Basic input binding and command publishing system

This commit is contained in:
2014-05-05 09:17:58 +02:00
parent 5e7537b903
commit 0e068be77b
10 changed files with 233 additions and 11 deletions
+17
View File
@@ -0,0 +1,17 @@
#ifndef Events_BindKey_h__
#define Events_BindKey_h__
#include "EventBroker.h"
namespace Events
{
struct BindKey : Event
{
int KeyCode;
std::string Command;
};
}
#endif // Events_BindKey_h__
+17
View File
@@ -0,0 +1,17 @@
#ifndef Events_BindMouseButton_h__
#define Events_BindMouseButton_h__
#include "EventBroker.h"
namespace Events
{
struct BindMouseButton : Event
{
int Button;
std::string Command;
};
}
#endif // Events_BindMouseButton_h__
+17
View File
@@ -0,0 +1,17 @@
#ifndef Events_InputCommand_h__
#define Events_InputCommand_h__
#include "EventBroker.h"
namespace Events
{
struct InputCommand : Event
{
unsigned int PlayerID;
std::string Command;
};
}
#endif // Events_InputCommand_h__
+18
View File
@@ -0,0 +1,18 @@
#ifndef Events_InputCommandValue_h__
#define Events_InputCommandValue_h__
#include "EventBroker.h"
#include "Events/InputCommand.h"
namespace Events
{
template <typename T>
struct InputCommandValue : public InputCommand
{
T Value;
};
}
#endif // Events_InputCommandValue_h__
+1 -7
View File
@@ -1,12 +1,6 @@
#include "PrecompiledHeader.h"
#include "InputManager.h"
InputManager::InputManager(GLFWwindow* window, std::shared_ptr<EventBroker> eventBroker) : m_GLFWWindow(window)
, m_EventBroker(eventBroker)
{
}
void InputManager::Update(double dt)
{
m_LastKeyState = m_CurrentKeyState;
@@ -43,7 +37,7 @@ void InputManager::Update(double dt)
if (m_CurrentMouseState[i] != m_LastMouseState[i])
{
// Publish mouse button events
if (m_CurrentKeyState[i])
if (m_CurrentMouseState[i])
{
Events::MousePress e;
e.Button = i;
+10 -1
View File
@@ -13,7 +13,16 @@
class InputManager
{
public:
InputManager(GLFWwindow* window, std::shared_ptr<EventBroker> eventBroker);
InputManager(GLFWwindow* window, std::shared_ptr<EventBroker> eventBroker)
: m_GLFWWindow(window)
, m_EventBroker(eventBroker)
, m_CurrentKeyState()
, m_LastKeyState()
, m_CurrentMouseState()
, m_LastMouseState()
, m_CurrentMouseX(0), m_CurrentMouseY(0)
, m_LastMouseX(0), m_LastMouseY(0)
, m_CurrentMouseDeltaX(0), m_CurrentMouseDeltaY(0) { }
void Update(double dt);
+109 -1
View File
@@ -12,6 +12,30 @@ void Systems::InputSystem::Initialize()
// Subscribe to events
m_EKeyDown = decltype(m_EKeyDown)(std::bind(&Systems::InputSystem::OnKeyDown, this, std::placeholders::_1));
EventBroker->Subscribe(m_EKeyDown);
m_EKeyUp = decltype(m_EKeyUp)(std::bind(&Systems::InputSystem::OnKeyUp, this, std::placeholders::_1));
EventBroker->Subscribe(m_EKeyUp);
m_EMousePress = decltype(m_EMousePress)(std::bind(&Systems::InputSystem::OnMousePress, this, std::placeholders::_1));
EventBroker->Subscribe(m_EMousePress);
m_EMouseRelease = decltype(m_EMouseRelease)(std::bind(&Systems::InputSystem::OnMouseRelease, this, std::placeholders::_1));
EventBroker->Subscribe(m_EMouseRelease);
m_EBindKey = decltype(m_EBindKey)(std::bind(&Systems::InputSystem::OnBindKey, this, std::placeholders::_1));
EventBroker->Subscribe(m_EBindKey);
m_EBindMouseButton = decltype(m_EBindMouseButton)(std::bind(&Systems::InputSystem::OnBindMouseButton, this, std::placeholders::_1));
EventBroker->Subscribe(m_EBindMouseButton);
{
Events::BindKey e;
e.KeyCode = GLFW_KEY_W;
e.Command = "+forward";
EventBroker->Publish(e);
}
{
Events::BindMouseButton e;
e.Button = GLFW_MOUSE_BUTTON_1;
e.Command = "+attack";
EventBroker->Publish(e);
}
}
void Systems::InputSystem::Update(double dt)
@@ -37,5 +61,89 @@ void Systems::InputSystem::Update(double dt)
bool Systems::InputSystem::OnKeyDown(const Events::KeyDown &event)
{
auto bindingIt = m_KeyBindings.find(event.KeyCode);
if (bindingIt != m_KeyBindings.end())
{
PublishCommand(0, bindingIt->second, false);
}
return true;
}
}
bool Systems::InputSystem::OnKeyUp(const Events::KeyUp &event)
{
auto bindingIt = m_KeyBindings.find(event.KeyCode);
if (bindingIt != m_KeyBindings.end())
{
PublishCommand(0, bindingIt->second, true);
}
return true;
}
bool Systems::InputSystem::OnMousePress(const Events::MousePress &event)
{
auto bindingIt = m_MouseButtonBindings.find(event.Button);
if (bindingIt != m_MouseButtonBindings.end())
{
PublishCommand(0, bindingIt->second, false);
}
return true;
}
bool Systems::InputSystem::OnMouseRelease(const Events::MouseRelease &event)
{
auto bindingIt = m_MouseButtonBindings.find(event.Button);
if (bindingIt != m_MouseButtonBindings.end())
{
PublishCommand(0, bindingIt->second, true);
}
return true;
}
bool Systems::InputSystem::OnBindKey(const Events::BindKey &event)
{
if (event.Command.empty())
{
m_KeyBindings.erase(event.KeyCode);
}
else
{
m_KeyBindings[event.KeyCode] = event.Command;
LOG_DEBUG("Input: Bound key %c to %s", (char)event.KeyCode, event.Command.c_str());
}
return true;
}
bool Systems::InputSystem::OnBindMouseButton(const Events::BindMouseButton &event)
{
if (event.Command.empty())
{
m_MouseButtonBindings.erase(event.Button);
}
else
{
m_MouseButtonBindings[event.Button] = event.Command;
LOG_DEBUG("Input: Bound mouse button %i to %s", event.Button, event.Command.c_str());
}
return true;
}
void Systems::InputSystem::PublishCommand(int playerID, std::string command, bool release /*= false*/)
{
if (release && command.at(0) == '+')
{
command[0] = '-';
}
Events::InputCommand e;
e.PlayerID = playerID;
e.Command = command;
EventBroker->Publish(e);
LOG_DEBUG("Input: Published command %s for player %i", e.Command.c_str(), playerID);
}
+25 -1
View File
@@ -2,12 +2,19 @@
#define InputSystem_h__
#include <array>
#include <unordered_map>
#include "System.h"
#include "Renderer.h"
#include "Components/Input.h"
#include "Events/KeyUp.h"
#include "Events/KeyDown.h"
#include "Events/MousePress.h"
#include "Events/MouseRelease.h"
#include "Events/BindKey.h"
#include "Events/BindMouseButton.h"
#include "Events/InputCommand.h"
#include "Events/InputCommandValue.h"
namespace Systems
{
@@ -27,9 +34,26 @@ public:
private:
std::shared_ptr<Renderer> m_Renderer;
// Events
// Input binding tables
std::unordered_map<int, std::string> m_KeyBindings; // GLFW_KEY... -> command string
std::unordered_map<int, std::string> m_MouseButtonBindings; // GLFW_MOUSE_BUTTON... -> command string
// Input events
EventRelay<Events::KeyDown> m_EKeyDown;
bool OnKeyDown(const Events::KeyDown &event);
EventRelay<Events::KeyUp> m_EKeyUp;
bool OnKeyUp(const Events::KeyUp &event);
EventRelay<Events::MousePress> m_EMousePress;
bool OnMousePress(const Events::MousePress &event);
EventRelay<Events::MouseRelease> m_EMouseRelease;
bool OnMouseRelease(const Events::MouseRelease &event);
// Input binding events
EventRelay<Events::BindKey> m_EBindKey;
bool OnBindKey(const Events::BindKey &event);
EventRelay<Events::BindMouseButton> m_EBindMouseButton;
bool OnBindMouseButton(const Events::BindMouseButton &event);
void PublishCommand(int playerID, std::string command, bool release = false);
};
}
+4
View File
@@ -139,6 +139,10 @@
<ClInclude Include="..\..\src\CubemapTexture.h" />
<ClInclude Include="..\..\src\Engine.h" />
<ClInclude Include="..\..\src\Entity.h" />
<ClInclude Include="..\..\src\Events\BindKey.h" />
<ClInclude Include="..\..\src\Events\BindMouseButton.h" />
<ClInclude Include="..\..\src\Events\InputCommand.h" />
<ClInclude Include="..\..\src\Events\InputCommandValue.h" />
<ClInclude Include="..\..\src\Events\KeyDown.h" />
<ClInclude Include="..\..\src\Events\KeyUp.h" />
<ClInclude Include="..\..\src\Events\MouseMove.h" />
+15 -1
View File
@@ -51,7 +51,9 @@
<ClCompile Include="..\..\src\ResourceManager.cpp" />
<ClCompile Include="..\..\src\Sound.cpp" />
<ClCompile Include="..\..\src\EventBroker.cpp" />
<ClCompile Include="..\..\src\InputManager.cpp" />
<ClCompile Include="..\..\src\InputManager.cpp">
<Filter>Input</Filter>
</ClCompile>
</ItemGroup>
<ItemGroup>
<Filter Include="Util">
@@ -253,6 +255,18 @@
<ClInclude Include="..\..\src\Events\MouseMove.h">
<Filter>Input\Events</Filter>
</ClInclude>
<ClInclude Include="..\..\src\Events\BindKey.h">
<Filter>Input\Events</Filter>
</ClInclude>
<ClInclude Include="..\..\src\Events\BindMouseButton.h">
<Filter>Input\Events</Filter>
</ClInclude>
<ClInclude Include="..\..\src\Events\InputCommandValue.h">
<Filter>Input\Events</Filter>
</ClInclude>
<ClInclude Include="..\..\src\Events\InputCommand.h">
<Filter>Input\Events</Filter>
</ClInclude>
</ItemGroup>
<ItemGroup>
<None Include="..\..\src\Shaders\AABB.frag.glsl">