216 lines
8.6 KiB
C++
216 lines
8.6 KiB
C++
#include "PrecompiledHeader.h"
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#include "InputManager.h"
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void InputManager::Initialize()
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{
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m_LastGamepadAxisState = std::array<GamepadAxisState, XUSER_MAX_COUNT>();
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m_LastGamepadButtonState = std::array<GamepadButtonState, XUSER_MAX_COUNT>();
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EVENT_SUBSCRIBE_MEMBER(m_ELockMouse, &InputManager::OnLockMouse);
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EVENT_SUBSCRIBE_MEMBER(m_EUnlockMouse, &InputManager::OnUnlockMouse);
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}
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void InputManager::Update(double dt)
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{
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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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EventBroker->Publish(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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EventBroker->Publish(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_CurrentMouseState[i])
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{
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Events::MousePress e;
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e.Button = i;
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EventBroker->Publish(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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EventBroker->Publish(e);
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}
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}
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}
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// Mouse movement
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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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EventBroker->Publish(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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// Xbox360 controller
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DWORD dwResult;
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for (int i = 0; i < XUSER_MAX_COUNT; i++)
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{
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XINPUT_STATE state = { 0 };
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// Simply get the state of the controller from XInput.
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dwResult = XInputGetState(i, &state);
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if (dwResult == 0)
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{
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if(std::abs(state.Gamepad.sThumbLX) <= XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE)
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state.Gamepad.sThumbLX = 0;
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if(std::abs(state.Gamepad.sThumbLY) <= XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE)
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state.Gamepad.sThumbLY = 0;
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if(std::abs(state.Gamepad.sThumbRX) <= XINPUT_GAMEPAD_RIGHT_THUMB_DEADZONE)
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state.Gamepad.sThumbRX = 0;
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if(std::abs(state.Gamepad.sThumbRY) <= XINPUT_GAMEPAD_RIGHT_THUMB_DEADZONE)
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state.Gamepad.sThumbRY = 0;
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if(std::abs(state.Gamepad.bLeftTrigger) <= XINPUT_GAMEPAD_TRIGGER_THRESHOLD)
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state.Gamepad.bLeftTrigger = 0;
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if(std::abs(state.Gamepad.bRightTrigger) <= XINPUT_GAMEPAD_TRIGGER_THRESHOLD)
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state.Gamepad.bRightTrigger = 0;
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m_CurrentGamepadAxisState[i][static_cast<int>(Gamepad::Axis::LeftX)] = state.Gamepad.sThumbLX / 32767.f;
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m_CurrentGamepadAxisState[i][static_cast<int>(Gamepad::Axis::LeftY)] = state.Gamepad.sThumbLY / 32767.f;
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m_CurrentGamepadAxisState[i][static_cast<int>(Gamepad::Axis::RightX)] = state.Gamepad.sThumbRX / 32767.f;
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m_CurrentGamepadAxisState[i][static_cast<int>(Gamepad::Axis::RightY)] = state.Gamepad.sThumbRY / 32767.f;
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m_CurrentGamepadAxisState[i][static_cast<int>(Gamepad::Axis::LeftTrigger)] = state.Gamepad.bLeftTrigger / 255.f;
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m_CurrentGamepadAxisState[i][static_cast<int>(Gamepad::Axis::RightTrigger)] = state.Gamepad.bRightTrigger / 255.f;
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PublishGamepadAxisIfChanged(i, Gamepad::Axis::LeftX);
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PublishGamepadAxisIfChanged(i, Gamepad::Axis::LeftY);
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PublishGamepadAxisIfChanged(i, Gamepad::Axis::RightX);
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PublishGamepadAxisIfChanged(i, Gamepad::Axis::RightY);
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PublishGamepadAxisIfChanged(i, Gamepad::Axis::LeftTrigger);
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PublishGamepadAxisIfChanged(i, Gamepad::Axis::RightTrigger);
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m_CurrentGamepadButtonState[i][static_cast<int>(Gamepad::Button::Up)] = static_cast<bool>(state.Gamepad.wButtons & XINPUT_GAMEPAD_DPAD_UP);
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m_CurrentGamepadButtonState[i][static_cast<int>(Gamepad::Button::Down)] = static_cast<bool>(state.Gamepad.wButtons & XINPUT_GAMEPAD_DPAD_DOWN);
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m_CurrentGamepadButtonState[i][static_cast<int>(Gamepad::Button::Left)] = static_cast<bool>(state.Gamepad.wButtons & XINPUT_GAMEPAD_DPAD_LEFT);
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m_CurrentGamepadButtonState[i][static_cast<int>(Gamepad::Button::Right)] = static_cast<bool>(state.Gamepad.wButtons & XINPUT_GAMEPAD_DPAD_RIGHT);
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m_CurrentGamepadButtonState[i][static_cast<int>(Gamepad::Button::Start)] = static_cast<bool>(state.Gamepad.wButtons & XINPUT_GAMEPAD_START);
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m_CurrentGamepadButtonState[i][static_cast<int>(Gamepad::Button::Back)] = static_cast<bool>(state.Gamepad.wButtons & XINPUT_GAMEPAD_BACK);
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m_CurrentGamepadButtonState[i][static_cast<int>(Gamepad::Button::LeftThumb)] = static_cast<bool>(state.Gamepad.wButtons & XINPUT_GAMEPAD_LEFT_THUMB);
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m_CurrentGamepadButtonState[i][static_cast<int>(Gamepad::Button::RightThumb)] = static_cast<bool>(state.Gamepad.wButtons & XINPUT_GAMEPAD_RIGHT_THUMB);
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m_CurrentGamepadButtonState[i][static_cast<int>(Gamepad::Button::LeftShoulder)] = static_cast<bool>(state.Gamepad.wButtons & XINPUT_GAMEPAD_LEFT_SHOULDER);
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m_CurrentGamepadButtonState[i][static_cast<int>(Gamepad::Button::RightShoulder)] = static_cast<bool>(state.Gamepad.wButtons & XINPUT_GAMEPAD_RIGHT_SHOULDER);
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m_CurrentGamepadButtonState[i][static_cast<int>(Gamepad::Button::A)] = static_cast<bool>(state.Gamepad.wButtons & XINPUT_GAMEPAD_A);
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m_CurrentGamepadButtonState[i][static_cast<int>(Gamepad::Button::B)] = static_cast<bool>(state.Gamepad.wButtons & XINPUT_GAMEPAD_B);
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m_CurrentGamepadButtonState[i][static_cast<int>(Gamepad::Button::X)] = static_cast<bool>(state.Gamepad.wButtons & XINPUT_GAMEPAD_X);
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m_CurrentGamepadButtonState[i][static_cast<int>(Gamepad::Button::Y)] = static_cast<bool>(state.Gamepad.wButtons & XINPUT_GAMEPAD_Y);
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PublishGamepadButtonIfChanged(i, Gamepad::Button::Up);
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PublishGamepadButtonIfChanged(i, Gamepad::Button::Down);
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PublishGamepadButtonIfChanged(i, Gamepad::Button::Left);
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PublishGamepadButtonIfChanged(i, Gamepad::Button::Right);
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PublishGamepadButtonIfChanged(i, Gamepad::Button::Start);
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PublishGamepadButtonIfChanged(i, Gamepad::Button::Back);
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PublishGamepadButtonIfChanged(i, Gamepad::Button::LeftThumb);
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PublishGamepadButtonIfChanged(i, Gamepad::Button::RightThumb);
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PublishGamepadButtonIfChanged(i, Gamepad::Button::LeftShoulder);
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PublishGamepadButtonIfChanged(i, Gamepad::Button::RightShoulder);
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PublishGamepadButtonIfChanged(i, Gamepad::Button::A);
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PublishGamepadButtonIfChanged(i, Gamepad::Button::B);
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PublishGamepadButtonIfChanged(i, Gamepad::Button::X);
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PublishGamepadButtonIfChanged(i, Gamepad::Button::Y);
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}
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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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m_LastGamepadAxisState = m_CurrentGamepadAxisState;
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m_LastGamepadButtonState = m_CurrentGamepadButtonState;
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}
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void InputManager::PublishGamepadAxisIfChanged(int gamepadID, Gamepad::Axis axis)
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{
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float currentValue = m_CurrentGamepadAxisState[gamepadID][static_cast<int>(axis)];
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float lastValue = m_LastGamepadAxisState[gamepadID][static_cast<int>(axis)];
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if (currentValue != lastValue)
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{
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Events::GamepadAxis e;
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e.GamepadID = gamepadID;
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e.Axis = axis;
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e.Value = currentValue;
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EventBroker->Publish(e);
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}
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}
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void InputManager::PublishGamepadButtonIfChanged(int gamepadID, Gamepad::Button button)
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{
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bool currentState = m_CurrentGamepadButtonState[gamepadID][static_cast<int>(button)];
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float lastState = m_LastGamepadButtonState[gamepadID][static_cast<int>(button)];
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if (currentState != lastState)
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{
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if (currentState == true)
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{
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Events::GamepadButtonDown e;
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e.GamepadID = gamepadID;
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e.Button = button;
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EventBroker->Publish(e);
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}
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else
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{
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Events::GamepadButtonUp e;
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e.GamepadID = gamepadID;
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e.Button = button;
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EventBroker->Publish(e);
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}
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}
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}
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bool InputManager::OnLockMouse(const Events::LockMouse &event)
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{
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m_MouseLocked = true;
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glfwSetInputMode(m_GLFWWindow, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
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return true;
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}
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bool InputManager::OnUnlockMouse(const Events::UnlockMouse &event)
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{
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m_MouseLocked = false;
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glfwSetInputMode(m_GLFWWindow, GLFW_CURSOR, GLFW_CURSOR_NORMAL);
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return true;
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} |