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SDL_Minigame/include/InputSystemComponent.h

61 lines
2.1 KiB
C++

#pragma once
#include <map>
#include <vector>
#include <functional>
#include "Component.h"
#include "InputComponent.h"
#include "InputAction.h"
class InputSystemComponent : public InputComponent
{
public:
InputSystemComponent() = default;
~InputSystemComponent() = default;
void init() override;
void update() override;
void bindAction(const std::string& actionName, Key key, std::function<void()> callback);
void bindAction(const std::string& actionName, std::vector<Key> keys, std::function<void()> callback);
// template<typename... Keys>
// void bindAction(const std::string& actionName, std::function<void()> callback, Keys... keys)
// {
// static_assert((std::is_same<Keys, Key>::value && ...), "A passed argument for 'Keys' is not of type 'Key'");
// if (m_actions.find(actionName) == m_actions.end())
// {
// m_actions[actionName] = InputAction(actionName, callback);
// }
// (m_actions[actionName].keys.push_back(keys), ...);
// (m_keyToActionsMap[keys].push_back(m_actions[actionName]), ...);
// }
// 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;
std::map<Key, std::vector<InputAction>> m_keyToActionsMap;
std::map<std::string, InputAction> m_actions;
void handleActions();
};