Initial structure
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/*
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This file is part of Daydream Engine.
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Copyright 2014 Adam Byléhn, Tobias Dahl, Simon Holmberg, Viktor Ljung
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Daydream Engine is free software: you can redistribute it and/or modify
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it under the terms of the GNU Lesser General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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Daydream Engine is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU Lesser General Public License for more details.
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You should have received a copy of the GNU Lesser General Public License
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along with Daydream Engine. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include "PrecompiledHeader.h"
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#include "Input/InputSystem.h"
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#include "Core/World.h"
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void dd::Systems::InputSystem::RegisterComponents(ComponentFactory* cf)
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{
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}
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void dd::Systems::InputSystem::Initialize()
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{
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// Subscribe to events
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EVENT_SUBSCRIBE_MEMBER(m_EKeyDown, &Systems::InputSystem::OnKeyDown);
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EVENT_SUBSCRIBE_MEMBER(m_EKeyUp, &Systems::InputSystem::OnKeyUp);
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EVENT_SUBSCRIBE_MEMBER(m_EMousePress, &Systems::InputSystem::OnMousePress);
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EVENT_SUBSCRIBE_MEMBER(m_EMouseRelease, &Systems::InputSystem::OnMouseRelease);
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EVENT_SUBSCRIBE_MEMBER(m_EGamepadAxis, &Systems::InputSystem::OnGamepadAxis);
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EVENT_SUBSCRIBE_MEMBER(m_EGamepadButtonDown, &Systems::InputSystem::OnGamepadButtonDown);
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EVENT_SUBSCRIBE_MEMBER(m_EGamepadButtonUp, &Systems::InputSystem::OnGamepadButtonUp);
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EVENT_SUBSCRIBE_MEMBER(m_EBindKey, &Systems::InputSystem::OnBindKey);
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EVENT_SUBSCRIBE_MEMBER(m_EBindMouseButton, &Systems::InputSystem::OnBindMouseButton);
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EVENT_SUBSCRIBE_MEMBER(m_EBindGamepadAxis, &Systems::InputSystem::OnBindGamepadAxis);
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EVENT_SUBSCRIBE_MEMBER(m_EBindGamepadButton, &Systems::InputSystem::OnBindGamepadButton);
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}
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void dd::Systems::InputSystem::Update(double dt)
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{
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// #ifdef DEBUG
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// // Wireframe
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// if (m_CurrentKeyState[GLFW_KEY_F1] && !m_LastKeyState[GLFW_KEY_F1])
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// {
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// m_Renderer->DrawWireframe(!m_Renderer->DrawWireframe());
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// }
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// // Normals
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// if (m_CurrentKeyState[GLFW_KEY_F2] && !m_LastKeyState[GLFW_KEY_F2])
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// {
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// m_Renderer->DrawNormals(!m_Renderer->DrawNormals());
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// }
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// // Bounds
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// if (m_CurrentKeyState[GLFW_KEY_F3] && !m_LastKeyState[GLFW_KEY_F3])
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// {
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// m_Renderer->DrawBounds(!m_Renderer->DrawBounds());
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// }
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// #endif
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}
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bool dd::Systems::InputSystem::OnKeyDown(const Events::KeyDown &event)
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{
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auto range = m_KeyBindings.equal_range(event.KeyCode);
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for (auto bindingIt = range.first; bindingIt != range.second; bindingIt++)
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{
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std::string command;
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float value;
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std::tie(command, value) = bindingIt->second;
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m_CommandKeyboardValues[command][event.KeyCode] = value;
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PublishCommand(1, command, GetCommandTotalValue(command));
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}
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return true;
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}
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bool dd::Systems::InputSystem::OnKeyUp(const Events::KeyUp &event)
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{
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auto range = m_KeyBindings.equal_range(event.KeyCode);
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for (auto bindingIt = range.first; bindingIt != range.second; bindingIt++)
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{
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std::string command;
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float value;
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std::tie(command, value) = bindingIt->second;
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m_CommandKeyboardValues[command][event.KeyCode] = 0;
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PublishCommand(1, command, GetCommandTotalValue(command));;
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}
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return true;
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}
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bool dd::Systems::InputSystem::OnMousePress(const Events::MousePress &event)
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{
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auto range = m_MouseButtonBindings.equal_range(event.Button);
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for (auto bindingIt = range.first; bindingIt != range.second; bindingIt++)
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{
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std::string command;
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float value;
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std::tie(command, value) = bindingIt->second;
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m_CommandMouseButtonValues[command][event.Button] = value;
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PublishCommand(1, command, GetCommandTotalValue(command));
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}
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return true;
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}
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bool dd::Systems::InputSystem::OnMouseRelease(const Events::MouseRelease &event)
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{
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auto range = m_MouseButtonBindings.equal_range(event.Button);
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for (auto bindingIt = range.first; bindingIt != range.second; bindingIt++)
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{
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std::string command;
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float value;
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std::tie(command, value) = bindingIt->second;
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m_CommandMouseButtonValues[command][event.Button] = 0;
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PublishCommand(1, command, GetCommandTotalValue(command));
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}
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return true;
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}
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bool dd::Systems::InputSystem::OnGamepadAxis(const Events::GamepadAxis &event)
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{
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auto range = m_GamepadAxisBindings.equal_range(event.Axis);
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for (auto bindingIt = range.first; bindingIt != range.second; bindingIt++)
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{
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std::string command;
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float value;
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std::tie(command, value) = bindingIt->second;
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m_CommandGamepadAxisValues[command][event.Axis] = event.Value * value;
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PublishCommand(event.GamepadID + 1, command, GetCommandTotalValue(command));
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}
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return true;
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}
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bool dd::Systems::InputSystem::OnGamepadButtonDown(const Events::GamepadButtonDown &event)
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{
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auto range = m_GamepadButtonBindings.equal_range(event.Button);
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for (auto bindingIt = range.first; bindingIt != range.second; bindingIt++)
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{
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std::string command;
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float value;
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std::tie(command, value) = bindingIt->second;
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m_CommandGamepadButtonValues[command][event.Button] = value;
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PublishCommand(event.GamepadID + 1, command, GetCommandTotalValue(command));
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}
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return true;
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}
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bool dd::Systems::InputSystem::OnGamepadButtonUp(const Events::GamepadButtonUp &event)
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{
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auto range = m_GamepadButtonBindings.equal_range(event.Button);
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for (auto bindingIt = range.first; bindingIt != range.second; bindingIt++)
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{
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std::string command;
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float value;
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std::tie(command, value) = bindingIt->second;
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m_CommandGamepadButtonValues[command][event.Button] = 0;
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PublishCommand(event.GamepadID + 1, command, GetCommandTotalValue(command));
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}
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return true;
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}
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bool dd::Systems::InputSystem::OnBindKey(const Events::BindKey &event)
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{
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if (event.Command.empty())
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return false;
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m_KeyBindings.insert(std::make_pair(event.KeyCode, std::make_tuple(event.Command, event.Value)));
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LOG_DEBUG("Input: Bound key %i to %s", event.KeyCode, event.Command.c_str());
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return true;
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}
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bool dd::Systems::InputSystem::OnBindMouseButton(const Events::BindMouseButton &event)
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{
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if (event.Command.empty())
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return false;
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m_MouseButtonBindings.insert(std::make_pair(event.Button, std::make_tuple(event.Command, event.Value)));
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LOG_DEBUG("Input: Bound mouse button %i to %s", event.Button, event.Command.c_str());
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return true;
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}
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bool dd::Systems::InputSystem::OnBindGamepadAxis(const Events::BindGamepadAxis &event)
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{
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if (event.Command.empty())
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return false;
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m_GamepadAxisBindings.insert(std::make_pair(event.Axis, std::make_tuple(event.Command, event.Value)));
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LOG_DEBUG("Input: Bound gamepad axis %i to %s", event.Axis, event.Command.c_str());
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return true;
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}
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bool dd::Systems::InputSystem::OnBindGamepadButton(const Events::BindGamepadButton &event)
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{
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if (event.Command.empty())
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return false;
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m_GamepadButtonBindings.insert(std::make_pair(event.Button, std::make_tuple(event.Command, event.Value)));
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LOG_DEBUG("Input: Bound gamepad axis %i to %s", event.Button, event.Command.c_str());
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return true;
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}
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float dd::Systems::InputSystem::GetCommandTotalValue(std::string command)
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{
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float value = 0.f;
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auto keyboardIt = m_CommandKeyboardValues.find(command);
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if (keyboardIt != m_CommandKeyboardValues.end())
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{
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for (auto &key : keyboardIt->second)
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{
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value += key.second;
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}
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}
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auto mouseButtonIt = m_CommandMouseButtonValues.find(command);
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if (mouseButtonIt != m_CommandMouseButtonValues.end())
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{
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for (auto &button : mouseButtonIt->second)
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{
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value += button.second;
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}
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}
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auto gamepadAxisIt = m_CommandGamepadAxisValues.find(command);
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if (gamepadAxisIt != m_CommandGamepadAxisValues.end())
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{
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for (auto &axis : gamepadAxisIt->second)
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{
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value += axis.second;
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}
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}
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auto gamepadButtonIt = m_CommandGamepadButtonValues.find(command);
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if (gamepadButtonIt != m_CommandGamepadButtonValues.end())
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{
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for (auto &button : gamepadButtonIt->second)
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{
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value += button.second;
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}
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}
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return std::max(-1.f, std::min(value, 1.f));
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}
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void dd::Systems::InputSystem::PublishCommand(int playerID, std::string command, float value)
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{
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Events::InputCommand e;
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e.PlayerID = playerID;
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e.Command = command;
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e.Value = value;
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EventBroker->Publish(e);
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LOG_DEBUG("Input: Published command %s=%f for player %i", e.Command.c_str(), e.Value, playerID);
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}
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