Changes to player, and mesh renderer INCOMPLETE
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112
PlayerInputComponent.cpp
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112
PlayerInputComponent.cpp
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#include "PlayerInputComponent.h"
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#include "Player.h"
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#include "InputEnums.h"
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PlayerInputComponent::PlayerInputComponent(GLFWwindow* Window, Player& PlayerCharacter)
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: IInputComponent(Window), PlayerCharacter(PlayerCharacter)
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{
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glfwSetWindowUserPointer(Window, this);
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glfwSetCursorPosCallback(Window, ProcessMouse);
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glfwSetInputMode(Window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
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bFreeMouse = false;
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}
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void PlayerInputComponent::Update(float DeltaTime)
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{
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ProcessKeyboard(DeltaTime);
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}
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void PlayerInputComponent::ProcessKeyboard(float DeltaTime)
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{
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if (glfwGetKey(Window, GLFW_KEY_ESCAPE) == GLFW_PRESS && !bFreeMouse) {
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//glfwSetWindowShouldClose(Window, true);
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glfwSetInputMode(Window, GLFW_CURSOR, GLFW_CURSOR_NORMAL);
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bFreeMouse = true;
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}
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if (glfwGetKey(Window, GLFW_KEY_W) == GLFW_PRESS)
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{
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PlayerCharacter.Move(FORWARD, DeltaTime);
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}
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if (glfwGetKey(Window, GLFW_KEY_S) == GLFW_PRESS)
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{
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PlayerCharacter.Move(BACKWARD, DeltaTime);
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}
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if (glfwGetKey(Window, GLFW_KEY_A) == GLFW_PRESS)
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{
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PlayerCharacter.Move(LEFT, DeltaTime);
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}
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if (glfwGetKey(Window, GLFW_KEY_D) == GLFW_PRESS)
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{
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PlayerCharacter.Move(RIGHT, DeltaTime);
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}
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if (glfwGetKey(Window, GLFW_KEY_SPACE) == GLFW_PRESS)
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{
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PlayerCharacter.Jump();
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}
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if (glfwGetKey(Window, GLFW_KEY_LEFT_SHIFT) == GLFW_PRESS)
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{
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PlayerCharacter.Sprint();
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}
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if (glfwGetKey(Window, GLFW_KEY_LEFT_SHIFT) == GLFW_RELEASE)
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{
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PlayerCharacter.StopSprint();
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}
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if (glfwGetMouseButton(Window, GLFW_MOUSE_BUTTON_LEFT) == GLFW_PRESS)
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{
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if (bFreeMouse)
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{
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glfwSetInputMode(Window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
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bFirstMouse = true;
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bFreeMouse = false;
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}
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}
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}
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void PlayerInputComponent::ProcessMouse(GLFWwindow* Window, double xposIn, double yposIn)
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{
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PlayerInputComponent* instance = static_cast<PlayerInputComponent*>(glfwGetWindowUserPointer(Window));
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if (!instance)
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{
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std::cout << "Player Input Component not found" << std::endl;
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return;
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}
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//if (glfwGetMouseButton(Window, GLFW_MOUSE_BUTTON_LEFT) == GLFW_PRESS && instance->bFreeMouse)
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//{
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// glfwSetInputMode(Window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
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// instance->bFirstMouse = true;
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// instance->bFreeMouse = false;
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//}
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if (instance->bFreeMouse)
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{
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return;
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}
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//std::cout << "Mouse callback" << std::endl;
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float xpos = static_cast<float>(xposIn);
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float ypos = static_cast<float>(yposIn);
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if (instance->bFirstMouse)
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{
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instance->lastX = xpos;
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instance->lastY = ypos;
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instance->bFirstMouse = false;
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}
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float xoffset = xpos - instance->lastX;
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float yoffset = instance->lastY - ypos;
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instance->lastX = xpos;
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instance->lastY = ypos;
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instance->PlayerCharacter.Look(xoffset, yoffset);
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}
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