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https://github.com/Nimac0/SDL_Minigame
synced 2026-01-12 10:13:42 +00:00
fixed build errors
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parent
18c722d07d
commit
2ecd56fad9
@ -35,7 +35,7 @@ public:
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// }
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// }
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void unbindAction(const std::string& actionName, Key key);
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void unbindAction(const std::string& actionName, Key key);
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void unbindAction(const std::string& actionName, std::vector<Key> key);
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void unbindAction(const std::string& actionName, const std::vector<Key>& key);
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// template<typename... Keys>
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// template<typename... Keys>
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// void unbindAction(const std::string& actionName, Keys... keys)
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// void unbindAction(const std::string& actionName, Keys... keys)
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@ -48,7 +48,7 @@ public:
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// auto& action = actionIt->second;
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// auto& action = actionIt->second;
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// (action.keys.erase(std::remove(action.keys.begin(), action.keys.end(), keys), action.keys.end()), ...);
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// (action.keys.erase(std::remove(action.keys.begin(), action.keys.end(), keys), action.keys.end()), ...);
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// (m_keyToActionsMap[keys].erase(std::remove_if(m_keyToActionsMap[keys].begin(), m_keyToActionsMap[keys].end(),
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// (m_keyToActionsMap[keys].erase(std::remove_if(m_keyToActionsMap[keys].begin(), m_keyToActionsMap[keys].end(),
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// [&](const InputAction& a) { return a.actionName == actionName; }), m_keyToActionsMap[keys].end()), ...);
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// [&](const InputAction& a) { return a.name == actionName; }), m_keyToActionsMap[keys].end()), ...);
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// }
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// }
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// }
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// }
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@ -63,7 +63,7 @@ void InputSystemComponent::unbindAction(const std::string& actionName, const std
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auto& action = actionIt->second;
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auto& action = actionIt->second;
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action.keys.erase(std::remove(action.keys.begin(), action.keys.end(), key), action.keys.end());
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action.keys.erase(std::remove(action.keys.begin(), action.keys.end(), key), action.keys.end());
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m_keyToActionsMap[key].erase(std::remove_if(m_keyToActionsMap[key].begin(), m_keyToActionsMap[key].end(),
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m_keyToActionsMap[key].erase(std::remove_if(m_keyToActionsMap[key].begin(), m_keyToActionsMap[key].end(),
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[&](const InputAction& a) { return a.actionName == actionName; }), m_keyToActionsMap[key].end());
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[&](const InputAction& a) { return a.name == actionName; }), m_keyToActionsMap[key].end());
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}
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}
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}
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}
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}
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}
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