Files
axyz/src/Engine/Core/InputManager.cpp
T

265 lines
10 KiB
C++

#include "Core/InputManager.h"
std::vector<unsigned int> InputManager::GLFWCharCallbackQueue;
std::vector<std::pair<double, double>> InputManager::GLFWScrollCallbackQueue;
std::vector<std::string> InputManager::GLFWDropCallbackQueue;
void InputManager::Initialize()
{
// TODO: Gamepad
//m_LastGamepadAxisState = std::array<GamepadAxisState, XUSER_MAX_COUNT>();
//m_LastGamepadButtonState = std::array<GamepadButtonState, XUSER_MAX_COUNT>();
glfwSetCharCallback(m_GLFWWindow, &InputManager::GLFWCharCallback);
glfwSetScrollCallback(m_GLFWWindow, &InputManager::GLFWScrollCallback);
glfwSetDropCallback(m_GLFWWindow, &InputManager::GLFWDropCallback);
EVENT_SUBSCRIBE_MEMBER(m_ELockMouse, &InputManager::OnLockMouse);
EVENT_SUBSCRIBE_MEMBER(m_EUnlockMouse, &InputManager::OnUnlockMouse);
}
void InputManager::Update(double dt)
{
m_EventBroker->Process<InputManager>();
m_LastKeyState = m_CurrentKeyState;
m_LastMouseState = m_CurrentMouseState;
m_LastMouseX = m_CurrentMouseX;
m_LastMouseY = m_CurrentMouseY;
// Keyboard input
for (int i = 0; i <= GLFW_KEY_LAST; ++i) {
m_CurrentKeyState[i] = glfwGetKey(m_GLFWWindow, i);
if (m_CurrentKeyState[i] != m_LastKeyState[i]) {
// Publish key events
if (m_CurrentKeyState[i]) {
Events::KeyDown e;
e.KeyCode = i;
m_EventBroker->Publish(e);
} else {
Events::KeyUp e;
e.KeyCode = i;
m_EventBroker->Publish(e);
}
}
}
// Keyboard text input
for (unsigned int& c : GLFWCharCallbackQueue) {
Events::KeyboardChar e;
e.Timestamp = glfwGetTime();
e.Char = c;
m_EventBroker->Publish(e);
}
GLFWCharCallbackQueue.clear();
// Mouse buttons
for (int i = 0; i <= GLFW_MOUSE_BUTTON_LAST; ++i) {
m_CurrentMouseState[i] = glfwGetMouseButton(m_GLFWWindow, i);
if (m_CurrentMouseState[i] != m_LastMouseState[i]) {
double x, y;
glfwGetCursorPos(m_GLFWWindow, &x, &y);
// Publish mouse button events
if (m_CurrentMouseState[i]) {
Events::MousePress e;
e.Button = i;
e.X = x;
e.Y = y;
m_EventBroker->Publish(e);
} else {
Events::MouseRelease e;
e.Button = i;
e.X = x;
e.Y = y;
m_EventBroker->Publish(e);
}
}
}
// Mouse movement
glfwGetCursorPos(m_GLFWWindow, &m_CurrentMouseX, &m_CurrentMouseY);
m_CurrentMouseDeltaX = m_CurrentMouseX - m_LastMouseX;
m_CurrentMouseDeltaY = m_CurrentMouseY - m_LastMouseY;
if (m_CurrentMouseDeltaX != 0 || m_CurrentMouseDeltaY != 0) {
// Publish mouse move events
Events::MouseMove e;
e.X = m_CurrentMouseX;
e.Y = m_CurrentMouseY;
e.DeltaX = m_CurrentMouseDeltaX;
e.DeltaY = m_CurrentMouseDeltaY;
m_EventBroker->Publish(e);
}
// Mouse scroll
for (auto& pair : GLFWScrollCallbackQueue) {
Events::MouseScroll e;
std::tie(e.DeltaX, e.DeltaY) = pair;
m_EventBroker->Publish(e);
}
GLFWScrollCallbackQueue.clear();
// File drop
for (auto& path : GLFWDropCallbackQueue) {
Events::FileDropped e;
e.Path = path;
m_EventBroker->Publish(e);
}
GLFWDropCallbackQueue.clear();
// // Lock mouse while holding LMB
// if (m_CurrentMouseState[GLFW_MOUSE_BUTTON_LEFT])
// {
// m_LastMouseX = m_Renderer->Width() / 2.f; // xpos;
// m_LastMouseY = m_Renderer->Height() / 2.f; // ypos;
// glfwSetCursorPos(m_GLFWWindow, m_LastMouseX, m_LastMouseY);
// }
// // Hide/show cursor with LMB
// if (m_CurrentMouseState[GLFW_MOUSE_BUTTON_LEFT] && !m_LastMouseState[GLFW_MOUSE_BUTTON_LEFT])
// {
// glfwSetInputMode(m_GLFWWindow, GLFW_CURSOR, GLFW_CURSOR_HIDDEN);
// }
// if (!m_CurrentMouseState[GLFW_MOUSE_BUTTON_LEFT] && m_LastMouseState[GLFW_MOUSE_BUTTON_LEFT])
// {
// glfwSetInputMode(m_GLFWWindow, GLFW_CURSOR, GLFW_CURSOR_NORMAL);
// }
// TODO: Xbox360 controller
/*DWORD dwResult;
for (int i = 0; i < MAX_GAMEPADS; i++)
{
XINPUT_STATE state = { 0 };
// Simply get the state of the controller from XInput.
dwResult = XInputGetState(i, &state);
if (dwResult == 0)
{
if(std::abs(state.Gamepad.sThumbLX) <= XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE)
state.Gamepad.sThumbLX = 0;
if(std::abs(state.Gamepad.sThumbLY) <= XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE)
state.Gamepad.sThumbLY = 0;
if(std::abs(state.Gamepad.sThumbRX) <= XINPUT_GAMEPAD_RIGHT_THUMB_DEADZONE)
state.Gamepad.sThumbRX = 0;
if(std::abs(state.Gamepad.sThumbRY) <= XINPUT_GAMEPAD_RIGHT_THUMB_DEADZONE)
state.Gamepad.sThumbRY = 0;
if(std::abs(state.Gamepad.bLeftTrigger) <= XINPUT_GAMEPAD_TRIGGER_THRESHOLD)
state.Gamepad.bLeftTrigger = 0;
if(std::abs(state.Gamepad.bRightTrigger) <= XINPUT_GAMEPAD_TRIGGER_THRESHOLD)
state.Gamepad.bRightTrigger = 0;
m_CurrentGamepadAxisState[i][static_cast<int>(Gamepad::Axis::LeftX)] = state.Gamepad.sThumbLX / 32767.f;
m_CurrentGamepadAxisState[i][static_cast<int>(Gamepad::Axis::LeftY)] = state.Gamepad.sThumbLY / 32767.f;
m_CurrentGamepadAxisState[i][static_cast<int>(Gamepad::Axis::RightX)] = state.Gamepad.sThumbRX / 32767.f;
m_CurrentGamepadAxisState[i][static_cast<int>(Gamepad::Axis::RightY)] = state.Gamepad.sThumbRY / 32767.f;
m_CurrentGamepadAxisState[i][static_cast<int>(Gamepad::Axis::LeftTrigger)] = state.Gamepad.bLeftTrigger / 255.f;
m_CurrentGamepadAxisState[i][static_cast<int>(Gamepad::Axis::RightTrigger)] = state.Gamepad.bRightTrigger / 255.f;
PublishGamepadAxisIfChanged(i, Gamepad::Axis::LeftX);
PublishGamepadAxisIfChanged(i, Gamepad::Axis::LeftY);
PublishGamepadAxisIfChanged(i, Gamepad::Axis::RightX);
PublishGamepadAxisIfChanged(i, Gamepad::Axis::RightY);
PublishGamepadAxisIfChanged(i, Gamepad::Axis::LeftTrigger);
PublishGamepadAxisIfChanged(i, Gamepad::Axis::RightTrigger);
m_CurrentGamepadButtonState[i][static_cast<int>(Gamepad::Button::Up)] = static_cast<bool>(state.Gamepad.wButtons & XINPUT_GAMEPAD_DPAD_UP);
m_CurrentGamepadButtonState[i][static_cast<int>(Gamepad::Button::Down)] = static_cast<bool>(state.Gamepad.wButtons & XINPUT_GAMEPAD_DPAD_DOWN);
m_CurrentGamepadButtonState[i][static_cast<int>(Gamepad::Button::Left)] = static_cast<bool>(state.Gamepad.wButtons & XINPUT_GAMEPAD_DPAD_LEFT);
m_CurrentGamepadButtonState[i][static_cast<int>(Gamepad::Button::Right)] = static_cast<bool>(state.Gamepad.wButtons & XINPUT_GAMEPAD_DPAD_RIGHT);
m_CurrentGamepadButtonState[i][static_cast<int>(Gamepad::Button::Start)] = static_cast<bool>(state.Gamepad.wButtons & XINPUT_GAMEPAD_START);
m_CurrentGamepadButtonState[i][static_cast<int>(Gamepad::Button::Back)] = static_cast<bool>(state.Gamepad.wButtons & XINPUT_GAMEPAD_BACK);
m_CurrentGamepadButtonState[i][static_cast<int>(Gamepad::Button::LeftThumb)] = static_cast<bool>(state.Gamepad.wButtons & XINPUT_GAMEPAD_LEFT_THUMB);
m_CurrentGamepadButtonState[i][static_cast<int>(Gamepad::Button::RightThumb)] = static_cast<bool>(state.Gamepad.wButtons & XINPUT_GAMEPAD_RIGHT_THUMB);
m_CurrentGamepadButtonState[i][static_cast<int>(Gamepad::Button::LeftShoulder)] = static_cast<bool>(state.Gamepad.wButtons & XINPUT_GAMEPAD_LEFT_SHOULDER);
m_CurrentGamepadButtonState[i][static_cast<int>(Gamepad::Button::RightShoulder)] = static_cast<bool>(state.Gamepad.wButtons & XINPUT_GAMEPAD_RIGHT_SHOULDER);
m_CurrentGamepadButtonState[i][static_cast<int>(Gamepad::Button::A)] = static_cast<bool>(state.Gamepad.wButtons & XINPUT_GAMEPAD_A);
m_CurrentGamepadButtonState[i][static_cast<int>(Gamepad::Button::B)] = static_cast<bool>(state.Gamepad.wButtons & XINPUT_GAMEPAD_B);
m_CurrentGamepadButtonState[i][static_cast<int>(Gamepad::Button::X)] = static_cast<bool>(state.Gamepad.wButtons & XINPUT_GAMEPAD_X);
m_CurrentGamepadButtonState[i][static_cast<int>(Gamepad::Button::Y)] = static_cast<bool>(state.Gamepad.wButtons & XINPUT_GAMEPAD_Y);
PublishGamepadButtonIfChanged(i, Gamepad::Button::Up);
PublishGamepadButtonIfChanged(i, Gamepad::Button::Down);
PublishGamepadButtonIfChanged(i, Gamepad::Button::Left);
PublishGamepadButtonIfChanged(i, Gamepad::Button::Right);
PublishGamepadButtonIfChanged(i, Gamepad::Button::Start);
PublishGamepadButtonIfChanged(i, Gamepad::Button::Back);
PublishGamepadButtonIfChanged(i, Gamepad::Button::LeftThumb);
PublishGamepadButtonIfChanged(i, Gamepad::Button::RightThumb);
PublishGamepadButtonIfChanged(i, Gamepad::Button::LeftShoulder);
PublishGamepadButtonIfChanged(i, Gamepad::Button::RightShoulder);
PublishGamepadButtonIfChanged(i, Gamepad::Button::A);
PublishGamepadButtonIfChanged(i, Gamepad::Button::B);
PublishGamepadButtonIfChanged(i, Gamepad::Button::X);
PublishGamepadButtonIfChanged(i, Gamepad::Button::Y);
}
}*/
m_LastKeyState = m_CurrentKeyState;
m_LastMouseState = m_CurrentMouseState;
m_LastMouseX = m_CurrentMouseX;
m_LastMouseY = m_CurrentMouseY;
m_LastGamepadAxisState = m_CurrentGamepadAxisState;
m_LastGamepadButtonState = m_CurrentGamepadButtonState;
}
void InputManager::PublishGamepadAxisIfChanged(int gamepadID, Gamepad::Axis axis)
{
float currentValue = m_CurrentGamepadAxisState[gamepadID][static_cast<int>(axis)];
float lastValue = m_LastGamepadAxisState[gamepadID][static_cast<int>(axis)];
if (currentValue != lastValue) {
Events::GamepadAxis e;
e.GamepadID = gamepadID;
e.Axis = axis;
e.Value = currentValue;
m_EventBroker->Publish(e);
}
}
void InputManager::PublishGamepadButtonIfChanged(int gamepadID, Gamepad::Button button)
{
bool currentState = m_CurrentGamepadButtonState[gamepadID][static_cast<int>(button)];
float lastState = m_LastGamepadButtonState[gamepadID][static_cast<int>(button)];
if (currentState != lastState) {
if (currentState == true) {
Events::GamepadButtonDown e;
e.GamepadID = gamepadID;
e.Button = button;
m_EventBroker->Publish(e);
} else {
Events::GamepadButtonUp e;
e.GamepadID = gamepadID;
e.Button = button;
m_EventBroker->Publish(e);
}
}
}
void InputManager::GLFWCharCallback(GLFWwindow* window, unsigned int c)
{
GLFWCharCallbackQueue.push_back(c);
}
void InputManager::GLFWScrollCallback(GLFWwindow* window, double xoffset, double yoffset)
{
GLFWScrollCallbackQueue.push_back(std::make_pair(xoffset, yoffset));
}
void InputManager::GLFWDropCallback(GLFWwindow* window, int count, const char* paths[])
{
for (int i = 0; i < count; i++) {
GLFWDropCallbackQueue.push_back(std::string(paths[i]));
}
}
bool InputManager::OnLockMouse(const Events::LockMouse &event)
{
m_MouseLocked = true;
glfwSetInputMode(m_GLFWWindow, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
return true;
}
bool InputManager::OnUnlockMouse(const Events::UnlockMouse &event)
{
m_MouseLocked = false;
glfwSetInputMode(m_GLFWWindow, GLFW_CURSOR, GLFW_CURSOR_NORMAL);
return true;
}