void Player::handleRealTimeInput(CommandQueue& commands) { for (auto pair : mKeyBinding) { // If key is pressed, lookup action and trigger corresponding command if (sf::Keyboard::isKeyPressed(pair.first) && isRealTimeAction(pair.second)) commands.push(mActionBinding[pair.second]); } }
void Player::HandleInput(CommandQueue & commands) { for (auto pair : keyBinding_) { if (sf::Keyboard::isKeyPressed(pair.first) && isRealTimeAction(pair.second)) { commands.Push(actionBinding_[pair.second]); } } }
void Player::handleEvent( const sf::Event& event , CommandQueue& commands) { if (event.type == sf::Event::KeyPressed) { // Check if pressed key appears in key binding, trigger command if so auto found = mKeyBinding.find(event.key.code); if (found != mKeyBinding.end() && !isRealTimeAction(found->second)) commands.push(mActionBinding[found->second]); } }
void Player::HandleEvent(const sf::Event & event, CommandQueue & commands) { if (event.type == sf::Event::KeyPressed) { auto found = keyBinding_.find(event.key.code); if (found != keyBinding_.end() && !isRealTimeAction(found->second)) { commands.Push(actionBinding_[found->second]); } } }