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mirror of https://github.com/Nimac0/SDL_Minigame synced 2026-01-12 13:43:41 +00:00

implemented template function for unbinding actions

This commit is contained in:
Sara Varga 2024-06-23 14:29:30 +02:00
parent ef37e335d2
commit cf1df70eee
2 changed files with 31 additions and 15 deletions

View File

@ -8,7 +8,8 @@
#include "InputComponent.h"
#include "InputAction.h"
class InputSystemComponent : public InputComponent {
class InputSystemComponent : public InputComponent
{
public:
InputSystemComponent() = default;
~InputSystemComponent() = default;
@ -33,7 +34,22 @@ public:
// (m_keyToActionsMap[keys].push_back(m_actions[actionName]), ...);
// }
void unbindAction(const std::string& actionName, Key key);
// void unbindAction(const std::string& actionName, Key key);
template<typename... Keys>
void unbindAction(const std::string& actionName, Keys... keys)
{
static_assert((std::is_same<Keys, Key>::value && ...), "A passed argument for 'Keys' is not of type 'Key'");
auto actionIt = m_actions.find(actionName);
if (actionIt != m_actions.end())
{
auto& action = actionIt->second;
(action.keys.erase(std::remove(action.keys.begin(), action.keys.end(), keys), action.keys.end()), ...);
(m_keyToActionsMap[keys].erase(std::remove_if(m_keyToActionsMap[keys].begin(), m_keyToActionsMap[keys].end(),
[&](const InputAction& a) { return a.actionName == actionName; }), m_keyToActionsMap[keys].end()), ...);
}
}
private:
InputComponent* m_inputComponent;

View File

@ -11,7 +11,7 @@ void InputSystemComponent::update()
handleActions();
}
// alternative to template function
// alternative to bindAction template
void InputSystemComponent::bindAction(const std::string& actionName, Key key, std::function<void()> callback)
{
if (m_actions.find(actionName) == m_actions.end())
@ -24,7 +24,7 @@ void InputSystemComponent::bindAction(const std::string& actionName, Key key, st
}
// alternative to template function
// alternative to bindAction template
void InputSystemComponent::bindAction(const std::string& actionName, std::vector<Key> keys, std::function<void()> callback)
{
if (m_actions.find(actionName) == m_actions.end())
@ -39,17 +39,17 @@ void InputSystemComponent::bindAction(const std::string& actionName, std::vector
}
}
void InputSystemComponent::unbindAction(const std::string& actionName, Key key)
{
auto actionIt = m_actions.find(actionName);
if (actionIt != m_actions.end())
{
auto& action = actionIt->second;
action.keys.erase(std::remove(action.keys.begin(), action.keys.end(), key), action.keys.end());
m_keyToActionsMap[key].erase(std::remove_if(m_keyToActionsMap[key].begin(), m_keyToActionsMap[key].end(),
[&](const InputAction& a) { return a.name == actionName; }), m_keyToActionsMap[key].end());
}
}
// void InputSystemComponent::unbindAction(const std::string& actionName, Key key)
// {
// auto actionIt = m_actions.find(actionName);
// if (actionIt != m_actions.end())
// {
// auto& action = actionIt->second;
// action.keys.erase(std::remove(action.keys.begin(), action.keys.end(), key), action.keys.end());
// m_keyToActionsMap[key].erase(std::remove_if(m_keyToActionsMap[key].begin(), m_keyToActionsMap[key].end(),
// [&](const InputAction& a) { return a.name == actionName; }), m_keyToActionsMap[key].end());
// }
// }
void InputSystemComponent::handleActions()
{