85 lines
2.6 KiB
C++
Executable File
85 lines
2.6 KiB
C++
Executable File
#pragma once
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#include <dtEntity/defaultentitysystem.h>
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#include <dtEntityOSG/cameracomponent.h>
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#include <dtEntity/inputinterface.h>
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namespace VCtrl
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{
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class MotionModelComponent final
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: public dtEntity::Component
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, public dtEntity::InputCallbackInterface
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{
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public:
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static const dtEntity::ComponentType TYPE;
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static const dtEntity::StringId ContextIdId;
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static const dtEntity::StringId MoveSpeedId;
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static const dtEntity::StringId RotateSpeedId;
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static const dtEntity::StringId RotateKeySpeedId;
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static const dtEntity::StringId EnabledId;
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MotionModelComponent();
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dtEntity::ComponentType GetType() const override { return TYPE; }
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virtual bool IsInstanceOf(dtEntity::ComponentType id) const
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{
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return (id == TYPE);
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}
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void OnAddedToEntity(dtEntity::Entity &entity) override;
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void OnRemovedFromEntity(dtEntity::Entity &) override;
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void Finished() override;
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void Tick(float dt);
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unsigned int GetContextId() const { return mContextId.Get(); }
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void SetContextId(unsigned int i) { mContextId.Set(i); }
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bool KeyUp(const std::string &key, bool handled, unsigned int contextid) override;
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bool KeyDown(const std::string &name, bool handled, unsigned int contextid) override;
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bool MouseButtonUp(int button, bool handled, unsigned int contextid) override;
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bool MouseButtonDown(int button, bool handled, unsigned int contextid) override;
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bool MouseWheel(int dir, bool handled, unsigned int contextid) override;
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bool MouseMove(float x, float y, bool handled, unsigned int contextid) override;
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void MouseEnterLeave(bool, unsigned int) override {}
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dtEntityOSG::CameraComponent *GetCamera() const { return mCamera; }
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private:
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dtEntity::IntProperty mContextId;
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dtEntity::UIntProperty mMoveSpeed;
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dtEntity::FloatProperty mRotateSpeed;
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dtEntity::FloatProperty mRotateKeySpeed;
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dtEntity::BoolProperty mEnabled;
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dtEntityOSG::CameraComponent *mCamera = nullptr;
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dtEntity::Entity *mEntity = nullptr;
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osg::Vec3d mPivot;
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};
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////////////////////////////////////////////////////////////////////////////////
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class MotionModelSystem final
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: public dtEntity::DefaultEntitySystem<MotionModelComponent>
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{
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using BaseClass = dtEntity::DefaultEntitySystem<MotionModelComponent>;
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public:
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static const dtEntity::ComponentType TYPE;
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explicit MotionModelSystem(dtEntity::EntityManager &em);
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private:
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void Tick(const dtEntity::Message &m);
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void MoveToPos(const dtEntity::Message &m);
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void MoveToEntity(const dtEntity::Message &m);
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dtEntity::MessageFunctor mTickFunctor;
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dtEntity::MessageFunctor mMoveToPosFunctor;
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dtEntity::MessageFunctor mMoveToEntityFunctor;
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};
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}
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