Fixed Input IsKeyPressed system, F6 to pause the game while running, F6 to start/stop

This commit is contained in:
Antoine Pilote
2024-04-27 15:17:58 -04:00
parent 4e8824bc1d
commit bf8557310e
9 changed files with 40 additions and 36 deletions

View File

@@ -3,6 +3,8 @@
#include "Windows/EditorInterface.h"
#include "Misc/GizmoDrawer.h"
#include "src/Core/Input.h"
#include <glad/glad.h>
@@ -65,6 +67,8 @@ void EditorLayer::OnUpdate()
m_EditorInterface->Draw();
m_EditorInterface->Update(Nuake::Engine::GetTimestep());
Nuake::Engine::EndDraw();
Nuake::Input::Update();
}
void EditorLayer::OnDetach()

View File

@@ -31,7 +31,7 @@ namespace Nuake
bool dragging2 = false;
void NewEditor::Update(Timestep ts)
{
if (Input::IsKeyPressed(GLFW_KEY_F1))
if (Input::IsKeyPressed(Key::F1))
{
m_UserInterface->Reload();
FetchNodes();

View File

@@ -327,7 +327,7 @@ namespace Nuake {
if (Engine::IsPlayMode() && Engine::GetTimeScale() != 0.0f)
{
if (ImGui::Button(ICON_FA_PAUSE, ImVec2(30, 30)) || (Input::IsKeyDown(GLFW_KEY_F5)))
if (ImGui::Button(ICON_FA_PAUSE, ImVec2(30, 30)) || (Input::IsKeyPressed(Key::F6)))
{
Engine::SetGameState(GameState::Paused);
@@ -336,7 +336,7 @@ namespace Nuake {
}
else
{
if (ImGui::Button(ICON_FA_PLAY, ImVec2(30, 30)))
if (ImGui::Button(ICON_FA_PLAY, ImVec2(30, 30)) || Input::IsKeyPressed(Key::F5))
{
if (Engine::GetGameState() == GameState::Paused)
{
@@ -380,7 +380,7 @@ namespace Nuake {
ImGui::BeginDisabled();
}
if ((ImGui::Button(ICON_FA_STOP, ImVec2(30, 30)) || Input::IsKeyPressed(GLFW_KEY_F5)) && Engine::IsPlayMode())
if ((ImGui::Button(ICON_FA_STOP, ImVec2(30, 30)) || Input::IsKeyPressed(Key::F5)) && Engine::IsPlayMode())
{
Engine::ExitPlayMode();
@@ -1967,17 +1967,17 @@ namespace Nuake {
if (ImGui::Begin("Example: Simple overlay", &m_ShowOverlay, window_flags))
{
ImGui::PushStyleVar(ImGuiStyleVar_FrameRounding, 100);
if (ImGui::Button(ICON_FA_ARROWS_ALT) || Input::IsKeyDown(GLFW_KEY_W))
if (ImGui::Button(ICON_FA_ARROWS_ALT) || Input::IsKeyDown(Key::W))
{
CurrentOperation = ImGuizmo::OPERATION::TRANSLATE;
}
ImGui::SameLine();
if (ImGui::Button(ICON_FA_SYNC_ALT) || Input::IsKeyDown(GLFW_KEY_E))
if (ImGui::Button(ICON_FA_SYNC_ALT) || Input::IsKeyDown(Key::E))
{
CurrentOperation = ImGuizmo::OPERATION::ROTATE;
}
ImGui::SameLine();
if (ImGui::Button(ICON_FA_EXPAND_ALT) || Input::IsKeyDown(GLFW_KEY_R))
if (ImGui::Button(ICON_FA_EXPAND_ALT) || Input::IsKeyDown(Key::R))
{
CurrentOperation = ImGuizmo::OPERATION::SCALE;
}
@@ -2388,13 +2388,13 @@ namespace Nuake {
editorCam->Update(ts, m_IsHoveringViewport && m_IsViewportFocused);
const bool entityIsSelected = Selection.Type == EditorSelectionType::Entity && Selection.Entity.IsValid();
if (editorCam->IsFlying() && entityIsSelected && Input::IsKeyPressed(GLFW_KEY_F))
if (editorCam->IsFlying() && entityIsSelected && Input::IsKeyPressed(Key::F))
{
editorCam->IsMoving = true;
editorCam->TargetPos = Selection.Entity.GetComponent<TransformComponent>().GetGlobalPosition();
}
if (entityIsSelected && Input::IsKeyPressed(GLFW_KEY_ESCAPE))
if (entityIsSelected && Input::IsKeyPressed(Key::ESCAPE))
{
Selection = EditorSelection();
}