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https://github.com/Nimac0/SDL_Minigame
synced 2026-01-12 13:43:41 +00:00
added alternative to bindAction template function
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de74ca1307
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@ -16,21 +16,22 @@ public:
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void init() override;
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void update() override;
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// void bindAction(const std::string& actionName, Key key, std::function<void()> callback);
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void bindAction(const std::string& actionName, Key key, std::function<void()> callback);
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void bindAction(const std::string& actionName, std::vector<Key> keys, std::function<void()> callback);
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template<typename... Keys>
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void bindAction(const std::string& actionName, std::function<void()> callback, Keys... keys)
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{
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static_assert((std::is_same<Keys, Key>::value && ...), "A passed argument for 'Keys' is not of type 'Key'");
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// template<typename... Keys>
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// void bindAction(const std::string& actionName, std::function<void()> callback, Keys... keys)
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// {
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// static_assert((std::is_same<Keys, Key>::value && ...), "A passed argument for 'Keys' is not of type 'Key'");
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if (m_actions.find(actionName) == m_actions.end())
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{
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m_actions[actionName] = InputAction(actionName, callback);
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}
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// if (m_actions.find(actionName) == m_actions.end())
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// {
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// m_actions[actionName] = InputAction(actionName, callback);
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// }
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(m_actions[actionName].keys.push_back(keys), ...);
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(m_keyToActionsMap[keys].push_back(m_actions[actionName]), ...);
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}
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// (m_actions[actionName].keys.push_back(keys), ...);
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// (m_keyToActionsMap[keys].push_back(m_actions[actionName]), ...);
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// }
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void unbindAction(const std::string& actionName, Key key);
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@ -11,17 +11,33 @@ void InputSystemComponent::update()
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handleActions();
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}
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// void InputSystemComponent::bindAction(const std::string& actionName, Key key, std::function<void()> callback)
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// {
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// if (m_actions.find(actionName) == m_actions.end())
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// {
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// m_actions[actionName] = InputAction(actionName, callback);
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// }
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// alternative to template function
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void InputSystemComponent::bindAction(const std::string& actionName, Key key, std::function<void()> callback)
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{
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if (m_actions.find(actionName) == m_actions.end())
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{
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m_actions[actionName] = InputAction(actionName, callback);
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}
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// m_actions[actionName].keys.push_back(key);
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// m_keyToActionsMap[key].push_back(m_actions[actionName]);
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m_actions[actionName].keys.push_back(key);
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m_keyToActionsMap[key].push_back(m_actions[actionName]);
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// }
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}
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// alternative to template function
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void InputSystemComponent::bindAction(const std::string& actionName, std::vector<Key> keys, std::function<void()> callback)
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{
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if (m_actions.find(actionName) == m_actions.end())
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{
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m_actions[actionName] = InputAction(actionName, callback);
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}
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for (Key key : keys)
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{
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m_actions[actionName].keys.push_back(key);
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m_keyToActionsMap[key].push_back(m_actions[actionName]);
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}
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}
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void InputSystemComponent::unbindAction(const std::string& actionName, Key key)
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{
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