Merge branch 'master' into gui

Conflicts:
	src/GUI/Frame.h
	src/InputManager.cpp
This commit is contained in:
2014-05-15 21:16:43 +02:00
84 changed files with 3645 additions and 1121 deletions
+110 -6
View File
@@ -1,6 +1,12 @@
#include "PrecompiledHeader.h"
#include "InputManager.h"
void InputManager::Initialize()
{
m_LastGamepadAxisState = std::array<GamepadAxisState, XUSER_MAX_COUNT>();
m_LastGamepadButtonState = std::array<GamepadButtonState, XUSER_MAX_COUNT>();
}
void InputManager::Update(double dt)
{
m_LastKeyState = m_CurrentKeyState;
@@ -19,13 +25,13 @@ void InputManager::Update(double dt)
{
Events::KeyDown e;
e.KeyCode = i;
m_EventBroker->Publish<Events::KeyDown>(e);
m_EventBroker->Publish(e);
}
else
{
Events::KeyUp e;
e.KeyCode = i;
m_EventBroker->Publish<Events::KeyUp>(e);
m_EventBroker->Publish(e);
}
}
}
@@ -45,7 +51,7 @@ void InputManager::Update(double dt)
e.Button = i;
e.X = x;
e.Y = y;
m_EventBroker->Publish<Events::MousePress>(e);
m_EventBroker->Publish(e);
}
else
{
@@ -53,12 +59,12 @@ void InputManager::Update(double dt)
e.Button = i;
e.X = x;
e.Y = y;
m_EventBroker->Publish<Events::MouseRelease>(e);
m_EventBroker->Publish(e);
}
}
}
// Cursor position
// Mouse movement
glfwGetCursorPos(m_GLFWWindow, &m_CurrentMouseX, &m_CurrentMouseY);
m_CurrentMouseDeltaX = m_CurrentMouseX - m_LastMouseX;
m_CurrentMouseDeltaY = m_CurrentMouseY - m_LastMouseY;
@@ -70,7 +76,7 @@ void InputManager::Update(double dt)
e.Y = m_CurrentMouseY;
e.DeltaX = m_CurrentMouseDeltaX;
e.DeltaY = m_CurrentMouseDeltaY;
m_EventBroker->Publish<Events::MouseMove>(e);
m_EventBroker->Publish(e);
}
// // Lock mouse while holding LMB
@@ -89,4 +95,102 @@ void InputManager::Update(double dt)
// {
// glfwSetInputMode(m_GLFWWindow, GLFW_CURSOR, GLFW_CURSOR_NORMAL);
// }
// Xbox360 controller
using namespace Windows;
DWORD dwResult;
for (int i = 0; i < XUSER_MAX_COUNT; i++)
{
XINPUT_STATE state = { 0 };
// Simply get the state of the controller from XInput.
dwResult = XInputGetState(i, &state);
if (dwResult == 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);
}
}
}