Making menues selectable by keyboard or controller

This commit is contained in:
Zoe Roux
2021-06-10 18:05:56 +02:00
parent d328a976ed
commit e38c2e56fe
5 changed files with 53 additions and 70 deletions

View File

@@ -12,12 +12,13 @@
namespace BBM
{
MenuControllableSystem::MenuControllableSystem(WAL::Wal &wal)
: System(wal), wal(wal), currentButton()
: System(wal),
_currentButton()
{}
void MenuControllableSystem::updateCurrentButton(bool selected)
void MenuControllableSystem::_updateCurrentButton(bool selected, Vector2f move)
{
auto buttonComponent = this->currentButton->getComponent<OnClickComponent>();
auto &buttonComponent = this->_currentButton->getComponent<OnClickComponent>();
WAL::Entity *newButton = nullptr;
if (move.y > 0 && buttonComponent._up)
@@ -28,42 +29,38 @@ namespace BBM
newButton = buttonComponent._right;
if (move.x > 0 && buttonComponent._left)
newButton = buttonComponent._left;
if (newButton || selected) {
auto lastTick = std::chrono::steady_clock::now();
if (lastTick - this->_now < std::chrono::milliseconds(150))
return;
this->_now = lastTick;
}
if (newButton) {
this->currentButton->getComponent<OnIdleComponent>().onEvent(*this->currentButton, wal);
this->currentButton = newButton;
this->currentButton->getComponent<OnHoverComponent>().onEvent(*this->currentButton, wal);
this->_currentButton->getComponent<OnIdleComponent>().onEvent(*this->_currentButton, this->_wal);
this->_currentButton = newButton;
this->_currentButton->getComponent<OnHoverComponent>().onEvent(*this->_currentButton, this->_wal);
}
if (selected)
this->currentButton->getComponent<OnClickComponent>().onEvent(*this->currentButton, wal);
this->_currentButton->getComponent<OnClickComponent>().onEvent(*this->_currentButton, this->_wal);
}
void MenuControllableSystem::onFixedUpdate(WAL::ViewEntity<ControllableComponent> &entity)
{
auto lastTick = std::chrono::steady_clock::now();
auto &controllable = entity.get<ControllableComponent>();
auto &buttons = _wal.getScene()->view<OnClickComponent, OnHoverComponent, OnIdleComponent>();
if (lastTick - this->_now < std::chrono::milliseconds(100))
return;
this->_now = lastTick;
move = controllable.move;
select = controllable.jump;
if (currentButton && currentButton->_scene.getID() != wal.getScene()->getID()) {
currentButton->getComponent<OnIdleComponent>().onEvent(*this->currentButton, wal);
currentButton = nullptr;
if (this->_currentButton && this->_currentButton->_scene.getID() != this->_wal.getScene()->getID()) {
this->_currentButton->getComponent<OnIdleComponent>().onEvent(*this->_currentButton, this->_wal);
this->_currentButton = nullptr;
}
if (currentButton == nullptr && buttons.size()) {
currentButton = &(**buttons.begin());
currentButton->getComponent<OnHoverComponent>().onEvent(*this->currentButton, wal);
if (this->_currentButton == nullptr && buttons.size()) {
this->_currentButton = &(*buttons.front());
this->_currentButton->getComponent<OnHoverComponent>().onEvent(*this->_currentButton, this->_wal);
}
if (!currentButton)
if (!this->_currentButton)
return;
this->updateCurrentButton(select);
}
void MenuControllableSystem::onSelfUpdate(void)
{
this->_updateCurrentButton(controllable.jump, controllable.move);
}
}