// // Created by Arthur Jamet on 2021-05-31. // #include "GamepadSystem.hpp" #include "Component/Gamepad/GamepadComponent.hpp" #include "Component/Controllable/ControllableComponent.hpp" #include "Entity/Entity.hpp" #include "Controllers/Gamepad.hpp" using Button = RAY::Controller::GamePad::Button; using Gamepad = RAY::Controller::GamePad; namespace BBM { GamepadSystem::GamepadSystem(WAL::Wal &wal) : System(wal) {} void GamepadSystem::onFixedUpdate(WAL::Entity &entity) { const auto &gamepadComponent = entity.getComponent(); auto &controllable = entity.getComponent(); Gamepad gamepad(gamepadComponent.getID()); const std::map keyPressedMap = { {gamepadComponent.keyJump, controllable.jump}, {gamepadComponent.keyBomb, controllable.bomb}, {gamepadComponent.keyPause, controllable.pause} }; for (auto key : keyPressedMap) key.second = gamepad.isPressed(key.first); controllable.move = Vector2f(); controllable.move.x += gamepad.isPressed(gamepadComponent.keyRight); controllable.move.x -= gamepad.isPressed(gamepadComponent.keyLeft); controllable.move.y += gamepad.isPressed(gamepadComponent.keyUp); controllable.move.y -= gamepad.isPressed(gamepadComponent.keyDown); } }