raidillon/game/src/systems/keybinds.rs

57 lines
1.7 KiB
Rust

use winit::keyboard::KeyCode;
use raidillon_core::DebugUIBuffer;
use raidillon_core::scene::Scene;
use raidillon_ecs::components::CameraMode;
use raidillon_engine::{EngineResources, InputState};
use raidillon_engine::system::System;
use raidillon_platform::{Camera, PlatformContext};
#[derive(Default)]
pub struct KeybindsSystem {
camera_toggle_held: bool,
}
impl System for KeybindsSystem {
fn fixed_update(&mut self, res: &mut EngineResources, scene: &mut Scene) {
let input = res.get::<InputState>().unwrap();
if input.key_held(KeyCode::F5) {
if self.camera_toggle_held { return }
self.toggle_camera_mode(scene);
self.camera_toggle_held = true;
} else {
self.camera_toggle_held = false;
}
}
fn frame_update(&mut self, res: &mut EngineResources, scene: &mut Scene) {
let dbg_ui = scene.resources.get_mut::<DebugUIBuffer>().unwrap();
dbg_ui.text("F5 to switch camera".to_owned());
let mut q = scene.world.query::<(&Camera, &CameraMode)>();
let (cam_ent, (cam, cam_mode)) = q
.iter()
.next()
.unwrap();
dbg_ui.text(format!("Camera Mode: {:?}", cam_mode));
}
}
impl KeybindsSystem {
fn toggle_camera_mode(&mut self, scene: &mut Scene) {
let q = scene.world.query_mut::<(&mut Camera, &mut CameraMode)>();
let (cam_ent, (cam, cam_mode)) = q
.into_iter()
.next()
.unwrap();
match *cam_mode {
CameraMode::Kinematic => {
*cam_mode = CameraMode::Debug;
}
CameraMode::Debug => {
*cam_mode = CameraMode::Kinematic;
}
}
}
}