Compare commits
2 Commits
| Author | SHA1 | Date | |
|---|---|---|---|
| 589ca45936 | |||
| 0cff07101c |
@@ -33,7 +33,6 @@ public:
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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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@@ -50,12 +49,6 @@ private:
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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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@@ -64,6 +57,11 @@ private:
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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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static void GLFWMouseButtonCallback(GLFWwindow* window, int button, int action, int mods)
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{
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LOG_DEBUG("Click! %i %i %i", button, action, mods);
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}
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};
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#endif
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@@ -0,0 +1,40 @@
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#ifndef XboxControllerInputHandler_h__
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#define XboxControllerInputHandler_h__
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#include "InputHandler.h"
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#include "Core/EKeyDown.h"
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#include "Core/EKeyUp.h"
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struct _XINPUT_STATE;
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typedef _XINPUT_STATE XINPUT_STATE;
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class XboxControllerInputHandler : public InputHandler
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{
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public:
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XboxControllerInputHandler(EventBroker* eventBroker, InputProxy* inputProxy);
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bool BindOrigin(std::string origin, std::string command, float value) override;
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void Update(double dt) override;
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virtual float GetCommandValue(std::string command) override;
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private:
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std::unordered_map<std::string, int> m_OriginButtons;
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std::unordered_map<std::string, int> m_OriginAxes;
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std::unordered_map<int, std::tuple<std::string, float>> m_ButtonBindings; // GLFW_KEY... -> command string & value
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std::unordered_map<int, std::tuple<std::string, float>> m_AxisBindings; // GLFW_KEY... -> command string & value
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std::unordered_map<std::string, float> m_CommandValues;
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static const short MAX_GAMEPADS = 4;
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float getAxisValue(XINPUT_STATE& state, int axis);
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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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};
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#endif
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@@ -37,12 +37,12 @@ public:
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void Update(double dt)
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{
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if (glm::length2(m_Velocity) > 0) {
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m_Position += m_Orientation * (glm::normalize(m_Velocity) * m_BaseSpeed);
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m_Position += (m_Orientation * (m_Velocity * m_BaseSpeed)) * (float)dt;
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}
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}
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protected:
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glm::vec3 m_Position = glm::vec3(0, 0, 0);
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glm::vec3 m_Velocity = glm::vec3(0, 0, 0);
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float m_BaseSpeed = 0.1f;
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float m_BaseSpeed = 2.0f;
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};
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@@ -12,6 +12,7 @@
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#include "Input/InputProxy.h"
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#include "Input/KeyboardInputHandler.h"
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#include "Input/MouseInputHandler.h"
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#include "Input/XboxControllerInputHandler.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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@@ -14,3 +14,11 @@ R=Reload
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Space=Jump
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LeftControl=Crouch
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LeftShift=Sprint
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GamepadRightTrigger=PrimaryFire
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GamepadRightX=Yaw
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GamepadRightY=-Pitch
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GamepadA=TestGamepadA
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GamepadX=TestGamepadX
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GamepadLeftX=Right
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GamepadLeftY=Forward
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@@ -8,6 +8,8 @@ void InputManager::Initialize()
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EVENT_SUBSCRIBE_MEMBER(m_ELockMouse, &InputManager::OnLockMouse);
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EVENT_SUBSCRIBE_MEMBER(m_EUnlockMouse, &InputManager::OnUnlockMouse);
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//glfwSetMouseButtonCallback(m_GLFWWindow, &InputManager::GLFWMouseButtonCallback);
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}
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void InputManager::Update(double dt)
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@@ -73,6 +75,21 @@ void InputManager::Update(double dt)
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m_EventBroker->Publish(e);
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}
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// Joysticks
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//for (int i = 0; i < GLFW_JOYSTICK_LAST; i++) {
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// if (glfwJoystickPresent(i) == GL_FALSE) {
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// continue;
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// }
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// int count;
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// const float* axes = glfwGetJoystickAxes(i, &count);
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// LOG_DEBUG("Controller %i NumAxes: %i", i, count);
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// m_CurrentGamepadAxisState[i][static_cast<int>(Gamepad::Axis::LeftX)] = axes[0];
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// m_CurrentGamepadAxisState[i][static_cast<int>(Gamepad::Axis::LeftY)] = axes[1];
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// m_CurrentGamepadAxisState[i][static_cast<int>(Gamepad::Axis::RightX)] = axes[2];
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// m_CurrentGamepadAxisState[i][static_cast<int>(Gamepad::Axis::RightY)] = axes[3];
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//}
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// // Lock mouse while holding LMB
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// if (m_CurrentMouseState[GLFW_MOUSE_BUTTON_LEFT])
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// {
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@@ -91,109 +108,46 @@ void InputManager::Update(double dt)
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// }
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// TODO: Xbox360 controller
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/*DWORD dwResult;
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for (int i = 0; i < MAX_GAMEPADS; i++)
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{
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XINPUT_STATE state = { 0 };
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// Simply get the state of the controller from XInput.
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dwResult = XInputGetState(i, &state);
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if (dwResult == 0)
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{
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if(std::abs(state.Gamepad.sThumbLX) <= XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE)
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state.Gamepad.sThumbLX = 0;
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if(std::abs(state.Gamepad.sThumbLY) <= XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE)
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state.Gamepad.sThumbLY = 0;
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if(std::abs(state.Gamepad.sThumbRX) <= XINPUT_GAMEPAD_RIGHT_THUMB_DEADZONE)
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state.Gamepad.sThumbRX = 0;
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if(std::abs(state.Gamepad.sThumbRY) <= XINPUT_GAMEPAD_RIGHT_THUMB_DEADZONE)
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state.Gamepad.sThumbRY = 0;
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if(std::abs(state.Gamepad.bLeftTrigger) <= XINPUT_GAMEPAD_TRIGGER_THRESHOLD)
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state.Gamepad.bLeftTrigger = 0;
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if(std::abs(state.Gamepad.bRightTrigger) <= XINPUT_GAMEPAD_TRIGGER_THRESHOLD)
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state.Gamepad.bRightTrigger = 0;
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m_CurrentGamepadAxisState[i][static_cast<int>(Gamepad::Axis::LeftX)] = state.Gamepad.sThumbLX / 32767.f;
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m_CurrentGamepadAxisState[i][static_cast<int>(Gamepad::Axis::LeftY)] = state.Gamepad.sThumbLY / 32767.f;
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m_CurrentGamepadAxisState[i][static_cast<int>(Gamepad::Axis::RightX)] = state.Gamepad.sThumbRX / 32767.f;
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m_CurrentGamepadAxisState[i][static_cast<int>(Gamepad::Axis::RightY)] = state.Gamepad.sThumbRY / 32767.f;
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m_CurrentGamepadAxisState[i][static_cast<int>(Gamepad::Axis::LeftTrigger)] = state.Gamepad.bLeftTrigger / 255.f;
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m_CurrentGamepadAxisState[i][static_cast<int>(Gamepad::Axis::RightTrigger)] = state.Gamepad.bRightTrigger / 255.f;
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PublishGamepadAxisIfChanged(i, Gamepad::Axis::LeftX);
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PublishGamepadAxisIfChanged(i, Gamepad::Axis::LeftY);
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PublishGamepadAxisIfChanged(i, Gamepad::Axis::RightX);
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PublishGamepadAxisIfChanged(i, Gamepad::Axis::RightY);
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PublishGamepadAxisIfChanged(i, Gamepad::Axis::LeftTrigger);
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PublishGamepadAxisIfChanged(i, Gamepad::Axis::RightTrigger);
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m_CurrentGamepadButtonState[i][static_cast<int>(Gamepad::Button::Up)] = static_cast<bool>(state.Gamepad.wButtons & XINPUT_GAMEPAD_DPAD_UP);
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m_CurrentGamepadButtonState[i][static_cast<int>(Gamepad::Button::Down)] = static_cast<bool>(state.Gamepad.wButtons & XINPUT_GAMEPAD_DPAD_DOWN);
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m_CurrentGamepadButtonState[i][static_cast<int>(Gamepad::Button::Left)] = static_cast<bool>(state.Gamepad.wButtons & XINPUT_GAMEPAD_DPAD_LEFT);
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m_CurrentGamepadButtonState[i][static_cast<int>(Gamepad::Button::Right)] = static_cast<bool>(state.Gamepad.wButtons & XINPUT_GAMEPAD_DPAD_RIGHT);
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m_CurrentGamepadButtonState[i][static_cast<int>(Gamepad::Button::Start)] = static_cast<bool>(state.Gamepad.wButtons & XINPUT_GAMEPAD_START);
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m_CurrentGamepadButtonState[i][static_cast<int>(Gamepad::Button::Back)] = static_cast<bool>(state.Gamepad.wButtons & XINPUT_GAMEPAD_BACK);
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m_CurrentGamepadButtonState[i][static_cast<int>(Gamepad::Button::LeftThumb)] = static_cast<bool>(state.Gamepad.wButtons & XINPUT_GAMEPAD_LEFT_THUMB);
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m_CurrentGamepadButtonState[i][static_cast<int>(Gamepad::Button::RightThumb)] = static_cast<bool>(state.Gamepad.wButtons & XINPUT_GAMEPAD_RIGHT_THUMB);
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m_CurrentGamepadButtonState[i][static_cast<int>(Gamepad::Button::LeftShoulder)] = static_cast<bool>(state.Gamepad.wButtons & XINPUT_GAMEPAD_LEFT_SHOULDER);
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m_CurrentGamepadButtonState[i][static_cast<int>(Gamepad::Button::RightShoulder)] = static_cast<bool>(state.Gamepad.wButtons & XINPUT_GAMEPAD_RIGHT_SHOULDER);
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m_CurrentGamepadButtonState[i][static_cast<int>(Gamepad::Button::A)] = static_cast<bool>(state.Gamepad.wButtons & XINPUT_GAMEPAD_A);
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m_CurrentGamepadButtonState[i][static_cast<int>(Gamepad::Button::B)] = static_cast<bool>(state.Gamepad.wButtons & XINPUT_GAMEPAD_B);
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m_CurrentGamepadButtonState[i][static_cast<int>(Gamepad::Button::X)] = static_cast<bool>(state.Gamepad.wButtons & XINPUT_GAMEPAD_X);
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m_CurrentGamepadButtonState[i][static_cast<int>(Gamepad::Button::Y)] = static_cast<bool>(state.Gamepad.wButtons & XINPUT_GAMEPAD_Y);
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PublishGamepadButtonIfChanged(i, Gamepad::Button::Up);
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PublishGamepadButtonIfChanged(i, Gamepad::Button::Down);
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PublishGamepadButtonIfChanged(i, Gamepad::Button::Left);
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PublishGamepadButtonIfChanged(i, Gamepad::Button::Right);
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PublishGamepadButtonIfChanged(i, Gamepad::Button::Start);
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PublishGamepadButtonIfChanged(i, Gamepad::Button::Back);
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PublishGamepadButtonIfChanged(i, Gamepad::Button::LeftThumb);
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PublishGamepadButtonIfChanged(i, Gamepad::Button::RightThumb);
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PublishGamepadButtonIfChanged(i, Gamepad::Button::LeftShoulder);
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PublishGamepadButtonIfChanged(i, Gamepad::Button::RightShoulder);
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PublishGamepadButtonIfChanged(i, Gamepad::Button::A);
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PublishGamepadButtonIfChanged(i, Gamepad::Button::B);
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PublishGamepadButtonIfChanged(i, Gamepad::Button::X);
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PublishGamepadButtonIfChanged(i, Gamepad::Button::Y);
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}
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}*/
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/**/
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m_LastKeyState = m_CurrentKeyState;
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m_LastMouseState = m_CurrentMouseState;
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m_LastMouseX = m_CurrentMouseX;
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m_LastMouseY = m_CurrentMouseY;
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m_LastGamepadAxisState = m_CurrentGamepadAxisState;
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m_LastGamepadButtonState = m_CurrentGamepadButtonState;
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//m_LastGamepadAxisState = m_CurrentGamepadAxisState;
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//m_LastGamepadButtonState = m_CurrentGamepadButtonState;
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}
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void InputManager::PublishGamepadAxisIfChanged(int gamepadID, Gamepad::Axis axis)
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{
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float currentValue = m_CurrentGamepadAxisState[gamepadID][static_cast<int>(axis)];
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float lastValue = m_LastGamepadAxisState[gamepadID][static_cast<int>(axis)];
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if (currentValue != lastValue) {
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Events::GamepadAxis e;
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e.GamepadID = gamepadID;
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e.Axis = axis;
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e.Value = currentValue;
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m_EventBroker->Publish(e);
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}
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//float currentValue = m_CurrentGamepadAxisState[gamepadID][static_cast<int>(axis)];
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//float lastValue = m_LastGamepadAxisState[gamepadID][static_cast<int>(axis)];
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//if (currentValue != lastValue) {
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// Events::GamepadAxis e;
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// e.GamepadID = gamepadID;
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// e.Axis = axis;
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// e.Value = currentValue;
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// m_EventBroker->Publish(e);
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//}
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}
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void InputManager::PublishGamepadButtonIfChanged(int gamepadID, Gamepad::Button button)
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{
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bool currentState = m_CurrentGamepadButtonState[gamepadID][static_cast<int>(button)];
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float lastState = m_LastGamepadButtonState[gamepadID][static_cast<int>(button)];
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if (currentState != lastState) {
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if (currentState == true) {
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Events::GamepadButtonDown e;
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e.GamepadID = gamepadID;
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e.Button = button;
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m_EventBroker->Publish(e);
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} else {
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Events::GamepadButtonUp e;
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e.GamepadID = gamepadID;
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e.Button = button;
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m_EventBroker->Publish(e);
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}
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}
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//bool currentState = m_CurrentGamepadButtonState[gamepadID][static_cast<int>(button)];
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//float lastState = m_LastGamepadButtonState[gamepadID][static_cast<int>(button)];
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//if (currentState != lastState) {
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// if (currentState == true) {
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// Events::GamepadButtonDown e;
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// e.GamepadID = gamepadID;
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// e.Button = button;
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// m_EventBroker->Publish(e);
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// } else {
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// Events::GamepadButtonUp e;
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// e.GamepadID = gamepadID;
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// e.Button = button;
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// m_EventBroker->Publish(e);
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// }
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//}
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}
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bool InputManager::OnLockMouse(const Events::LockMouse &event)
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@@ -25,11 +25,13 @@ MouseInputHandler::MouseInputHandler(EventBroker* eventBroker, InputProxy* input
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bool MouseInputHandler::BindOrigin(std::string origin, std::string command, float value)
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{
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bool result = false;
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auto originCode = m_OriginCodes.find(origin);
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if (originCode != m_OriginCodes.end()) {
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int code = originCode->second;
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m_Bindings[code] = std::make_tuple(command, value);
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return true;
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result = true;
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}
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auto originAxis = m_OriginAxes.find(origin);
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@@ -44,10 +46,10 @@ bool MouseInputHandler::BindOrigin(std::string origin, std::string command, floa
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}
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}
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m_Axes[axis] = std::make_tuple(command, value * multiplier);
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return true;
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result = true;
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}
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return false;
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return result;
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}
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float MouseInputHandler::GetCommandValue(std::string command)
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@@ -0,0 +1,187 @@
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#define WIN32_LEAN_AND_MEAN
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#include <windows.h>
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#include <Xinput.h>
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#pragma comment(lib, "Xinput.lib")
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#pragma comment(lib, "Xinput9_1_0.lib")
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#include "Input/XboxControllerInputHandler.h"
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XboxControllerInputHandler::XboxControllerInputHandler(EventBroker* eventBroker, InputProxy* inputProxy)
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: InputHandler(eventBroker, inputProxy)
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{
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m_OriginButtons["GamepadUp"] = XINPUT_GAMEPAD_DPAD_UP;
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m_OriginButtons["GamepadDown"] = XINPUT_GAMEPAD_DPAD_DOWN;
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m_OriginButtons["GamepadLeft"] = XINPUT_GAMEPAD_DPAD_LEFT;
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m_OriginButtons["GamepadRight"] = XINPUT_GAMEPAD_DPAD_RIGHT;
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m_OriginButtons["GamepadStart"] = XINPUT_GAMEPAD_START;
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m_OriginButtons["GamepadBack"] = XINPUT_GAMEPAD_BACK;
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m_OriginButtons["GamepadLeftStick"] = XINPUT_GAMEPAD_LEFT_THUMB;
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m_OriginButtons["GamepadRightStick"] = XINPUT_GAMEPAD_RIGHT_THUMB;
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m_OriginButtons["GamepadLeftBumper"] = XINPUT_GAMEPAD_LEFT_SHOULDER;
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m_OriginButtons["GamepadRightBumper"] = XINPUT_GAMEPAD_RIGHT_SHOULDER;
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m_OriginButtons["GamepadA"] = XINPUT_GAMEPAD_A;
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m_OriginButtons["GamepadB"] = XINPUT_GAMEPAD_B;
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m_OriginButtons["GamepadX"] = XINPUT_GAMEPAD_X;
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m_OriginButtons["GamepadY"] = XINPUT_GAMEPAD_Y;
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m_OriginAxes["GamepadLeftX"] = 0;
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m_OriginAxes["GamepadLeftY"] = 1;
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m_OriginAxes["GamepadRightX"] = 2;
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m_OriginAxes["GamepadRightY"] = 3;
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m_OriginAxes["GamepadLeftTrigger"] = 4;
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m_OriginAxes["GamepadRightTrigger"] = 5;
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}
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bool XboxControllerInputHandler::BindOrigin(std::string origin, std::string command, float value)
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{
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bool result = false;
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auto originIt = m_OriginButtons.find(origin);
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if (originIt != m_OriginButtons.end()) {
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int button = originIt->second;
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m_ButtonBindings[button] = std::make_tuple(command, value);
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result = true;
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}
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auto originAxis = m_OriginAxes.find(origin);
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if (originAxis != m_OriginAxes.end()) {
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char axis = originAxis->second;
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float multiplier = 0.5f;
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//// Sensitivity
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//multiplier *= ResourceManager::Load<ConfigFile>("Input.ini")->Get<float>("Mouse.Sensitivity", 1.f);
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//if (axis == 'Y') {
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// if (ResourceManager::Load<ConfigFile>("Input.ini")->Get<bool>("Mouse.InvertPitch", false)) {
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// multiplier *= -1.f;
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// }
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//}
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m_AxisBindings[axis] = std::make_tuple(command, value * multiplier);
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result = true;
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}
|
||||
|
||||
return result;
|
||||
}
|
||||
|
||||
void XboxControllerInputHandler::Update(double dt)
|
||||
{
|
||||
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);
|
||||
|
||||
for (auto& pair : m_OriginAxes) {
|
||||
const std::string& origin = pair.first;
|
||||
int axis = pair.second;
|
||||
auto& binding = m_AxisBindings.find(axis);
|
||||
if (binding == m_AxisBindings.end()) {
|
||||
continue;
|
||||
}
|
||||
|
||||
std::string command;
|
||||
float value;
|
||||
std::tie(command, value) = binding->second;
|
||||
|
||||
Events::InputCommand e;
|
||||
e.PlayerID = -1;
|
||||
e.Command = command;
|
||||
e.Value = value * getAxisValue(state, axis);
|
||||
m_InputProxy->Publish(e);
|
||||
}
|
||||
|
||||
for (auto& pair : m_OriginButtons) {
|
||||
auto& binding = m_ButtonBindings.find(pair.second);
|
||||
if (binding == m_ButtonBindings.end()) {
|
||||
continue;
|
||||
}
|
||||
|
||||
std::string command;
|
||||
float value;
|
||||
std::tie(command, value) = binding->second;
|
||||
bool pressed = static_cast<bool>(state.Gamepad.wButtons & binding->first);
|
||||
m_CommandValues[command] = (pressed) ? value : 0.f;
|
||||
}
|
||||
|
||||
//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);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
float XboxControllerInputHandler::GetCommandValue(std::string command)
|
||||
{
|
||||
auto it = m_CommandValues.find(command);
|
||||
if (it != m_CommandValues.end()) {
|
||||
return m_CommandValues[command];
|
||||
} else {
|
||||
return 0.f;
|
||||
}
|
||||
}
|
||||
|
||||
float XboxControllerInputHandler::getAxisValue(XINPUT_STATE& state, int axis)
|
||||
{
|
||||
switch (axis) {
|
||||
case 0:
|
||||
return state.Gamepad.sThumbLX / 32767.f;
|
||||
case 1:
|
||||
return state.Gamepad.sThumbLY / 32767.f;
|
||||
case 2:
|
||||
return state.Gamepad.sThumbRX / 32767.f;
|
||||
case 3:
|
||||
return state.Gamepad.sThumbRY / 32767.f;
|
||||
case 4:
|
||||
return state.Gamepad.bLeftTrigger / 255.f;
|
||||
case 5:
|
||||
return state.Gamepad.bRightTrigger / 255.f;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -32,6 +32,7 @@ Game::Game(int argc, char* argv[])
|
||||
m_InputProxy = new InputProxy(m_EventBroker);
|
||||
m_InputProxy->AddHandler<KeyboardInputHandler>();
|
||||
m_InputProxy->AddHandler<MouseInputHandler>();
|
||||
m_InputProxy->AddHandler<XboxControllerInputHandler>();
|
||||
m_InputProxy->LoadBindings("Input.ini");
|
||||
|
||||
// Create the root level GUI frame
|
||||
|
||||
Reference in New Issue
Block a user