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path: root/src/input_system.cpp
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#include "input_system.h"
#include "game.h"
#include "character_system.h"
#include "message_system.h"

struct Input {
  bool left = false;
  bool right = false;
  bool up = false;
  bool down = false;
};

void InputSystem::tick(double dt) {
  SDL_Event e;
  while (SDL_PollEvent(&e)) {
    if (e.type == SDL_QUIT || (e.type == SDL_KEYDOWN && e.key.keysym.sym == SDLK_ESCAPE)) {
      game_.quit();

      return;
    } else if (e.type == SDL_KEYDOWN) {
      if (e.key.keysym.sym == SDLK_LSHIFT || e.key.keysym.sym == SDLK_RSHIFT) {
        for (int spriteId : game_.getSprites()) {
          Sprite& sprite = game_.getSprite(spriteId);
          if (sprite.controllable) {
            game_.getSystem<CharacterSystem>().beginCrouch(spriteId);
          }
        }
      } else if (e.key.keysym.sym == SDLK_a) {
        // TODO: Remove this, it's just for testing.
        /*if (game_.getSystem<MessageSystem>().getCutsceneBarsProgress() == 1.0) {
          game_.getSystem<MessageSystem>().hideCutsceneBars();
        } else {
          game_.getSystem<MessageSystem>().displayCutsceneBars();
        }*/
        game_.getSystem<MessageSystem>().displayMessage("Some people always try to avoid fighting when there are enemies around. You know the type, right? They use the dash ability to zoom right by. I guess you could say they're followers of \"peace at any price\".", "Sparrow", SpeakerType::Woman);
        //game_.getSystem<MessageSystem>().displayMessage("Lucas. You're awful at hide-and-seek, you know that? Try harder.", "Kumatora", SpeakerType::Woman);
        //game_.getSystem<MessageSystem>().displayMessage("Hi Tooth! I hope you're having a good day.", "Lucas", SpeakerType::Boy);
      } else if (e.key.keysym.sym == SDLK_b) {
        // TODO: Remove this, it's just for testing.
        game_.getSystem<MessageSystem>().advanceText();
      }
    } else if (e.type == SDL_KEYUP && (e.key.keysym.sym == SDLK_LSHIFT || e.key.keysym.sym == SDLK_RSHIFT)) {
      for (int spriteId : game_.getSprites()) {
        Sprite& sprite = game_.getSprite(spriteId);
        if (sprite.controllable) {
          game_.getSystem<CharacterSystem>().endCrouch(spriteId);
        }
      }
    }
  }

  Input keystate;
  const Uint8* state = SDL_GetKeyboardState(NULL);
  keystate.left = state[SDL_SCANCODE_LEFT];
  keystate.right = state[SDL_SCANCODE_RIGHT];
  keystate.up = state[SDL_SCANCODE_UP];
  keystate.down = state[SDL_SCANCODE_DOWN];

  for (int spriteId : game_.getSprites()) {
    Sprite& sprite = game_.getSprite(spriteId);

    if (sprite.controllable) {
      bool directed = false;
      Direction dir = Direction::left;

      if (keystate.up)
      {
        directed = true;
        dir = Direction::up;
      } else if (keystate.down)
      {
        directed = true;
        dir = Direction::down;
      }

      if (keystate.left)
      {
        directed = true;
        if (dir == Direction::up) {
          dir = Direction::up_left;
        } else if (dir == Direction::down) {
          dir = Direction::down_left;
        } else {
          dir = Direction::left;
        }
      } else if (keystate.right)
      {
        directed = true;
        if (dir == Direction::up) {
          dir = Direction::up_right;
        } else if (dir == Direction::down) {
          dir = Direction::down_right;
        } else {
          dir = Direction::right;
        }
      }

      if (directed) {
        game_.getSystem<CharacterSystem>().moveInDirection(spriteId, dir);
      } else {
        game_.getSystem<CharacterSystem>().stopDirecting(spriteId);
      }
    }
  }
}