Files
fishtanks/src/InputManager.h
T
2014-05-28 22:06:26 +02:00

70 lines
2.2 KiB
C++

#ifndef InputManager_h__
#define InputManager_h__
#include <array>
#include "EventBroker.h"
#include "Events/KeyDown.h"
#include "Events/KeyUp.h"
#include "Events/MousePress.h"
#include "Events/MouseRelease.h"
#include "Events/MouseMove.h"
#include "Events/LockMouse.h"
#include "Events/GamepadAxis.h"
#include "Events/GamepadButton.h"
#include "Events/PLaySFX.h" //Temp
#include "Events/PLayBGM.h" //Temp
class InputManager
{
public:
InputManager(GLFWwindow* window, std::shared_ptr<::EventBroker> eventBroker)
: m_GLFWWindow(window)
, 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)
, m_MouseLocked(false)
{ Initialize(); }
void Initialize();
static const short MAX_GAMEPADS = 4;
void Update(double dt);
private:
GLFWwindow* m_GLFWWindow;
std::shared_ptr<::EventBroker> EventBroker;
EventRelay<InputManager, Events::LockMouse> m_ELockMouse;
bool OnLockMouse(const Events::LockMouse &event);
EventRelay<InputManager, Events::UnlockMouse> m_EUnlockMouse;
bool OnUnlockMouse(const Events::UnlockMouse &event);
std::array<int, GLFW_KEY_LAST+1> m_CurrentKeyState;
std::array<int, GLFW_KEY_LAST+1> m_LastKeyState;
std::array<int, GLFW_MOUSE_BUTTON_LAST+1> m_CurrentMouseState;
std::array<int, GLFW_MOUSE_BUTTON_LAST+1> m_LastMouseState;
typedef std::array<float, static_cast<int>(Gamepad::Axis::LAST) + 1> GamepadAxisState;
std::array<GamepadAxisState, MAX_GAMEPADS> m_CurrentGamepadAxisState;
std::array<GamepadAxisState, MAX_GAMEPADS> m_LastGamepadAxisState;
typedef std::array<bool, static_cast<int>(Gamepad::Button::LAST) + 1> GamepadButtonState;
std::array<GamepadButtonState, MAX_GAMEPADS> m_CurrentGamepadButtonState;
std::array<GamepadButtonState, MAX_GAMEPADS> m_LastGamepadButtonState;
double m_CurrentMouseX, m_CurrentMouseY;
double m_LastMouseX, m_LastMouseY;
double m_CurrentMouseDeltaX, m_CurrentMouseDeltaY;
bool m_MouseLocked;
void PublishGamepadAxisIfChanged(int gamepadID, Gamepad::Axis axis);
void PublishGamepadButtonIfChanged(int gamepadID, Gamepad::Button button);
};
#endif // InputManager_h__