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2 Commits

Author SHA1 Message Date
Jace 13a6cf5a9b Groundwork for Steam Controller support 2015-12-11 00:41:51 +01:00
Jace b4df0c49ae Groundwork for input command proxy 2015-12-11 00:37:48 +01:00
12 changed files with 595 additions and 302 deletions
+1 -1
Submodule deps updated: 1b478d3159...9861acd762
+22
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@@ -0,0 +1,22 @@
#ifndef Events_BindOrigin_h__
#define Events_BindOrigin_h__
#include "Core/EventBroker.h"
namespace Events
{
/** Called to bind an input origin to an input command. */
struct BindOrigin : Event
{
/** The input origin to bind. */
std::string Origin;
/** The command to send. */
std::string Command;
/** The value to send for positive stimulation. */
float Value = 1.f;
};
}
#endif
+1 -1
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@@ -13,7 +13,7 @@ struct InputCommand : Event
/** The command that was sent. */
std::string Command;
/** The value of the command. */
float Value;
float Value = 0;
};
}
+146
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@@ -0,0 +1,146 @@
#ifndef InputSystem_h__
#define InputSystem_h__
#include <array>
#include <unordered_map>
#include <steam/steam_api.h>
#include "Core/EKeyUp.h"
#include "Core/EKeyDown.h"
#include "Core/EMousePress.h"
#include "Core/EMouseRelease.h"
#include "Core/EGamepadAxis.h"
#include "Core/EGamepadButton.h"
#include "Core/Util/EnumClassHash.h"
#include "EBindKey.h"
#include "EBindMouseButton.h"
#include "EBindGamepadAxis.h"
#include "EBindGamepadButton.h"
#include "EInputCommand.h"
#include "EBindOrigin.h"
class InputProxy;
class InputHandler
{
public:
InputHandler(EventBroker* eventBroker, InputProxy* inputProxy)
: m_EventBroker(eventBroker)
, m_InputProxy(inputProxy)
{ }
virtual void Update(double dt) { }
virtual bool BindOrigin(std::string origin, std::string command, float value) = 0;
protected:
EventBroker* m_EventBroker;
InputProxy* m_InputProxy;
};
class InputProxy
{
public:
InputProxy(EventBroker* eventBroker)
: m_EventBroker(eventBroker)
{
EVENT_SUBSCRIBE_MEMBER(m_EBindOrigin, &InputProxy::OnBindOrigin);
}
void Update(double dt)
{
m_EventBroker->Process<InputProxy>();
m_EventBroker->Process<InputHandler>();
for (auto& handler : m_Handlers) {
handler->Update(dt);
}
}
void Process()
{
// Accumulate the input values of all unique commands published by input handlers
for (auto& pair : m_CommandQueue) {
Events::InputCommand e;
e.PlayerID = pair.first.first;
e.Command = pair.first.second;
e.Value = 0;
for (auto& value : pair.second) {
e.Value += value;
}
e.Value = std::max(-1.f, std::min(e.Value, 1.f));
m_EventBroker->Publish(e);
LOG_DEBUG("Input: Published command %s=%f for player %i", e.Command.c_str(), e.Value, e.PlayerID);
}
m_CommandQueue.clear();
}
template <typename T>
void AddHandler()
{
m_Handlers.push_back(new T(m_EventBroker, this));
}
void Publish(const Events::InputCommand& e)
{
auto key = std::make_pair(e.PlayerID, e.Command);
m_CommandQueue[key].push_back(e.Value);
}
protected:
EventBroker* m_EventBroker;
std::vector<InputHandler*> m_Handlers;
// Represents every unique command (has of PlayerID & Command) and all values reported for that command
std::map<std::pair<unsigned int, std::string>, std::vector<float>> m_CommandQueue;
EventRelay<InputProxy, Events::BindOrigin> m_EBindOrigin;
bool OnBindOrigin(const Events::BindOrigin& e)
{
bool originBound = false;
for (auto& handler : m_Handlers) {
bool result = handler->BindOrigin(e.Origin, e.Command, e.Value);
if (result) {
if (originBound) {
LOG_WARNING("Multiple handlers responded to binding input origin \"%s\"!", e.Origin.c_str());
}
originBound = true;
}
}
if (!originBound) {
LOG_ERROR("No input handler responded to binding input origin \"%s\"!", e.Origin.c_str());
}
return originBound;
}
//std::unordered_map<std::string, std::unordered_map<int, float>> m_CommandMouseButtonValues; // command string -> mouse button value for command
//std::unordered_map<std::string, std::unordered_map<Gamepad::Axis, float, EnumClassHash>> m_CommandGamepadAxisValues; // command string -> gamepad axis value for command
//std::unordered_map<std::string, std::unordered_map<Gamepad::Button, float, EnumClassHash>> m_CommandGamepadButtonValues; // command string -> gamepad button value for command
//// Input binding tables
//std::unordered_multimap<int, std::tuple<std::string, float>> m_MouseButtonBindings; // GLFW_MOUSE_BUTTON... -> command string
//std::unordered_multimap<Gamepad::Axis, std::tuple<std::string, float>, EnumClassHash> m_GamepadAxisBindings; // Gamepad::Axis -> command string & value
//std::unordered_multimap<Gamepad::Button, std::tuple<std::string, float>, EnumClassHash> m_GamepadButtonBindings; // Gamepad::Button -> command string
//// Input events
//EventRelay<InputProxy, Events::MousePress> m_EMousePress;
//bool OnMousePress(const Events::MousePress &event);
//EventRelay<InputProxy, Events::MouseRelease> m_EMouseRelease;
//bool OnMouseRelease(const Events::MouseRelease &event);
//EventRelay<InputProxy, Events::GamepadAxis> m_EGamepadAxis;
//bool OnGamepadAxis(const Events::GamepadAxis &event);
//EventRelay<InputProxy, Events::GamepadButtonDown> m_EGamepadButtonDown;
//bool OnGamepadButtonDown(const Events::GamepadButtonDown &event);
//EventRelay<InputProxy, Events::GamepadButtonUp> m_EGamepadButtonUp;
//bool OnGamepadButtonUp(const Events::GamepadButtonUp &event);
//// Input binding events
//EventRelay<InputProxy, Events::BindMouseButton> m_EBindMouseButton;
//bool OnBindMouseButton(const Events::BindMouseButton &event);
//EventRelay<InputProxy, Events::BindGamepadAxis> m_EBindGamepadAxis;
//bool OnBindGamepadAxis(const Events::BindGamepadAxis &event);
//EventRelay<InputProxy, Events::BindGamepadButton> m_EBindGamepadButton;
//bool OnBindGamepadButton(const Events::BindGamepadButton &event);
//float GetCommandTotalValue(std::string command);
//void PublishCommand(int playerID, std::string command, float value);
};
#endif
-78
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@@ -1,78 +0,0 @@
#ifndef InputSystem_h__
#define InputSystem_h__
#include <array>
#include <unordered_map>
#include "Core/System.h"
#include "Core/EKeyUp.h"
#include "Core/EKeyDown.h"
#include "Core/EMousePress.h"
#include "Core/EMouseRelease.h"
#include "Core/EGamepadAxis.h"
#include "Core/EGamepadButton.h"
#include "Core/Util/EnumClassHash.h"
#include "EBindKey.h"
#include "EBindMouseButton.h"
#include "EBindGamepadAxis.h"
#include "EBindGamepadButton.h"
#include "EInputCommand.h"
namespace Systems
{
class InputSystem : public System
{
public:
InputSystem(World* world, std::shared_ptr<dd::EventBroker> eventBroker)
: System(world, eventBroker)
{ }
void RegisterComponents(ComponentFactory* cf) override;
void Initialize() override;
void Update(double dt) override;
private:
std::unordered_map<std::string, std::unordered_map<int, float>> m_CommandKeyboardValues; // command string -> keyboard key value for command
std::unordered_map<std::string, std::unordered_map<int, float>> m_CommandMouseButtonValues; // command string -> mouse button value for command
std::unordered_map<std::string, std::unordered_map<Gamepad::Axis, float, EnumClassHash>> m_CommandGamepadAxisValues; // command string -> gamepad axis value for command
std::unordered_map<std::string, std::unordered_map<Gamepad::Button, float, EnumClassHash>> m_CommandGamepadButtonValues; // command string -> gamepad button value for command
// Input binding tables
std::unordered_multimap<int, std::tuple<std::string, float>> m_KeyBindings; // GLFW_KEY... -> command string & value
std::unordered_multimap<int, std::tuple<std::string, float>> m_MouseButtonBindings; // GLFW_MOUSE_BUTTON... -> command string
std::unordered_multimap<Gamepad::Axis, std::tuple<std::string, float>, EnumClassHash> m_GamepadAxisBindings; // Gamepad::Axis -> command string & value
std::unordered_multimap<Gamepad::Button, std::tuple<std::string, float>, EnumClassHash> m_GamepadButtonBindings; // Gamepad::Button -> command string
// Input events
EventRelay<InputSystem, Events::KeyDown> m_EKeyDown;
bool OnKeyDown(const Events::KeyDown &event);
EventRelay<InputSystem, Events::KeyUp> m_EKeyUp;
bool OnKeyUp(const Events::KeyUp &event);
EventRelay<InputSystem, Events::MousePress> m_EMousePress;
bool OnMousePress(const Events::MousePress &event);
EventRelay<InputSystem, Events::MouseRelease> m_EMouseRelease;
bool OnMouseRelease(const Events::MouseRelease &event);
EventRelay<InputSystem, Events::GamepadAxis> m_EGamepadAxis;
bool OnGamepadAxis(const Events::GamepadAxis &event);
EventRelay<InputSystem, Events::GamepadButtonDown> m_EGamepadButtonDown;
bool OnGamepadButtonDown(const Events::GamepadButtonDown &event);
EventRelay<InputSystem, Events::GamepadButtonUp> m_EGamepadButtonUp;
bool OnGamepadButtonUp(const Events::GamepadButtonUp &event);
// Input binding events
EventRelay<InputSystem, Events::BindKey> m_EBindKey;
bool OnBindKey(const Events::BindKey &event);
EventRelay<InputSystem, Events::BindMouseButton> m_EBindMouseButton;
bool OnBindMouseButton(const Events::BindMouseButton &event);
EventRelay<InputSystem, Events::BindGamepadAxis> m_EBindGamepadAxis;
bool OnBindGamepadAxis(const Events::BindGamepadAxis &event);
EventRelay<InputSystem, Events::BindGamepadButton> m_EBindGamepadButton;
bool OnBindGamepadButton(const Events::BindGamepadButton &event);
float GetCommandTotalValue(std::string command);
void PublishCommand(int playerID, std::string command, float value);
};
}
#endif
@@ -0,0 +1,67 @@
#include <GLFW/glfw3.h>
#include "InputProxy.h"
#include "Core/EKeyDown.h"
#include "Core/EKeyUp.h"
class KeyboardInputHandler : public InputHandler
{
public:
KeyboardInputHandler(EventBroker* eventBroker, InputProxy* inputProxy)
: InputHandler(eventBroker, inputProxy)
{
EVENT_SUBSCRIBE_MEMBER(m_EKeyDown, &KeyboardInputHandler::OnKeyDown);
EVENT_SUBSCRIBE_MEMBER(m_EKeyUp, &KeyboardInputHandler::OnKeyUp);
m_OriginKeyCodes["R"] = GLFW_KEY_R;
}
bool BindOrigin(std::string origin, std::string command, float value) override
{
auto originIt = m_OriginKeyCodes.find(origin);
if (originIt == m_OriginKeyCodes.end()) {
return false;
}
int keyCode = originIt->second;
m_KeyBindings[keyCode] = std::make_tuple(command, value);
return true;
}
private:
std::unordered_map<std::string, int> m_OriginKeyCodes;
std::unordered_map<int, std::tuple<std::string, float>> m_KeyBindings; // GLFW_KEY... -> command string & value
EventRelay<InputHandler, Events::KeyDown> m_EKeyDown;
bool OnKeyDown(const Events::KeyDown& e)
{
auto it = m_KeyBindings.find(e.KeyCode);
if (it == m_KeyBindings.end()) {
return false;
}
Events::InputCommand ic;
ic.PlayerID = 0;
std::tie(ic.Command, ic.Value) = it->second;
m_InputProxy->Publish(ic);
return true;
}
EventRelay<InputHandler, Events::KeyUp> m_EKeyUp;
bool OnKeyUp(const Events::KeyUp& e)
{
auto it = m_KeyBindings.find(e.KeyCode);
if (it == m_KeyBindings.end()) {
return false;
}
Events::InputCommand ic;
ic.PlayerID = 0;
std::tie(ic.Command, std::ignore) = it->second;
ic.Value = 0;
m_InputProxy->Publish(ic);
return true;
}
};
@@ -0,0 +1,98 @@
#include <steam/steam_api.h>
#include "InputProxy.h"
class SteamControllerInputHandler : public InputHandler
{
public:
SteamControllerInputHandler(EventBroker* eventBroker, InputProxy* inputProxy)
: InputHandler(eventBroker, inputProxy)
{
SteamController()->Init();
}
~SteamControllerInputHandler()
{
SteamController()->Shutdown();
}
void Update(double dt) override
{
std::array<ControllerHandle_t, STEAM_CONTROLLER_MAX_COUNT> controllers;
int numControllers = SteamController()->GetConnectedControllers(controllers.data());
for (int i = 0; i < numControllers; i++) {
auto controllerHandle = controllers.at(i);
auto actionSetHandle = SteamController()->GetActionSetHandle("InGameControls");
//SteamController()->ShowBindingPanel(controllerHandle);
SteamController()->ActivateActionSet(controllerHandle, actionSetHandle);
for (auto& command : m_Commands) {
Events::InputCommand ic;
ic.PlayerID = i + 1;
ic.Command = command.first;
auto digitalActionHandle = m_DigitalActionHandles.at(ic.Command);
auto handle = SteamController()->GetDigitalActionHandle("DebugReload");
auto data = SteamController()->GetDigitalActionData(controllerHandle, handle);
LOG_DEBUG("Controller %i, active %i, value %i", i, data.bActive, data.bState);
if (data.bState) {
ic.Value = command.second;
} else {
ic.Value = 0.f;
}
//m_InputProxy->Publish(ic);
}
}
}
bool BindOrigin(std::string origin, std::string command, float value) override
{
if (origin != "SteamController") {
return false;
}
m_Commands[command] = value;
m_DigitalActionHandles[command] = SteamController()->GetDigitalActionHandle(command.c_str());
return true;
}
private:
std::map<std::string, float> m_Commands;
std::map<std::string, ControllerDigitalActionHandle_t> m_DigitalActionHandles;
//std::unordered_map<std::string, std::unordered_map<int, float>> m_CommandKeyboardValues; // command string -> keyboard key value for command
std::unordered_map<int, std::tuple<std::string, float>> m_KeyBindings; // GLFW_KEY... -> command string & value
EventRelay<InputHandler, Events::KeyDown> m_EKeyDown;
bool OnKeyDown(const Events::KeyDown& e)
{
auto it = m_KeyBindings.find(e.KeyCode);
if (it == m_KeyBindings.end()) {
return false;
}
Events::InputCommand ic;
ic.PlayerID = 0;
std::tie(ic.Command, ic.Value) = it->second;
m_InputProxy->Publish(ic);
return true;
}
EventRelay<InputHandler, Events::KeyUp> m_EKeyUp;
bool OnKeyUp(const Events::KeyUp& e)
{
auto it = m_KeyBindings.find(e.KeyCode);
if (it == m_KeyBindings.end()) {
return false;
}
Events::InputCommand ic;
ic.PlayerID = 0;
std::tie(ic.Command, std::ignore) = it->second;
ic.Value = 0;
m_InputProxy->Publish(ic);
return true;
}
};
+4
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@@ -9,6 +9,9 @@
#include "GUI/Frame.h"
#include "Core/World.h"
#include "Rendering/RenderQueueFactory.h"
#include "Input/InputProxy.h"
#include "Input/KeyboardInputHandler.h"
#include "Input/SteamControllerInputHandler.h"
#include "Core/EKeyDown.h"
#include "Core/EntityXMLFile.h"
#include "Core/SystemPipeline.h"
@@ -29,6 +32,7 @@ private:
EventBroker* m_EventBroker;
IRenderer* m_Renderer;
InputManager* m_InputManager;
InputProxy* m_InputProxy;
GUI::Frame* m_FrameStack;
World* m_World;
SystemPipeline* m_SystemPipeline;
+1 -1
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@@ -73,7 +73,7 @@ source_group(GUI FILES ${SOURCE_FILES_GUI})
set(SOURCE_FILES
${SOURCE_FILES_Core}
${SOURCE_FILES_Core_Util}
#${SOURCE_FILES_Input}
${SOURCE_FILES_Input}
${SOURCE_FILES_Network}
${SOURCE_FILES_GUI}
${SOURCE_FILES_Rendering}
+221
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@@ -0,0 +1,221 @@
#include "Input/InputProxy.h"
#include "Core/World.h"
//InputProxy::InputProxy(EventBroker* eventBroker)
// : m_EventBroker(eventBroker)
//{
// // Subscribe to events
// EVENT_SUBSCRIBE_MEMBER(m_EMousePress, &InputProxy::OnMousePress);
// EVENT_SUBSCRIBE_MEMBER(m_EMouseRelease, &InputProxy::OnMouseRelease);
// EVENT_SUBSCRIBE_MEMBER(m_EGamepadAxis, &InputProxy::OnGamepadAxis);
// EVENT_SUBSCRIBE_MEMBER(m_EGamepadButtonDown, &InputProxy::OnGamepadButtonDown);
// EVENT_SUBSCRIBE_MEMBER(m_EGamepadButtonUp, &InputProxy::OnGamepadButtonUp);
// EVENT_SUBSCRIBE_MEMBER(m_EBindKey, &InputProxy::OnBindKey);
// EVENT_SUBSCRIBE_MEMBER(m_EBindMouseButton, &InputProxy::OnBindMouseButton);
// EVENT_SUBSCRIBE_MEMBER(m_EBindGamepadAxis, &InputProxy::OnBindGamepadAxis);
// EVENT_SUBSCRIBE_MEMBER(m_EBindGamepadButton, &InputProxy::OnBindGamepadButton);
//
// SteamController()->Init();
//
//}
//
//void InputProxy::Update(double dt)
//{
// std::array<ControllerHandle_t, STEAM_CONTROLLER_MAX_COUNT> controllers;
// int numControllers = SteamController()->GetConnectedControllers(controllers.data());
//
// ControllerDigitalActionHandle_t debug_reload_handle = SteamController()->GetDigitalActionHandle("debug_reload");
// SteamController()->
//}
//
//bool InputProxy::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 InputProxy::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 InputProxy::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 InputProxy::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 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);
//}
-221
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@@ -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);
}
+34
View File
@@ -2,6 +2,8 @@
Game::Game(int argc, char* argv[])
{
bool steamResult = SteamAPI_Init();
ResourceManager::RegisterType<ConfigFile>("ConfigFile");
ResourceManager::RegisterType<Model>("Model");
ResourceManager::RegisterType<Texture>("Texture");
@@ -29,6 +31,9 @@ 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);
@@ -63,9 +68,16 @@ void Game::Tick()
double dt = currentTime - m_LastTime;
m_LastTime = currentTime;
SteamAPI_RunCallbacks();
// 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);
@@ -100,6 +112,28 @@ bool Game::testOnKeyUp(const Events::KeyUp& e)
void Game::testIntialize()
{
EVENT_SUBSCRIBE_MEMBER(m_EKeyUp, &Game::testOnKeyUp);
{
Events::BindOrigin e;
e.Origin = "R";
e.Command = "DebugReload";
e.Value = 1.f;
m_EventBroker->Publish(e);
}
{
Events::BindOrigin e;
e.Origin = "SteamController";
e.Command = "DebugReload";
e.Value = 1.f;
m_EventBroker->Publish(e);
}
{
Events::BindOrigin e;
e.Origin = "X";
e.Command = "DebugReload";
e.Value = 1.f;
m_EventBroker->Publish(e);
}
}
void Game::testTick(double dt)