Added Input
This commit is contained in:
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#ifndef Events_GamepadAxis_h__
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#define Events_GamepadAxis_h__
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#include "Core/EventBroker.h"
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namespace Gamepad
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{
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/** Gamepad axis type */
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enum class Axis
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{
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LeftX,
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LeftY,
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RightX,
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RightY,
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LeftTrigger,
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RightTrigger,
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LAST = RightTrigger
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};
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}
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namespace Events
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{
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/** Thrown when a gamepad axis changes value */
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struct GamepadAxis : Event
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{
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/** ID of the gamepad. */
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int GamepadID;
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/** The axis type. */
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Gamepad::Axis Axis;
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/** The new value of the axis. */
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float Value;
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};
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}
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#endif
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@@ -0,0 +1,52 @@
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#ifndef Events_GamepadButton_h__
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#define Events_GamepadButton_h__
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#include "Core/EventBroker.h"
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namespace Gamepad
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{
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/** Gamepad button type */
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enum class Button
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{
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Up,
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Down,
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Left,
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Right,
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Start,
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Back,
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LeftThumb,
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RightThumb,
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LeftShoulder,
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RightShoulder,
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A,
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B,
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X,
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Y,
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LAST = Y
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};
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}
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namespace Events
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{
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/** Thrown on gamepad button press. */
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struct GamepadButtonDown : Event
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{
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/** ID of the gamepad. */
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int GamepadID;
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/** The button that was pressed. */
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Gamepad::Button Button;
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};
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/** Thrown on gamepad button release. */
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struct GamepadButtonUp : Event
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{
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/** ID of the gamepad. */
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int GamepadID;
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/** The button that was released. */
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Gamepad::Button Button;
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};
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}
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#endif
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@@ -0,0 +1,18 @@
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#ifndef Events_KeyDown_h__
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#define Events_KeyDown_h__
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#include "Core/EventBroker.h"
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namespace Events
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{
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/** Thrown on key press. */
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struct KeyDown : Event
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{
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/** GLFW key code */
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int KeyCode;
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};
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}
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#endif
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@@ -0,0 +1,18 @@
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#ifndef Events_KeyUp_h__
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#define Events_KeyUp_h__
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#include "Core/EventBroker.h"
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namespace Events
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{
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/** Thrown on key release. */
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struct KeyUp : Event
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{
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/** GLFW key code */
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int KeyCode;
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};
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}
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#endif
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@@ -0,0 +1,16 @@
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#ifndef Events_LockMouse_h__
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#define Events_LockMouse_h__
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#include "Core/EventBroker.h"
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namespace Events
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{
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/** Called to lock mouse to the middle of the window. */
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struct LockMouse : Event { };
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/** Called to unlock mouse from the middle of the window. */
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struct UnlockMouse : Event { };
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}
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#endif
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@@ -0,0 +1,20 @@
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#ifndef Events_MouseMove_h__
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#define Events_MouseMove_h__
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#include "Core/EventBroker.h"
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namespace Events
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{
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/** Thrown on mouse movement */
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struct MouseMove : Event
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{
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/** The new position of the cursor in window coordinates. */
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double X, Y;
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/** The delta movement of the mouse. */
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double DeltaX, DeltaY;
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};
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}
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#endif
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@@ -0,0 +1,20 @@
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#ifndef Events_MousePress_h__
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#define Events_MousePress_h__
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#include "Core/EventBroker.h"
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namespace Events
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{
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/** Thrown on mouse button press. */
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struct MousePress : Event
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{
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/** GLFW mouse button code */
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int Button;
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/** The click position in window coordinates. */
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double X, Y;
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};
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}
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#endif
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@@ -0,0 +1,20 @@
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#ifndef Events_MouseRelease_h__
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#define Events_MouseRelease_h__
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#include "Core/EventBroker.h"
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namespace Events
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{
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/** Thrown on mouse button release. */
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struct MouseRelease : Event
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{
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/** GLFW mouse button code */
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int Button;
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/** The mouse position in window coordinates. */
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double X, Y;
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};
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}
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#endif
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@@ -0,0 +1,35 @@
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#ifndef InputController_h__
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#define InputController_h__
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#include <memory>
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#include "EventBroker.h"
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#include "EMouseMove.h"
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#include "Input/EInputCommand.h"
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template <typename EventContext>
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class InputController
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{
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public:
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InputController(std::shared_ptr<dd::EventBroker> eventBroker)
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: EventBroker(eventBroker)
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{ Initialize(); }
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virtual void Initialize()
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{
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EVENT_SUBSCRIBE_MEMBER(m_EInputCommand, &InputController::OnCommand);
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EVENT_SUBSCRIBE_MEMBER(m_EMouseMove, &InputController::OnMouseMove);
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}
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virtual bool OnCommand(const Events::InputCommand &event) { return false; }
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virtual bool OnMouseMove(const Events::MouseMove &event) { return false; }
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protected:
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std::shared_ptr<dd::EventBroker> EventBroker;
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private:
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EventRelay<EventContext, Events::InputCommand> m_EInputCommand;
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EventRelay<EventContext, Events::MouseMove> m_EMouseMove;
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};
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#endif
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@@ -0,0 +1,67 @@
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#ifndef InputManager_h__
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#define InputManager_h__
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#include <array>
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#include "Core/EventBroker.h"
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#include "EKeyDown.h"
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#include "EKeyUp.h"
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#include "EMousePress.h"
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#include "EMouseRelease.h"
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#include "EMouseMove.h"
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#include "ELockMouse.h"
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#include "EGamepadAxis.h"
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#include "EGamepadButton.h"
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class InputManager
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{
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public:
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InputManager(GLFWwindow* window, std::shared_ptr<dd::EventBroker> eventBroker)
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: m_GLFWWindow(window)
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, EventBroker(eventBroker)
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, m_CurrentKeyState()
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, m_LastKeyState()
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, m_CurrentMouseState()
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, m_LastMouseState()
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, m_CurrentMouseX(0), m_CurrentMouseY(0)
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, m_LastMouseX(0), m_LastMouseY(0)
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, m_CurrentMouseDeltaX(0), m_CurrentMouseDeltaY(0)
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, m_MouseLocked(false)
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{ Initialize(); }
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void Initialize();
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static const short MAX_GAMEPADS = 4;
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void Update(double dt);
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private:
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GLFWwindow* m_GLFWWindow;
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std::shared_ptr<dd::EventBroker> EventBroker;
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EventRelay<InputManager, Events::LockMouse> m_ELockMouse;
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bool OnLockMouse(const Events::LockMouse &event);
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EventRelay<InputManager, Events::UnlockMouse> m_EUnlockMouse;
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bool OnUnlockMouse(const Events::UnlockMouse &event);
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std::array<int, GLFW_KEY_LAST+1> m_CurrentKeyState;
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std::array<int, GLFW_KEY_LAST+1> m_LastKeyState;
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std::array<int, GLFW_MOUSE_BUTTON_LAST+1> m_CurrentMouseState;
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std::array<int, GLFW_MOUSE_BUTTON_LAST+1> m_LastMouseState;
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typedef std::array<float, static_cast<int>(Gamepad::Axis::LAST) + 1> GamepadAxisState;
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std::array<GamepadAxisState, MAX_GAMEPADS> m_CurrentGamepadAxisState;
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std::array<GamepadAxisState, MAX_GAMEPADS> m_LastGamepadAxisState;
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typedef std::array<bool, static_cast<int>(Gamepad::Button::LAST) + 1> GamepadButtonState;
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std::array<GamepadButtonState, MAX_GAMEPADS> m_CurrentGamepadButtonState;
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std::array<GamepadButtonState, MAX_GAMEPADS> m_LastGamepadButtonState;
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double m_CurrentMouseX, m_CurrentMouseY;
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double m_LastMouseX, m_LastMouseY;
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double m_CurrentMouseDeltaX, m_CurrentMouseDeltaY;
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bool m_MouseLocked;
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void PublishGamepadAxisIfChanged(int gamepadID, Gamepad::Axis axis);
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void PublishGamepadButtonIfChanged(int gamepadID, Gamepad::Button button);
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};
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#endif
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@@ -0,0 +1,24 @@
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#ifndef Events_BindGamepadAxis_h__
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#define Events_BindGamepadAxis_h__
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#include "Core/EventBroker.h"
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#include "Core/EGamepadAxis.h"
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namespace Events
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{
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/** Called to bind a gamepad axis to an input command. */
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struct BindGamepadAxis : Event
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{
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/** The axis to bind. */
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Gamepad::Axis Axis;
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/** The command to send. */
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std::string Command;
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/** The value to send for positive stimulation.
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Multiplied by the 0-1 clamped value of the axis.
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*/
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float Value;
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};
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}
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@@ -0,0 +1,26 @@
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#ifndef Events_BindGamepadButton_h__
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#define Events_BindGamepadButton_h__
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#include "Core/EventBroker.h"
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#include "Core/EGamepadButton.h"
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namespace Events
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{
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/** Called to bind a gamepad button to an input command. */
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struct BindGamepadButton : Event
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{
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/** The gamepad button to bind. */
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Gamepad::Button Button;
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/** The command to send. */
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std::string Command;
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/** The value to send for positive stimulation.
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Multiplied by the 0-1 clamped value of the button.
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*/
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float Value;
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};
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}
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#endif
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@@ -0,0 +1,25 @@
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#ifndef Events_BindKey_h__
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#define Events_BindKey_h__
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#include "Core/EventBroker.h"
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namespace Events
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{
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/** Called to bind a keyboard key to an input command. */
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struct BindKey : Event
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{
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/** The GLFW key code to bind. */
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int KeyCode;
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/** The command to send. */
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std::string Command;
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/** The value to send for positive stimulation.
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Multiplied by the 0-1 clamped value of the key.
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*/
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float Value;
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};
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}
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#endif
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@@ -0,0 +1,25 @@
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#ifndef Events_BindMouseButton_h__
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#define Events_BindMouseButton_h__
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#include "Core/EventBroker.h"
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namespace Events
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{
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/** Called to bind a mouse button to an input command. */
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struct BindMouseButton : Event
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{
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/** The GLFW mouse button code to bind. */
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int Button;
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/** The command to send. */
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std::string Command;
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/** The value to send for positive stimulation.
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Multiplied by the 0-1 clamped value of the button.
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*/
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float Value;
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};
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}
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#endif
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@@ -0,0 +1,21 @@
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#ifndef Events_InputCommand_h__
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#define Events_InputCommand_h__
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#include "Core/EventBroker.h"
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namespace Events
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{
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/** Thrown when an input command is sent. */
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struct InputCommand : Event
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{
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/** Numerical ID of the player. */
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unsigned int PlayerID;
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/** The command that was sent. */
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std::string Command;
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/** The value of the command. */
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float Value;
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};
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}
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#endif
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@@ -0,0 +1,78 @@
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#ifndef InputSystem_h__
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#define InputSystem_h__
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#include <array>
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#include <unordered_map>
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#include "Core/System.h"
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#include "Core/EKeyUp.h"
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#include "Core/EKeyDown.h"
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#include "Core/EMousePress.h"
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#include "Core/EMouseRelease.h"
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#include "Core/EGamepadAxis.h"
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#include "Core/EGamepadButton.h"
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#include "Core/Util/EnumClassHash.h"
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#include "EBindKey.h"
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#include "EBindMouseButton.h"
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#include "EBindGamepadAxis.h"
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#include "EBindGamepadButton.h"
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#include "EInputCommand.h"
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namespace Systems
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{
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class InputSystem : public System
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{
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public:
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InputSystem(World* world, std::shared_ptr<dd::EventBroker> eventBroker)
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: System(world, eventBroker)
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{ }
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void RegisterComponents(ComponentFactory* cf) override;
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void Initialize() override;
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void Update(double dt) override;
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private:
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std::unordered_map<std::string, std::unordered_map<int, float>> m_CommandKeyboardValues; // command string -> keyboard key value for command
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std::unordered_map<std::string, std::unordered_map<int, float>> m_CommandMouseButtonValues; // command string -> mouse button value for command
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std::unordered_map<std::string, std::unordered_map<Gamepad::Axis, float, EnumClassHash>> m_CommandGamepadAxisValues; // command string -> gamepad axis value for command
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std::unordered_map<std::string, std::unordered_map<Gamepad::Button, float, EnumClassHash>> m_CommandGamepadButtonValues; // command string -> gamepad button value for command
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||||
// Input binding tables
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||||
std::unordered_multimap<int, std::tuple<std::string, float>> m_KeyBindings; // GLFW_KEY... -> command string & value
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||||
std::unordered_multimap<int, std::tuple<std::string, float>> m_MouseButtonBindings; // GLFW_MOUSE_BUTTON... -> command string
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||||
std::unordered_multimap<Gamepad::Axis, std::tuple<std::string, float>, EnumClassHash> m_GamepadAxisBindings; // Gamepad::Axis -> command string & value
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||||
std::unordered_multimap<Gamepad::Button, std::tuple<std::string, float>, EnumClassHash> m_GamepadButtonBindings; // Gamepad::Button -> command string
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// Input events
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EventRelay<InputSystem, Events::KeyDown> m_EKeyDown;
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bool OnKeyDown(const Events::KeyDown &event);
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EventRelay<InputSystem, Events::KeyUp> m_EKeyUp;
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bool OnKeyUp(const Events::KeyUp &event);
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EventRelay<InputSystem, Events::MousePress> m_EMousePress;
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bool OnMousePress(const Events::MousePress &event);
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EventRelay<InputSystem, Events::MouseRelease> m_EMouseRelease;
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bool OnMouseRelease(const Events::MouseRelease &event);
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EventRelay<InputSystem, Events::GamepadAxis> m_EGamepadAxis;
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bool OnGamepadAxis(const Events::GamepadAxis &event);
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EventRelay<InputSystem, Events::GamepadButtonDown> m_EGamepadButtonDown;
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bool OnGamepadButtonDown(const Events::GamepadButtonDown &event);
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EventRelay<InputSystem, Events::GamepadButtonUp> m_EGamepadButtonUp;
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bool OnGamepadButtonUp(const Events::GamepadButtonUp &event);
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// Input binding events
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EventRelay<InputSystem, Events::BindKey> m_EBindKey;
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bool OnBindKey(const Events::BindKey &event);
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EventRelay<InputSystem, Events::BindMouseButton> m_EBindMouseButton;
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bool OnBindMouseButton(const Events::BindMouseButton &event);
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EventRelay<InputSystem, Events::BindGamepadAxis> m_EBindGamepadAxis;
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bool OnBindGamepadAxis(const Events::BindGamepadAxis &event);
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EventRelay<InputSystem, Events::BindGamepadButton> m_EBindGamepadButton;
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bool OnBindGamepadButton(const Events::BindGamepadButton &event);
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||||
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||||
float GetCommandTotalValue(std::string command);
|
||||
void PublishCommand(int playerID, std::string command, float value);
|
||||
};
|
||||
|
||||
}
|
||||
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||||
#endif
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||||
@@ -0,0 +1,214 @@
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||||
#include "PrecompiledHeader.h"
|
||||
#include "Core/InputManager.h"
|
||||
|
||||
void InputManager::Initialize()
|
||||
{
|
||||
// TODO: Gamepad
|
||||
//m_LastGamepadAxisState = std::array<GamepadAxisState, XUSER_MAX_COUNT>();
|
||||
//m_LastGamepadButtonState = std::array<GamepadButtonState, XUSER_MAX_COUNT>();
|
||||
|
||||
EVENT_SUBSCRIBE_MEMBER(m_ELockMouse, &InputManager::OnLockMouse);
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EUnlockMouse, &InputManager::OnUnlockMouse);
|
||||
}
|
||||
|
||||
void InputManager::Update(double dt)
|
||||
{
|
||||
EventBroker->Process<InputManager>();
|
||||
|
||||
m_LastKeyState = m_CurrentKeyState;
|
||||
m_LastMouseState = m_CurrentMouseState;
|
||||
m_LastMouseX = m_CurrentMouseX;
|
||||
m_LastMouseY = m_CurrentMouseY;
|
||||
|
||||
// Keyboard input
|
||||
for (int i = 0; i <= GLFW_KEY_LAST; ++i) {
|
||||
m_CurrentKeyState[i] = glfwGetKey(m_GLFWWindow, i);
|
||||
if (m_CurrentKeyState[i] != m_LastKeyState[i]) {
|
||||
// Publish key events
|
||||
if (m_CurrentKeyState[i]) {
|
||||
Events::KeyDown e;
|
||||
e.KeyCode = i;
|
||||
EventBroker->Publish(e);
|
||||
} else {
|
||||
Events::KeyUp e;
|
||||
e.KeyCode = i;
|
||||
EventBroker->Publish(e);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Mouse buttons
|
||||
for (int i = 0; i <= GLFW_MOUSE_BUTTON_LAST; ++i) {
|
||||
m_CurrentMouseState[i] = glfwGetMouseButton(m_GLFWWindow, i);
|
||||
if (m_CurrentMouseState[i] != m_LastMouseState[i]) {
|
||||
double x, y;
|
||||
glfwGetCursorPos(m_GLFWWindow, &x, &y);
|
||||
// Publish mouse button events
|
||||
if (m_CurrentMouseState[i]) {
|
||||
Events::MousePress e;
|
||||
e.Button = i;
|
||||
e.X = x;
|
||||
e.Y = y;
|
||||
EventBroker->Publish(e);
|
||||
} else {
|
||||
Events::MouseRelease e;
|
||||
e.Button = i;
|
||||
e.X = x;
|
||||
e.Y = y;
|
||||
EventBroker->Publish(e);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Mouse movement
|
||||
glfwGetCursorPos(m_GLFWWindow, &m_CurrentMouseX, &m_CurrentMouseY);
|
||||
m_CurrentMouseDeltaX = m_CurrentMouseX - m_LastMouseX;
|
||||
m_CurrentMouseDeltaY = m_CurrentMouseY - m_LastMouseY;
|
||||
if (m_CurrentMouseDeltaX != 0 || m_CurrentMouseDeltaY != 0) {
|
||||
// Publish mouse move events
|
||||
Events::MouseMove e;
|
||||
e.X = m_CurrentMouseX;
|
||||
e.Y = m_CurrentMouseY;
|
||||
e.DeltaX = m_CurrentMouseDeltaX;
|
||||
e.DeltaY = m_CurrentMouseDeltaY;
|
||||
EventBroker->Publish(e);
|
||||
}
|
||||
|
||||
// // Lock mouse while holding LMB
|
||||
// if (m_CurrentMouseState[GLFW_MOUSE_BUTTON_LEFT])
|
||||
// {
|
||||
// m_LastMouseX = m_Renderer->Width() / 2.f; // xpos;
|
||||
// m_LastMouseY = m_Renderer->Height() / 2.f; // ypos;
|
||||
// glfwSetCursorPos(m_GLFWWindow, m_LastMouseX, m_LastMouseY);
|
||||
// }
|
||||
// // Hide/show cursor with LMB
|
||||
// if (m_CurrentMouseState[GLFW_MOUSE_BUTTON_LEFT] && !m_LastMouseState[GLFW_MOUSE_BUTTON_LEFT])
|
||||
// {
|
||||
// glfwSetInputMode(m_GLFWWindow, GLFW_CURSOR, GLFW_CURSOR_HIDDEN);
|
||||
// }
|
||||
// if (!m_CurrentMouseState[GLFW_MOUSE_BUTTON_LEFT] && m_LastMouseState[GLFW_MOUSE_BUTTON_LEFT])
|
||||
// {
|
||||
// glfwSetInputMode(m_GLFWWindow, GLFW_CURSOR, GLFW_CURSOR_NORMAL);
|
||||
// }
|
||||
|
||||
// TODO: Xbox360 controller
|
||||
/*DWORD dwResult;
|
||||
for (int i = 0; i < MAX_GAMEPADS; i++)
|
||||
{
|
||||
XINPUT_STATE state = { 0 };
|
||||
// Simply get the state of the controller from XInput.
|
||||
dwResult = XInputGetState(i, &state);
|
||||
if (dwResult == 0)
|
||||
{
|
||||
if(std::abs(state.Gamepad.sThumbLX) <= XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE)
|
||||
state.Gamepad.sThumbLX = 0;
|
||||
if(std::abs(state.Gamepad.sThumbLY) <= XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE)
|
||||
state.Gamepad.sThumbLY = 0;
|
||||
if(std::abs(state.Gamepad.sThumbRX) <= XINPUT_GAMEPAD_RIGHT_THUMB_DEADZONE)
|
||||
state.Gamepad.sThumbRX = 0;
|
||||
if(std::abs(state.Gamepad.sThumbRY) <= XINPUT_GAMEPAD_RIGHT_THUMB_DEADZONE)
|
||||
state.Gamepad.sThumbRY = 0;
|
||||
if(std::abs(state.Gamepad.bLeftTrigger) <= XINPUT_GAMEPAD_TRIGGER_THRESHOLD)
|
||||
state.Gamepad.bLeftTrigger = 0;
|
||||
if(std::abs(state.Gamepad.bRightTrigger) <= XINPUT_GAMEPAD_TRIGGER_THRESHOLD)
|
||||
state.Gamepad.bRightTrigger = 0;
|
||||
|
||||
m_CurrentGamepadAxisState[i][static_cast<int>(Gamepad::Axis::LeftX)] = state.Gamepad.sThumbLX / 32767.f;
|
||||
m_CurrentGamepadAxisState[i][static_cast<int>(Gamepad::Axis::LeftY)] = state.Gamepad.sThumbLY / 32767.f;
|
||||
m_CurrentGamepadAxisState[i][static_cast<int>(Gamepad::Axis::RightX)] = state.Gamepad.sThumbRX / 32767.f;
|
||||
m_CurrentGamepadAxisState[i][static_cast<int>(Gamepad::Axis::RightY)] = state.Gamepad.sThumbRY / 32767.f;
|
||||
m_CurrentGamepadAxisState[i][static_cast<int>(Gamepad::Axis::LeftTrigger)] = state.Gamepad.bLeftTrigger / 255.f;
|
||||
m_CurrentGamepadAxisState[i][static_cast<int>(Gamepad::Axis::RightTrigger)] = state.Gamepad.bRightTrigger / 255.f;
|
||||
PublishGamepadAxisIfChanged(i, Gamepad::Axis::LeftX);
|
||||
PublishGamepadAxisIfChanged(i, Gamepad::Axis::LeftY);
|
||||
PublishGamepadAxisIfChanged(i, Gamepad::Axis::RightX);
|
||||
PublishGamepadAxisIfChanged(i, Gamepad::Axis::RightY);
|
||||
PublishGamepadAxisIfChanged(i, Gamepad::Axis::LeftTrigger);
|
||||
PublishGamepadAxisIfChanged(i, Gamepad::Axis::RightTrigger);
|
||||
|
||||
m_CurrentGamepadButtonState[i][static_cast<int>(Gamepad::Button::Up)] = static_cast<bool>(state.Gamepad.wButtons & XINPUT_GAMEPAD_DPAD_UP);
|
||||
m_CurrentGamepadButtonState[i][static_cast<int>(Gamepad::Button::Down)] = static_cast<bool>(state.Gamepad.wButtons & XINPUT_GAMEPAD_DPAD_DOWN);
|
||||
m_CurrentGamepadButtonState[i][static_cast<int>(Gamepad::Button::Left)] = static_cast<bool>(state.Gamepad.wButtons & XINPUT_GAMEPAD_DPAD_LEFT);
|
||||
m_CurrentGamepadButtonState[i][static_cast<int>(Gamepad::Button::Right)] = static_cast<bool>(state.Gamepad.wButtons & XINPUT_GAMEPAD_DPAD_RIGHT);
|
||||
m_CurrentGamepadButtonState[i][static_cast<int>(Gamepad::Button::Start)] = static_cast<bool>(state.Gamepad.wButtons & XINPUT_GAMEPAD_START);
|
||||
m_CurrentGamepadButtonState[i][static_cast<int>(Gamepad::Button::Back)] = static_cast<bool>(state.Gamepad.wButtons & XINPUT_GAMEPAD_BACK);
|
||||
m_CurrentGamepadButtonState[i][static_cast<int>(Gamepad::Button::LeftThumb)] = static_cast<bool>(state.Gamepad.wButtons & XINPUT_GAMEPAD_LEFT_THUMB);
|
||||
m_CurrentGamepadButtonState[i][static_cast<int>(Gamepad::Button::RightThumb)] = static_cast<bool>(state.Gamepad.wButtons & XINPUT_GAMEPAD_RIGHT_THUMB);
|
||||
m_CurrentGamepadButtonState[i][static_cast<int>(Gamepad::Button::LeftShoulder)] = static_cast<bool>(state.Gamepad.wButtons & XINPUT_GAMEPAD_LEFT_SHOULDER);
|
||||
m_CurrentGamepadButtonState[i][static_cast<int>(Gamepad::Button::RightShoulder)] = static_cast<bool>(state.Gamepad.wButtons & XINPUT_GAMEPAD_RIGHT_SHOULDER);
|
||||
m_CurrentGamepadButtonState[i][static_cast<int>(Gamepad::Button::A)] = static_cast<bool>(state.Gamepad.wButtons & XINPUT_GAMEPAD_A);
|
||||
m_CurrentGamepadButtonState[i][static_cast<int>(Gamepad::Button::B)] = static_cast<bool>(state.Gamepad.wButtons & XINPUT_GAMEPAD_B);
|
||||
m_CurrentGamepadButtonState[i][static_cast<int>(Gamepad::Button::X)] = static_cast<bool>(state.Gamepad.wButtons & XINPUT_GAMEPAD_X);
|
||||
m_CurrentGamepadButtonState[i][static_cast<int>(Gamepad::Button::Y)] = static_cast<bool>(state.Gamepad.wButtons & XINPUT_GAMEPAD_Y);
|
||||
PublishGamepadButtonIfChanged(i, Gamepad::Button::Up);
|
||||
PublishGamepadButtonIfChanged(i, Gamepad::Button::Down);
|
||||
PublishGamepadButtonIfChanged(i, Gamepad::Button::Left);
|
||||
PublishGamepadButtonIfChanged(i, Gamepad::Button::Right);
|
||||
PublishGamepadButtonIfChanged(i, Gamepad::Button::Start);
|
||||
PublishGamepadButtonIfChanged(i, Gamepad::Button::Back);
|
||||
PublishGamepadButtonIfChanged(i, Gamepad::Button::LeftThumb);
|
||||
PublishGamepadButtonIfChanged(i, Gamepad::Button::RightThumb);
|
||||
PublishGamepadButtonIfChanged(i, Gamepad::Button::LeftShoulder);
|
||||
PublishGamepadButtonIfChanged(i, Gamepad::Button::RightShoulder);
|
||||
PublishGamepadButtonIfChanged(i, Gamepad::Button::A);
|
||||
PublishGamepadButtonIfChanged(i, Gamepad::Button::B);
|
||||
PublishGamepadButtonIfChanged(i, Gamepad::Button::X);
|
||||
PublishGamepadButtonIfChanged(i, Gamepad::Button::Y);
|
||||
}
|
||||
}*/
|
||||
|
||||
m_LastKeyState = m_CurrentKeyState;
|
||||
m_LastMouseState = m_CurrentMouseState;
|
||||
m_LastMouseX = m_CurrentMouseX;
|
||||
m_LastMouseY = m_CurrentMouseY;
|
||||
m_LastGamepadAxisState = m_CurrentGamepadAxisState;
|
||||
m_LastGamepadButtonState = m_CurrentGamepadButtonState;
|
||||
}
|
||||
|
||||
void InputManager::PublishGamepadAxisIfChanged(int gamepadID, Gamepad::Axis axis)
|
||||
{
|
||||
float currentValue = m_CurrentGamepadAxisState[gamepadID][static_cast<int>(axis)];
|
||||
float lastValue = m_LastGamepadAxisState[gamepadID][static_cast<int>(axis)];
|
||||
if (currentValue != lastValue) {
|
||||
Events::GamepadAxis e;
|
||||
e.GamepadID = gamepadID;
|
||||
e.Axis = axis;
|
||||
e.Value = currentValue;
|
||||
EventBroker->Publish(e);
|
||||
}
|
||||
}
|
||||
|
||||
void InputManager::PublishGamepadButtonIfChanged(int gamepadID, Gamepad::Button button)
|
||||
{
|
||||
bool currentState = m_CurrentGamepadButtonState[gamepadID][static_cast<int>(button)];
|
||||
float lastState = m_LastGamepadButtonState[gamepadID][static_cast<int>(button)];
|
||||
if (currentState != lastState) {
|
||||
if (currentState == true) {
|
||||
Events::GamepadButtonDown e;
|
||||
e.GamepadID = gamepadID;
|
||||
e.Button = button;
|
||||
EventBroker->Publish(e);
|
||||
} else {
|
||||
Events::GamepadButtonUp e;
|
||||
e.GamepadID = gamepadID;
|
||||
e.Button = button;
|
||||
EventBroker->Publish(e);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
bool InputManager::OnLockMouse(const Events::LockMouse &event)
|
||||
{
|
||||
m_MouseLocked = true;
|
||||
glfwSetInputMode(m_GLFWWindow, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
bool InputManager::OnUnlockMouse(const Events::UnlockMouse &event)
|
||||
{
|
||||
m_MouseLocked = false;
|
||||
glfwSetInputMode(m_GLFWWindow, GLFW_CURSOR, GLFW_CURSOR_NORMAL);
|
||||
|
||||
return true;
|
||||
}
|
||||
@@ -0,0 +1,221 @@
|
||||
#include "PrecompiledHeader.h"
|
||||
#include "Input/InputSystem.h"
|
||||
#include "Core/World.h"
|
||||
|
||||
void Systems::InputSystem::RegisterComponents(ComponentFactory* cf)
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
void Systems::InputSystem::Initialize()
|
||||
{
|
||||
// Subscribe to events
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EKeyDown, &Systems::InputSystem::OnKeyDown);
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EKeyUp, &Systems::InputSystem::OnKeyUp);
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EMousePress, &Systems::InputSystem::OnMousePress);
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EMouseRelease, &Systems::InputSystem::OnMouseRelease);
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EGamepadAxis, &Systems::InputSystem::OnGamepadAxis);
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EGamepadButtonDown, &Systems::InputSystem::OnGamepadButtonDown);
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EGamepadButtonUp, &Systems::InputSystem::OnGamepadButtonUp);
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EBindKey, &Systems::InputSystem::OnBindKey);
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EBindMouseButton, &Systems::InputSystem::OnBindMouseButton);
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EBindGamepadAxis, &Systems::InputSystem::OnBindGamepadAxis);
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EBindGamepadButton, &Systems::InputSystem::OnBindGamepadButton);
|
||||
}
|
||||
|
||||
void Systems::InputSystem::Update(double dt)
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
bool Systems::InputSystem::OnKeyDown(const Events::KeyDown &event)
|
||||
{
|
||||
auto range = m_KeyBindings.equal_range(event.KeyCode);
|
||||
for (auto bindingIt = range.first; bindingIt != range.second; bindingIt++) {
|
||||
std::string command;
|
||||
float value;
|
||||
std::tie(command, value) = bindingIt->second;
|
||||
m_CommandKeyboardValues[command][event.KeyCode] = value;
|
||||
PublishCommand(1, command, GetCommandTotalValue(command));
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
bool Systems::InputSystem::OnKeyUp(const Events::KeyUp &event)
|
||||
{
|
||||
auto range = m_KeyBindings.equal_range(event.KeyCode);
|
||||
for (auto bindingIt = range.first; bindingIt != range.second; bindingIt++) {
|
||||
std::string command;
|
||||
float value;
|
||||
std::tie(command, value) = bindingIt->second;
|
||||
m_CommandKeyboardValues[command][event.KeyCode] = 0;
|
||||
PublishCommand(1, command, GetCommandTotalValue(command));;
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
bool Systems::InputSystem::OnMousePress(const Events::MousePress &event)
|
||||
{
|
||||
auto range = m_MouseButtonBindings.equal_range(event.Button);
|
||||
for (auto bindingIt = range.first; bindingIt != range.second; bindingIt++) {
|
||||
std::string command;
|
||||
float value;
|
||||
std::tie(command, value) = bindingIt->second;
|
||||
m_CommandMouseButtonValues[command][event.Button] = value;
|
||||
PublishCommand(1, command, GetCommandTotalValue(command));
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
bool Systems::InputSystem::OnMouseRelease(const Events::MouseRelease &event)
|
||||
{
|
||||
auto range = m_MouseButtonBindings.equal_range(event.Button);
|
||||
for (auto bindingIt = range.first; bindingIt != range.second; bindingIt++) {
|
||||
std::string command;
|
||||
float value;
|
||||
std::tie(command, value) = bindingIt->second;
|
||||
m_CommandMouseButtonValues[command][event.Button] = 0;
|
||||
PublishCommand(1, command, GetCommandTotalValue(command));
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
bool Systems::InputSystem::OnGamepadAxis(const Events::GamepadAxis &event)
|
||||
{
|
||||
auto range = m_GamepadAxisBindings.equal_range(event.Axis);
|
||||
for (auto bindingIt = range.first; bindingIt != range.second; bindingIt++) {
|
||||
std::string command;
|
||||
float value;
|
||||
std::tie(command, value) = bindingIt->second;
|
||||
m_CommandGamepadAxisValues[command][event.Axis] = event.Value * value;
|
||||
PublishCommand(event.GamepadID + 1, command, GetCommandTotalValue(command));
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
bool Systems::InputSystem::OnGamepadButtonDown(const Events::GamepadButtonDown &event)
|
||||
{
|
||||
auto range = m_GamepadButtonBindings.equal_range(event.Button);
|
||||
for (auto bindingIt = range.first; bindingIt != range.second; bindingIt++) {
|
||||
std::string command;
|
||||
float value;
|
||||
std::tie(command, value) = bindingIt->second;
|
||||
m_CommandGamepadButtonValues[command][event.Button] = value;
|
||||
PublishCommand(event.GamepadID + 1, command, GetCommandTotalValue(command));
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
bool Systems::InputSystem::OnGamepadButtonUp(const Events::GamepadButtonUp &event)
|
||||
{
|
||||
auto range = m_GamepadButtonBindings.equal_range(event.Button);
|
||||
for (auto bindingIt = range.first; bindingIt != range.second; bindingIt++) {
|
||||
std::string command;
|
||||
float value;
|
||||
std::tie(command, value) = bindingIt->second;
|
||||
m_CommandGamepadButtonValues[command][event.Button] = 0;
|
||||
PublishCommand(event.GamepadID + 1, command, GetCommandTotalValue(command));
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
bool Systems::InputSystem::OnBindKey(const Events::BindKey &event)
|
||||
{
|
||||
if (event.Command.empty()) {
|
||||
return false;
|
||||
}
|
||||
|
||||
m_KeyBindings.insert(std::make_pair(event.KeyCode, std::make_tuple(event.Command, event.Value)));
|
||||
LOG_DEBUG("Input: Bound key %i to %s", event.KeyCode, event.Command.c_str());
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
bool Systems::InputSystem::OnBindMouseButton(const Events::BindMouseButton &event)
|
||||
{
|
||||
if (event.Command.empty()) {
|
||||
return false;
|
||||
}
|
||||
|
||||
m_MouseButtonBindings.insert(std::make_pair(event.Button, std::make_tuple(event.Command, event.Value)));
|
||||
LOG_DEBUG("Input: Bound mouse button %i to %s", event.Button, event.Command.c_str());
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
bool Systems::InputSystem::OnBindGamepadAxis(const Events::BindGamepadAxis &event)
|
||||
{
|
||||
if (event.Command.empty()) {
|
||||
return false;
|
||||
}
|
||||
|
||||
m_GamepadAxisBindings.insert(std::make_pair(event.Axis, std::make_tuple(event.Command, event.Value)));
|
||||
LOG_DEBUG("Input: Bound gamepad axis %i to %s", event.Axis, event.Command.c_str());
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
bool Systems::InputSystem::OnBindGamepadButton(const Events::BindGamepadButton &event)
|
||||
{
|
||||
if (event.Command.empty()) {
|
||||
return false;
|
||||
}
|
||||
|
||||
m_GamepadButtonBindings.insert(std::make_pair(event.Button, std::make_tuple(event.Command, event.Value)));
|
||||
LOG_DEBUG("Input: Bound gamepad axis %i to %s", event.Button, event.Command.c_str());
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
float Systems::InputSystem::GetCommandTotalValue(std::string command)
|
||||
{
|
||||
float value = 0.f;
|
||||
|
||||
auto keyboardIt = m_CommandKeyboardValues.find(command);
|
||||
if (keyboardIt != m_CommandKeyboardValues.end()) {
|
||||
for (auto &key : keyboardIt->second) {
|
||||
value += key.second;
|
||||
}
|
||||
}
|
||||
|
||||
auto mouseButtonIt = m_CommandMouseButtonValues.find(command);
|
||||
if (mouseButtonIt != m_CommandMouseButtonValues.end()) {
|
||||
for (auto &button : mouseButtonIt->second) {
|
||||
value += button.second;
|
||||
}
|
||||
}
|
||||
|
||||
auto gamepadAxisIt = m_CommandGamepadAxisValues.find(command);
|
||||
if (gamepadAxisIt != m_CommandGamepadAxisValues.end()) {
|
||||
for (auto &axis : gamepadAxisIt->second) {
|
||||
value += axis.second;
|
||||
}
|
||||
}
|
||||
|
||||
auto gamepadButtonIt = m_CommandGamepadButtonValues.find(command);
|
||||
if (gamepadButtonIt != m_CommandGamepadButtonValues.end()) {
|
||||
for (auto &button : gamepadButtonIt->second) {
|
||||
value += button.second;
|
||||
}
|
||||
}
|
||||
|
||||
return std::max(-1.f, std::min(value, 1.f));
|
||||
}
|
||||
|
||||
void Systems::InputSystem::PublishCommand(int playerID, std::string command, float value)
|
||||
{
|
||||
Events::InputCommand e;
|
||||
e.PlayerID = playerID;
|
||||
e.Command = command;
|
||||
e.Value = value;
|
||||
EventBroker->Publish(e);
|
||||
|
||||
LOG_DEBUG("Input: Published command %s=%f for player %i", e.Command.c_str(), e.Value, playerID);
|
||||
}
|
||||
Reference in New Issue
Block a user