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authortylermurphy534 <tylermurphy534@gmail.com>2022-09-25 12:13:07 -0400
committertylermurphy534 <tylermurphy534@gmail.com>2022-09-25 12:13:07 -0400
commitffd2d8220d57587da9a73183f9aa1bdaff303f3f (patch)
tree32202311cfb74c2a2d522b7192480bed87b1cab8 /src/keyboard_movement_controller.cpp
parentvertex data no longer hard coded (diff)
parentdelete unused folder (diff)
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merge in input
Diffstat (limited to 'src/keyboard_movement_controller.cpp')
-rw-r--r--src/keyboard_movement_controller.cpp26
1 files changed, 11 insertions, 15 deletions
diff --git a/src/keyboard_movement_controller.cpp b/src/keyboard_movement_controller.cpp
index d1613ee..c087ed8 100644
--- a/src/keyboard_movement_controller.cpp
+++ b/src/keyboard_movement_controller.cpp
@@ -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);