Groundwork for input command proxy
This commit is contained in:
@@ -0,0 +1,22 @@
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#ifndef Events_BindOrigin_h__
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#define Events_BindOrigin_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 an input origin to an input command. */
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struct BindOrigin : Event
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{
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/** The input origin to bind. */
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std::string Origin;
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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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float Value = 1.f;
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};
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}
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#endif
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@@ -13,7 +13,7 @@ struct InputCommand : Event
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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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float Value = 0;
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};
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}
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@@ -0,0 +1,146 @@
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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 <steam/steam_api.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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#include "EBindOrigin.h"
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class InputProxy;
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class InputHandler
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{
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public:
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InputHandler(EventBroker* eventBroker, InputProxy* inputProxy)
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: m_EventBroker(eventBroker)
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, m_InputProxy(inputProxy)
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{ }
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virtual void Update(double dt) { }
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virtual bool BindOrigin(std::string origin, std::string command, float value) = 0;
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protected:
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EventBroker* m_EventBroker;
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InputProxy* m_InputProxy;
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};
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class InputProxy
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{
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public:
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InputProxy(EventBroker* eventBroker)
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: m_EventBroker(eventBroker)
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{
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EVENT_SUBSCRIBE_MEMBER(m_EBindOrigin, &InputProxy::OnBindOrigin);
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}
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void Update(double dt)
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{
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m_EventBroker->Process<InputProxy>();
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m_EventBroker->Process<InputHandler>();
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for (auto& handler : m_Handlers) {
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handler->Update(dt);
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}
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}
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void Process()
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{
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// Accumulate the input values of all unique commands published by input handlers
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for (auto& pair : m_CommandQueue) {
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Events::InputCommand e;
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e.PlayerID = pair.first.first;
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e.Command = pair.first.second;
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e.Value = 0;
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for (auto& value : pair.second) {
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e.Value += value;
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}
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e.Value = std::max(-1.f, std::min(e.Value, 1.f));
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m_EventBroker->Publish(e);
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LOG_DEBUG("Input: Published command %s=%f for player %i", e.Command.c_str(), e.Value, e.PlayerID);
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}
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m_CommandQueue.clear();
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}
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template <typename T>
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void AddHandler()
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{
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m_Handlers.push_back(new T(m_EventBroker, this));
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}
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void Publish(const Events::InputCommand& e)
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{
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auto key = std::make_pair(e.PlayerID, e.Command);
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m_CommandQueue[key].push_back(e.Value);
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}
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protected:
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EventBroker* m_EventBroker;
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std::vector<InputHandler*> m_Handlers;
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// Represents every unique command (has of PlayerID & Command) and all values reported for that command
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std::map<std::pair<unsigned int, std::string>, std::vector<float>> m_CommandQueue;
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EventRelay<InputProxy, Events::BindOrigin> m_EBindOrigin;
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bool OnBindOrigin(const Events::BindOrigin& e)
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{
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bool originBound = false;
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for (auto& handler : m_Handlers) {
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bool result = handler->BindOrigin(e.Origin, e.Command, e.Value);
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if (result) {
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if (originBound) {
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LOG_WARNING("Multiple handlers responded to binding input origin \"%s\"!", e.Origin.c_str());
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}
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originBound = true;
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}
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}
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if (!originBound) {
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LOG_ERROR("No input handler responded to binding input origin \"%s\"!", e.Origin.c_str());
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}
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return originBound;
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}
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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_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<InputProxy, Events::MousePress> m_EMousePress;
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//bool OnMousePress(const Events::MousePress &event);
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//EventRelay<InputProxy, Events::MouseRelease> m_EMouseRelease;
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//bool OnMouseRelease(const Events::MouseRelease &event);
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//EventRelay<InputProxy, Events::GamepadAxis> m_EGamepadAxis;
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//bool OnGamepadAxis(const Events::GamepadAxis &event);
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//EventRelay<InputProxy, Events::GamepadButtonDown> m_EGamepadButtonDown;
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//bool OnGamepadButtonDown(const Events::GamepadButtonDown &event);
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//EventRelay<InputProxy, 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<InputProxy, Events::BindMouseButton> m_EBindMouseButton;
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//bool OnBindMouseButton(const Events::BindMouseButton &event);
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//EventRelay<InputProxy, Events::BindGamepadAxis> m_EBindGamepadAxis;
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//bool OnBindGamepadAxis(const Events::BindGamepadAxis &event);
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//EventRelay<InputProxy, Events::BindGamepadButton> m_EBindGamepadButton;
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//bool OnBindGamepadButton(const Events::BindGamepadButton &event);
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//float GetCommandTotalValue(std::string command);
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//void PublishCommand(int playerID, std::string command, float value);
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};
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#endif
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@@ -1,78 +0,0 @@
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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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float GetCommandTotalValue(std::string command);
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void PublishCommand(int playerID, std::string command, float value);
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};
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}
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#endif
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@@ -0,0 +1,67 @@
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#include <GLFW/glfw3.h>
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#include "InputProxy.h"
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#include "Core/EKeyDown.h"
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#include "Core/EKeyUp.h"
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class KeyboardInputHandler : public InputHandler
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{
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public:
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KeyboardInputHandler(EventBroker* eventBroker, InputProxy* inputProxy)
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: InputHandler(eventBroker, inputProxy)
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{
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EVENT_SUBSCRIBE_MEMBER(m_EKeyDown, &KeyboardInputHandler::OnKeyDown);
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EVENT_SUBSCRIBE_MEMBER(m_EKeyUp, &KeyboardInputHandler::OnKeyUp);
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m_OriginKeyCodes["R"] = GLFW_KEY_R;
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}
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bool BindOrigin(std::string origin, std::string command, float value) override
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{
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auto originIt = m_OriginKeyCodes.find(origin);
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if (originIt == m_OriginKeyCodes.end()) {
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return false;
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}
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int keyCode = originIt->second;
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m_KeyBindings[keyCode] = std::make_tuple(command, value);
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return true;
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}
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private:
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std::unordered_map<std::string, int> m_OriginKeyCodes;
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std::unordered_map<int, std::tuple<std::string, float>> m_KeyBindings; // GLFW_KEY... -> command string & value
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EventRelay<InputHandler, Events::KeyDown> m_EKeyDown;
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bool OnKeyDown(const Events::KeyDown& e)
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{
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auto it = m_KeyBindings.find(e.KeyCode);
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if (it == m_KeyBindings.end()) {
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return false;
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}
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Events::InputCommand ic;
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ic.PlayerID = 0;
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std::tie(ic.Command, ic.Value) = it->second;
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m_InputProxy->Publish(ic);
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return true;
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}
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EventRelay<InputHandler, Events::KeyUp> m_EKeyUp;
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bool OnKeyUp(const Events::KeyUp& e)
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{
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auto it = m_KeyBindings.find(e.KeyCode);
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if (it == m_KeyBindings.end()) {
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return false;
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}
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Events::InputCommand ic;
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ic.PlayerID = 0;
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std::tie(ic.Command, std::ignore) = it->second;
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ic.Value = 0;
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m_InputProxy->Publish(ic);
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return true;
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}
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};
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@@ -9,6 +9,8 @@
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#include "GUI/Frame.h"
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#include "Core/World.h"
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#include "Rendering/RenderQueueFactory.h"
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#include "Input/InputProxy.h"
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#include "Input/KeyboardInputHandler.h"
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#include "Core/EKeyDown.h"
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#include "Core/EntityXMLFile.h"
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#include "Core/SystemPipeline.h"
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@@ -30,6 +32,7 @@ private:
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EventBroker* m_EventBroker;
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IRenderer* m_Renderer;
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InputManager* m_InputManager;
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InputProxy* m_InputProxy;
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GUI::Frame* m_FrameStack;
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World* m_World;
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SystemPipeline* m_SystemPipeline;
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@@ -73,7 +73,7 @@ source_group(GUI FILES ${SOURCE_FILES_GUI})
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set(SOURCE_FILES
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${SOURCE_FILES_Core}
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${SOURCE_FILES_Core_Util}
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#${SOURCE_FILES_Input}
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${SOURCE_FILES_Input}
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${SOURCE_FILES_Network}
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${SOURCE_FILES_GUI}
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${SOURCE_FILES_Rendering}
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@@ -0,0 +1,221 @@
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#include "Input/InputProxy.h"
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#include "Core/World.h"
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//InputProxy::InputProxy(EventBroker* eventBroker)
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// : m_EventBroker(eventBroker)
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//{
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// // Subscribe to events
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// EVENT_SUBSCRIBE_MEMBER(m_EMousePress, &InputProxy::OnMousePress);
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// EVENT_SUBSCRIBE_MEMBER(m_EMouseRelease, &InputProxy::OnMouseRelease);
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// EVENT_SUBSCRIBE_MEMBER(m_EGamepadAxis, &InputProxy::OnGamepadAxis);
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// EVENT_SUBSCRIBE_MEMBER(m_EGamepadButtonDown, &InputProxy::OnGamepadButtonDown);
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// EVENT_SUBSCRIBE_MEMBER(m_EGamepadButtonUp, &InputProxy::OnGamepadButtonUp);
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// EVENT_SUBSCRIBE_MEMBER(m_EBindKey, &InputProxy::OnBindKey);
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// EVENT_SUBSCRIBE_MEMBER(m_EBindMouseButton, &InputProxy::OnBindMouseButton);
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// EVENT_SUBSCRIBE_MEMBER(m_EBindGamepadAxis, &InputProxy::OnBindGamepadAxis);
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// EVENT_SUBSCRIBE_MEMBER(m_EBindGamepadButton, &InputProxy::OnBindGamepadButton);
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//
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// SteamController()->Init();
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//
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//}
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//
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//void InputProxy::Update(double dt)
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//{
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// std::array<ControllerHandle_t, STEAM_CONTROLLER_MAX_COUNT> controllers;
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// int numControllers = SteamController()->GetConnectedControllers(controllers.data());
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//
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// ControllerDigitalActionHandle_t debug_reload_handle = SteamController()->GetDigitalActionHandle("debug_reload");
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// SteamController()->
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//}
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//
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//bool InputProxy::OnKeyDown(const Events::KeyDown &event)
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//{
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// auto range = m_KeyBindings.equal_range(event.KeyCode);
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// for (auto bindingIt = range.first; bindingIt != range.second; bindingIt++) {
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// std::string command;
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// float value;
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// std::tie(command, value) = bindingIt->second;
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// m_CommandKeyboardValues[command][event.KeyCode] = value;
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// PublishCommand(1, command, GetCommandTotalValue(command));
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// }
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//
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// return true;
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//}
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//
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//bool InputProxy::OnKeyUp(const Events::KeyUp &event)
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//{
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// auto range = m_KeyBindings.equal_range(event.KeyCode);
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// for (auto bindingIt = range.first; bindingIt != range.second; bindingIt++) {
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// std::string command;
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// float value;
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// std::tie(command, value) = bindingIt->second;
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// m_CommandKeyboardValues[command][event.KeyCode] = 0;
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// PublishCommand(1, command, GetCommandTotalValue(command));;
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// }
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//
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// return true;
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//}
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//
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//bool InputProxy::OnMousePress(const Events::MousePress &event)
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//{
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// auto range = m_MouseButtonBindings.equal_range(event.Button);
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// for (auto bindingIt = range.first; bindingIt != range.second; bindingIt++) {
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// std::string command;
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// float value;
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// std::tie(command, value) = bindingIt->second;
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// m_CommandMouseButtonValues[command][event.Button] = value;
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// PublishCommand(1, command, GetCommandTotalValue(command));
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// }
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//
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// return true;
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//}
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//
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//bool InputProxy::OnMouseRelease(const Events::MouseRelease &event)
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//{
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// auto range = m_MouseButtonBindings.equal_range(event.Button);
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// for (auto bindingIt = range.first; bindingIt != range.second; bindingIt++) {
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// std::string command;
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// float value;
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// std::tie(command, value) = bindingIt->second;
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// m_CommandMouseButtonValues[command][event.Button] = 0;
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// PublishCommand(1, command, GetCommandTotalValue(command));
|
||||
// }
|
||||
//
|
||||
// return true;
|
||||
//}
|
||||
//
|
||||
//bool InputProxy::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 InputProxy::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 InputProxy::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 InputProxy::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 InputProxy::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 InputProxy::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 InputProxy::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 InputProxy::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 InputProxy::PublishCommand(int playerID, std::string command, float value)
|
||||
//{
|
||||
// Events::InputCommand e;
|
||||
// e.PlayerID = playerID;
|
||||
// e.Command = command;
|
||||
// e.Value = value;
|
||||
// m_EventBroker->Publish(e);
|
||||
//
|
||||
// LOG_DEBUG("Input: Published command %s=%f for player %i", e.Command.c_str(), e.Value, playerID);
|
||||
//}
|
||||
@@ -1,221 +0,0 @@
|
||||
#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);
|
||||
}
|
||||
@@ -29,6 +29,9 @@ Game::Game(int argc, char* argv[])
|
||||
|
||||
// Create input manager
|
||||
m_InputManager = new InputManager(m_Renderer->Window(), m_EventBroker);
|
||||
m_InputProxy = new InputProxy(m_EventBroker);
|
||||
m_InputProxy->AddHandler<KeyboardInputHandler>();
|
||||
m_InputProxy->AddHandler<SteamControllerInputHandler>();
|
||||
|
||||
// Create the root level GUI frame
|
||||
m_FrameStack = new GUI::Frame(m_EventBroker);
|
||||
@@ -66,9 +69,14 @@ void Game::Tick()
|
||||
double dt = currentTime - m_LastTime;
|
||||
m_LastTime = currentTime;
|
||||
|
||||
// Handle input in a weird looking but responsive way
|
||||
m_EventBroker->Swap();
|
||||
m_InputManager->Update(dt);
|
||||
m_EventBroker->Swap();
|
||||
m_InputProxy->Update(dt);
|
||||
m_EventBroker->Swap();
|
||||
m_InputProxy->Process();
|
||||
m_EventBroker->Swap();
|
||||
|
||||
// Iterate through systems and update world!
|
||||
m_SystemPipeline->Update(m_World, dt);
|
||||
|
||||
Reference in New Issue
Block a user