project-kyoku/src/classicgame/classicgame.cpp

96 lines
2.4 KiB
C++
Raw Normal View History

#include "classicgame.h"
2021-05-31 13:04:16 -04:00
#include "classicinputtype.h"
ClassicGame::ClassicGame()
2021-05-31 13:04:16 -04:00
{
_keys_to_buttons =
{
{sf::Keyboard::Up, Button::UP}, // Load from settings
{sf::Keyboard::Right, Button::RIGHT},
{sf::Keyboard::Down, Button::DOWN},
{sf::Keyboard::Left, Button::LEFT},
{sf::Keyboard::W, Button::UP},
{sf::Keyboard::D, Button::RIGHT},
{sf::Keyboard::S, Button::DOWN},
{sf::Keyboard::A, Button::LEFT},
{sf::Keyboard::E, Button::SLIDER_RIGHT},
{sf::Keyboard::Q, Button::SLIDER_LEFT}
};
_buttons_to_pressed_actions=
{
{Button::UP, Action::PRESS_UP},
{Button::RIGHT, Action::PRESS_RIGHT},
{Button::DOWN, Action::PRESS_DOWN},
{Button::LEFT, Action::PRESS_LEFT},
{Button::SLIDER_RIGHT, Action::PRESS_SLIDER_RIGHT},
{Button::SLIDER_LEFT, Action::PRESS_SLIDER_LEFT}
};
_buttons_to_released_actions=
{
{Button::UP, Action::RELEASE_UP},
{Button::RIGHT, Action::RELEASE_RIGHT},
{Button::DOWN, Action::RELEASE_DOWN},
{Button::LEFT, Action::RELEASE_LEFT},
{Button::SLIDER_RIGHT, Action::RELEASE_SLIDER_RIGHT},
{Button::SLIDER_LEFT, Action::RELEASE_SLIDER_LEFT}
};
}
void ClassicGame::run()
{
}
void ClassicGame::input(const sf::Event& event)
{
Action new_action = Action::NONE;
microsec timestamp = 0; /* 0 is temp. get from timeline */
switch (event.type)
{
default:
break;
case sf::Event::KeyPressed:
{
if (_keys_to_buttons.find(event.key.code) != _keys_to_buttons.end())
new_action = getActionKeyPressed(_keys_to_buttons[event.key.code]);
}
break;
case sf::Event::KeyReleased:
{
if (_keys_to_buttons.find(event.key.code) != _keys_to_buttons.end())
new_action = getActionKeyReleased(_keys_to_buttons[event.key.code]);
}
break;
}
ClassicInputType input(timestamp, new_action);
/* Here get active Note from timeline and pass the input object to it */
}
Action ClassicGame::getActionKeyPressed(Button button) const
{
return _buttons_to_pressed_actions.at(button);
}
Action ClassicGame::getActionKeyReleased(Button button) const
{
return _buttons_to_released_actions.at(button);
}
void ClassicGame::update()
{
}
void ClassicGame::draw(const sf::RenderWindow& window) const
{
}