feat(core): input plugin#26
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Test main function: #include <GLFW/glfw3.h>
#include <iostream>
#include "Registry.hpp"
#include "window/resource/Window.hpp"
#include "input/resource/InputManager.hpp"
int main()
{
ES::Engine::Registry registry;
registry.RegisterResource<ES::Plugin::Window::Resource::Window>({800, 600, "GLFW Window"});
registry.RegisterResource<ES::Plugin::Input::Resource::InputManager>({});
ES::Plugin::Window::Resource::Window &window = registry.GetResource<ES::Plugin::Window::Resource::Window>();
ES::Plugin::Input::Resource::InputManager &inputManager = registry.GetResource<ES::Plugin::Input::Resource::InputManager>();
window.Create();
while (window.ShouldClose() == false)
{
glfwPollEvents();
glfwSwapBuffers(window.GetGLFWWindow());
if (inputManager.IsKeyPressed(GLFW_KEY_Z))
{
std::cout << "Z key pressed" << std::endl;
}
if (inputManager.IsMouseButtonPressed(GLFW_MOUSE_BUTTON_LEFT))
{
std::pair<double, double> mousePos = inputManager.GetMousePosition();
std::cout << "mouse pos: " << mousePos.first << ", " << mousePos.second << std::endl;
}
}
return 0;
} |
Miou-zora
requested changes
Oct 13, 2024
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Related to:
I've implemented a very simple wrapper for GLFW GetKey function.
I also had to implement window handling in this issue to allow the usage of GLFW functions
No unit tests because it is (almost) impossible to test this kind of stuff
(see below for test main)