
#include "keyboard_movement_controller.hpp"
|
||||
#include "simple_renderer.hpp"
|
||||
#include "xe_sound.hpp"
|
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|
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#define GLM_FORCE_RADIANS
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#define GLM_FORCE_DEPTH_ZERO_TO_ONE
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#include <glm/glm.hpp>
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||||
#include <glm/gtc/constants.hpp>
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||||
#include <array>
|
||||
|
||||
#include <string>
|
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|
||||
namespace app {
|
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|
||||
FirstApp::FirstApp() : xeEngine{WIDTH, HEIGHT, "Xenon Vulkan Engine"} {
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|
@ -45,7 +28,7 @@ void FirstApp::run() {
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|||
|
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float frameTime = xeEngine.getFrameTime();
|
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|
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cameraController.moveInPlaneXZ(xeEngine.getWindow().getGLFWwindow(), frameTime, viewerObject);
|
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cameraController.update(xeEngine.getInput(), viewerObject, frameTime);
|
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xeEngine.getCamera().setViewYXZ(viewerObject.transform.translation, viewerObject.transform.rotation);
|
||||
|
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if(xeEngine.beginFrame()) {
|
||||
|
|
|
@ -1,9 +1,16 @@
|
|||
#pragma once
|
||||
|
||||
#include "xe_engine.hpp"
|
||||
#include "xe_game_object.hpp"
|
||||
#include "xe_descriptors.hpp"
|
||||
|
||||
#include "keyboard_movement_controller.hpp"
|
||||
#include "simple_renderer.hpp"
|
||||
|
||||
#define GLM_FORCE_RADIANS
|
||||
#define GLM_FORCE_DEPTH_ZERO_TO_ONE
|
||||
#include <glm/glm.hpp>
|
||||
#include <glm/gtc/constants.hpp>
|
||||
#include <array>
|
||||
#include <string>
|
||||
#include <memory>
|
||||
#include <vector>
|
||||
|
||||
|
|
|
@ -1,17 +1,13 @@
|
|||
#include "keyboard_movement_controller.hpp"
|
||||
#include <glm/common.hpp>
|
||||
#include <glm/fwd.hpp>
|
||||
#include <glm/geometric.hpp>
|
||||
#include <limits>
|
||||
|
||||
namespace app {
|
||||
|
||||
void KeyboardMovementController::moveInPlaneXZ(GLFWwindow* window, float dt, xe::GameObject& gameObject) {
|
||||
void KeyboardMovementController::update(xe::Input &input, xe::GameObject& gameObject, float dt) {
|
||||
glm::vec3 rotate{0};
|
||||
if(glfwGetKey(window, keys.lookRight) == GLFW_PRESS) rotate.y += 1.f;
|
||||
if(glfwGetKey(window, keys.lookLeft) == GLFW_PRESS) rotate.y -= 1.f;
|
||||
if(glfwGetKey(window, keys.lookUp) == GLFW_PRESS) rotate.x -= 1.f;
|
||||
if(glfwGetKey(window, keys.lookDown) == GLFW_PRESS) rotate.x += 1.f;
|
||||
if(input.isKeyPressed(keys.lookRight)) rotate.y += 1.f;
|
||||
if(input.isKeyPressed(keys.lookLeft)) rotate.y -= 1.f;
|
||||
if(input.isKeyPressed(keys.lookUp)) rotate.x -= 1.f;
|
||||
if(input.isKeyPressed(keys.lookDown)) rotate.x += 1.f;
|
||||
|
||||
if (glm::dot(rotate, rotate) > std::numeric_limits<float>::epsilon()) {
|
||||
gameObject.transform.rotation += lookSpeed * dt * glm::normalize(rotate);
|
||||
|
@ -26,12 +22,12 @@ void KeyboardMovementController::moveInPlaneXZ(GLFWwindow* window, float dt, xe:
|
|||
const glm::vec3 upDir{0.f, 01.f, 0.f};
|
||||
|
||||
glm::vec3 moveDir{0};
|
||||
if(glfwGetKey(window, keys.moveForward) == GLFW_PRESS) moveDir += forwardDir;
|
||||
if(glfwGetKey(window, keys.moveBackward) == GLFW_PRESS) moveDir -= forwardDir;
|
||||
if(glfwGetKey(window, keys.moveRight) == GLFW_PRESS) moveDir += rightDir;
|
||||
if(glfwGetKey(window, keys.moveLeft) == GLFW_PRESS) moveDir -= rightDir;
|
||||
if(glfwGetKey(window, keys.moveUp) == GLFW_PRESS) moveDir += upDir;
|
||||
if(glfwGetKey(window, keys.moveDown) == GLFW_PRESS) moveDir -= upDir;
|
||||
if(input.isKeyPressed(keys.moveForward)) moveDir += forwardDir;
|
||||
if(input.isKeyPressed(keys.moveBackward)) moveDir -= forwardDir;
|
||||
if(input.isKeyPressed(keys.moveRight)) moveDir += rightDir;
|
||||
if(input.isKeyPressed(keys.moveLeft)) moveDir -= rightDir;
|
||||
if(input.isKeyPressed(keys.moveUp)) moveDir += upDir;
|
||||
if(input.isKeyPressed(keys.moveDown)) moveDir -= upDir;
|
||||
|
||||
if (glm::dot(moveDir, moveDir) > std::numeric_limits<float>::epsilon()) {
|
||||
gameObject.transform.translation += moveSpeed * dt * glm::normalize(moveDir);
|
||||
|
|
|
@ -1,27 +1,31 @@
|
|||
#pragma once
|
||||
|
||||
#include "xe_game_object.hpp"
|
||||
#include "xe_window.hpp"
|
||||
#include <GLFW/glfw3.h>
|
||||
#include "xe_input.hpp"
|
||||
|
||||
#include <glm/common.hpp>
|
||||
#include <glm/fwd.hpp>
|
||||
#include <glm/geometric.hpp>
|
||||
#include <limits>
|
||||
|
||||
namespace app {
|
||||
class KeyboardMovementController {
|
||||
|
||||
public:
|
||||
struct KeyMappings {
|
||||
int moveLeft = GLFW_KEY_A;
|
||||
int moveRight = GLFW_KEY_D;
|
||||
int moveForward = GLFW_KEY_W;
|
||||
int moveBackward = GLFW_KEY_S;
|
||||
int moveUp = GLFW_KEY_E;
|
||||
int moveDown = GLFW_KEY_Q;
|
||||
int lookLeft = GLFW_KEY_LEFT;
|
||||
int lookRight = GLFW_KEY_RIGHT;
|
||||
int lookUp = GLFW_KEY_UP;
|
||||
int lookDown = GLFW_KEY_DOWN;
|
||||
int moveLeft = KEY_A;
|
||||
int moveRight = KEY_D;
|
||||
int moveForward = KEY_W;
|
||||
int moveBackward = KEY_S;
|
||||
int moveUp = KEY_E;
|
||||
int moveDown = KEY_Q;
|
||||
int lookLeft = KEY_LEFT;
|
||||
int lookRight = KEY_RIGHT;
|
||||
int lookUp = KEY_UP;
|
||||
int lookDown = KEY_DOWN;
|
||||
};
|
||||
|
||||
void moveInPlaneXZ(GLFWwindow* window, float dt, xe::GameObject& gameObject);
|
||||
void update(xe::Input &input, xe::GameObject& gameObject, float dt);
|
||||
|
||||
KeyMappings keys{};
|
||||
float moveSpeed{3.f};
|
||||
|
|
|
@ -1,7 +1,4 @@
|
|||
#include "simple_renderer.hpp"
|
||||
#include "xe_render_system.hpp"
|
||||
|
||||
#include <iostream>
|
||||
|
||||
namespace app {
|
||||
|
||||
|
|
|
@ -1,6 +1,7 @@
|
|||
#pragma once
|
||||
|
||||
#include "xe_render_system.hpp"
|
||||
|
||||
#include <string>
|
||||
|
||||
namespace app {
|
||||
|
|
Loading…
Reference in a new issue