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path: root/source/Player.cpp
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#include "Player.hpp"

// Keep the same number as # of fields in `struct {}` in PlayerKeyBinds
constexpr int kPlayerKeyBindCount = 4;

// Here be dragons: this treats consecutive fiels as an array, technically UB
std::span<int> PlayerKeyBinds::GetKeyArray() {
	return { &keyLeft, kPlayerKeyBindCount };
}
std::span<bool> PlayerKeyBinds::GetKeyStatusArray() {
	return { &pressedLeft, kPlayerKeyBindCount };
}

void Player::Awaken() {
}

void Player::Resleep() {
}

void Player::Update() {
	if (keybinds.pressedLeft) {
	}
	if (keybinds.pressedRight) {
	}

	// TODO jump controller

	// TODO attack controller
}

void Player::HandleKeyInput(int key, int action) {
	bool pressed;
	if (action == GLFW_PRESS) {
		pressed = true;
	} else if (action == GLFW_REPEAT) {
		return;
	} else /* action == GLFW_RELEASE */ {
		pressed = false;
	}

	for (int i = 0; i < kPlayerKeyBindCount; ++i) {
		int kbKey = keybinds.GetKeyArray()[i];
		bool& kbStatus = keybinds.GetKeyStatusArray()[i];

		if (kbKey == key) {
			kbStatus = pressed;
			break;
		}
	}
}