8#ifndef RTYPE_CLIENT_SCENES_GAMEPADSETTINGSSCENE_HPP_
9 #define RTYPE_CLIENT_SCENES_GAMEPADSETTINGSSCENE_HPP_
15 #include "Systems/NetworkSyncSystem.hpp"
18 #include <SFML/Graphics.hpp>
21 #include <unordered_map>
44 std::function<
void(
GameState)> changeState);
51 void update(
float dt)
override;
System to handle network-related operations on the client side.
Manages game settings and preferences.
Manages game translations for all UI elements.
Factory class for creating UI components in the ECS registry.
Interface for different scenes in the client application.
Scene for configuring gamepad settings.
ChangeStateFn _changeState
GamepadAction _actionToRebind
std::unordered_map< GamepadAction, ecs::Entity > _actionToButton
TranslationManager & _translationManager
void handleEvent(const sf::Event &event) override
Handle an incoming event.
void onEnter() override
Called when the scene is entered.
ecs::Registry & _uiRegistry
void refreshButtonLabel(GamepadAction action)
NetworkSyncSystem & _network
std::function< void(GameState)> ChangeStateFn
graphics::UiFactory & _uiFactory
void update(float dt) override
Update the scene state.
std::string getButtonName(unsigned int button) const
void onExit() override
Called when the scene is exited.