Input events moved from InputSystem to new InputManager
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@@ -0,0 +1,92 @@
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#include "PrecompiledHeader.h"
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#include "InputManager.h"
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InputManager::InputManager(GLFWwindow* window, std::shared_ptr<EventBroker> eventBroker) : m_GLFWWindow(window)
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, m_EventBroker(eventBroker)
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{
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}
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void InputManager::Update(double dt)
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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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// Keyboard input
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for (int i = 0; i <= GLFW_KEY_LAST; ++i)
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{
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m_CurrentKeyState[i] = glfwGetKey(m_GLFWWindow, i);
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if (m_CurrentKeyState[i] != m_LastKeyState[i])
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{
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// Publish key events
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if (m_CurrentKeyState[i])
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{
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Events::KeyDown e;
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e.KeyCode = i;
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m_EventBroker->Publish<Events::KeyDown>(e);
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}
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else
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{
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Events::KeyUp e;
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e.KeyCode = i;
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m_EventBroker->Publish<Events::KeyUp>(e);
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}
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}
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}
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// Mouse buttons
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for (int i = 0; i <= GLFW_MOUSE_BUTTON_LAST; ++i)
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{
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m_CurrentMouseState[i] = glfwGetMouseButton(m_GLFWWindow, i);
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if (m_CurrentMouseState[i] != m_LastMouseState[i])
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{
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// Publish mouse button events
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if (m_CurrentKeyState[i])
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{
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Events::MousePress e;
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e.Button = i;
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m_EventBroker->Publish<Events::MousePress>(e);
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}
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else
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{
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Events::MouseRelease e;
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e.Button = i;
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m_EventBroker->Publish<Events::MouseRelease>(e);
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}
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}
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}
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// Cursor position
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glfwGetCursorPos(m_GLFWWindow, &m_CurrentMouseX, &m_CurrentMouseY);
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m_CurrentMouseDeltaX = m_CurrentMouseX - m_LastMouseX;
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m_CurrentMouseDeltaY = m_CurrentMouseY - m_LastMouseY;
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if (m_CurrentMouseDeltaX != 0 || m_CurrentMouseDeltaY != 0)
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{
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// Publish mouse move events
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Events::MouseMove e;
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e.X = m_CurrentMouseX;
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e.Y = m_CurrentMouseY;
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e.DeltaX = m_CurrentMouseDeltaX;
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e.DeltaY = m_CurrentMouseDeltaY;
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m_EventBroker->Publish<Events::MouseMove>(e);
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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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// m_LastMouseX = m_Renderer->Width() / 2.f; // xpos;
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// m_LastMouseY = m_Renderer->Height() / 2.f; // ypos;
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// glfwSetCursorPos(m_GLFWWindow, m_LastMouseX, m_LastMouseY);
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// }
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// // Hide/show cursor with LMB
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// if (m_CurrentMouseState[GLFW_MOUSE_BUTTON_LEFT] && !m_LastMouseState[GLFW_MOUSE_BUTTON_LEFT])
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// {
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// glfwSetInputMode(m_GLFWWindow, GLFW_CURSOR, GLFW_CURSOR_HIDDEN);
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// }
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// if (!m_CurrentMouseState[GLFW_MOUSE_BUTTON_LEFT] && m_LastMouseState[GLFW_MOUSE_BUTTON_LEFT])
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// {
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// glfwSetInputMode(m_GLFWWindow, GLFW_CURSOR, GLFW_CURSOR_NORMAL);
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// }
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}
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