feat: cleanup to player input
parent
e6c3d0988d
commit
1dd1d3b961
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@ -1,4 +1,5 @@
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#include "player_input.hpp"
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#include "player_input.hpp"
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#include "godot_cpp/variant/utility_functions.hpp"
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#include "godot_macros.h"
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#include "godot_macros.h"
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#include "godot_cpp/classes/input.hpp"
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#include "godot_cpp/classes/input.hpp"
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#include "godot_cpp/classes/input_event.hpp"
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#include "godot_cpp/classes/input_event.hpp"
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@ -20,7 +21,7 @@ PlayerInput::Listener::Listener(String positive, String negative, Node *object,
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, isMouseEvent{positive.begins_with("_mouse_") || negative.begins_with("_mouse_")} {}
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, isMouseEvent{positive.begins_with("_mouse_") || negative.begins_with("_mouse_")} {}
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PlayerInput::Listener::Listener(String action, Node *object, String method)
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PlayerInput::Listener::Listener(String action, Node *object, String method)
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: PlayerInput::Listener::Listener(action, "", object, method) {}
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: PlayerInput::Listener::Listener(action, String(), object, method) {}
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std::optional<float> PlayerInput::Listener::evaluate_action(String const &action) {
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std::optional<float> PlayerInput::Listener::evaluate_action(String const &action) {
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Input *input = Input::get_singleton();
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Input *input = Input::get_singleton();
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@ -34,9 +35,8 @@ std::optional<float> PlayerInput::Listener::evaluate_action(String const &action
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return vector.x > 0.f ? vector.x : 0.f;
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return vector.x > 0.f ? vector.x : 0.f;
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else if(action.ends_with("_left"))
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else if(action.ends_with("_left"))
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return vector.x < 0.f ? -vector.x : 0.f;
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return vector.x < 0.f ? -vector.x : 0.f;
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else
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}
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return std::nullopt;
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if(action.is_empty()) {
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} else if(action.is_empty()) {
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return 0.f;
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return 0.f;
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} else {
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} else {
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return float(input->is_action_pressed(action));
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return float(input->is_action_pressed(action));
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@ -44,12 +44,10 @@ std::optional<float> PlayerInput::Listener::evaluate_action(String const &action
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}
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}
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bool PlayerInput::Listener::has_changed(Ref<InputEvent> const &event) {
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bool PlayerInput::Listener::has_changed(Ref<InputEvent> const &event) {
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return (
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bool const mouse_changed{this->isMouseEvent && event->is_class("InputEventMouseMotion")};
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(!event->is_class("InputEventMouseMotion") ||
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bool const negative_changed{!this->actionNegative.is_empty() && event->is_action(this->actionNegative)};
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this->isMouseEvent) ||
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bool const positive_changed{!this->actionPositive.is_empty() && event->is_action(this->actionPositive)};
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event->is_action(this->actionNegative) ||
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return mouse_changed || negative_changed || positive_changed;
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event->is_action(this->actionPositive)
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);
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}
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}
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float PlayerInput::Listener::evaluate(Ref<InputEvent> const &event) {
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float PlayerInput::Listener::evaluate(Ref<InputEvent> const &event) {
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@ -102,6 +100,7 @@ void PlayerInput::_unhandled_input(Ref<InputEvent> const &event) {
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}
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}
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void PlayerInput::_process(double deltaTime) {
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void PlayerInput::_process(double deltaTime) {
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if(this->isPrimary)
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PlayerInput::lastMouseMotion = {0.f, 0.f};
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PlayerInput::lastMouseMotion = {0.f, 0.f};
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}
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}
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