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#pragma once
#include "xe_game_object.hpp"
#include "xe_input.hpp"
#define GLM_FORCE_RADIANS
#include <glm/common.hpp>
#include <glm/fwd.hpp>
#include <glm/geometric.hpp>
#include <limits>
namespace app {
class PlayerController {
public:
PlayerController(xe::Input &input, xe::GameObject &viewerObject);
~PlayerController();
struct KeyMappings {
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 update(float dt);
xe::Input &input;
xe::GameObject &viewerObject;
KeyMappings keys{};
float moveSpeed{100.f};
float lookSpeed{1.5f};
};
}
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