Groundwork for input command proxy
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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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