added have virtual input code

This commit is contained in:
Noel Berry 2020-08-26 00:43:29 -07:00
parent 2653baed64
commit 1a8a0e0c03
3 changed files with 525 additions and 3 deletions

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@ -1,4 +1,167 @@
#pragma once #pragma once
#include <blah/input/virtual_axis.h> #include <blah/input/virtual_axis.h>
#include <blah/time.h>
#include <blah/log.h>
using namespace Blah; using namespace Blah;
VirtualAxis& VirtualAxis::add_keys(Key negative, Key positive)
{
if (m_axes_len >= BLAH_MAX_VIRTUAL_NODES)
BLAH_ERROR("VirtualAxis Keys out of bounds!");
else
{
m_keys[m_keys_len].init(negative, positive);
m_keys_len++;
}
return *this;
}
VirtualAxis& VirtualAxis::add_buttons(int gamepad_id, Button negative, Button positive)
{
if (m_axes_len >= BLAH_MAX_VIRTUAL_NODES)
BLAH_ERROR("VirtualAxis Buttons out of bounds!");
else
{
m_buttons[m_buttons_len].init(gamepad_id, negative, positive);
m_buttons_len++;
}
return *this;
}
VirtualAxis& VirtualAxis::add_axis(int gamepad_id, Axis axis, float deadzone)
{
if (m_axes_len >= BLAH_MAX_VIRTUAL_NODES)
BLAH_ERROR("VirtualAxis Axes out of bounds!");
else
{
m_axes[m_axes_len].init(gamepad_id, axis, deadzone);
m_axes_len++;
}
return *this;
}
VirtualAxis& VirtualAxis::repeat(float m_repeat_delay, float m_repeat_interval)
{
this->m_repeat_delay = m_repeat_delay;
this->m_repeat_interval = m_repeat_interval;
return *this;
}
VirtualAxis& VirtualAxis::press_buffer(float duration)
{
this->m_press_buffer = duration;
return *this;
}
VirtualAxis& VirtualAxis::release_buffer(float duration)
{
this->m_release_buffer = duration;
return *this;
}
void VirtualAxis::update()
{
m_last_value = m_value;
m_value = 0;
for (int i = 0; i < m_keys_len; i++)
{
m_keys[i].update();
if (m_value == 0)
m_value = (float)m_keys[i].value;
}
for (int i = 0; i < m_buttons_len; i++)
{
m_buttons[i].update();
if (m_value == 0)
m_value = (float)m_buttons[i].value;
}
for (int i = 0; i < m_axes_len; i++)
{
m_axes[i].update();
if (m_value == 0)
m_value = m_axes[i].value;
}
//Valuei
m_last_value_i = m_value_i;
if (m_value > 0)
m_value_i = 1;
else if (m_value < 0)
m_value_i = -1;
else
m_value_i = 0;
//pressed?
m_pressed = false;
if (m_value_i != 0 && m_last_value_i != m_value_i)
{
m_pressed = true;
m_last_press_time = m_repeat_press_time = Time::elapsed;
}
else if (m_value_i == m_last_value_i && m_value_i != 0)
{
if (Time::elapsed - m_last_press_time <= m_press_buffer)
m_pressed = true;
else if (m_repeat_interval > 0 && Time::elapsed >= m_repeat_press_time + m_repeat_delay)
{
int prev = (int)((Time::previous_elapsed - m_repeat_press_time - m_repeat_delay) / m_repeat_interval);
int cur = (int)((Time::elapsed - m_repeat_press_time - m_repeat_delay) / m_repeat_interval);
m_pressed = prev < cur;
}
}
//released?
if (m_last_value_i != 0 && m_value_i != m_last_value_i)
{
m_released = true;
m_last_release_time = Time::elapsed;
}
else if (Time::elapsed - m_last_release_time <= m_release_buffer)
m_released = true;
else
m_released = false;
}
void VirtualAxis::KeysNode::init(Key negative, Key positive)
{
this->negative = negative;
this->positive = positive;
}
void VirtualAxis::KeysNode::update()
{
value = Input::axis_check(value, negative, positive);
}
void VirtualAxis::ButtonsNode::init(int gamepad_id, Button negative, Button positive)
{
this->gamepad_id = gamepad_id;
this->negative = negative;
this->positive = positive;
}
void VirtualAxis::ButtonsNode::update()
{
value = Input::axis_check(value, gamepad_id, negative, positive);
}
void VirtualAxis::AxisNode::init(int gamepad_id, Axis axis, float deadzone)
{
this->gamepad_id = gamepad_id;
this->axis = axis;
this->deadzone = deadzone;
}
void VirtualAxis::AxisNode::update()
{
value = Input::axis_check(gamepad_id, axis);
if (value < deadzone && value > -deadzone)
value = 0;
}

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@ -1,4 +1,175 @@
#pragma once #pragma once
#include <blah/input/virtual_button.h> #include <blah/input/virtual_button.h>
#include <blah/time.h>
#include <blah/log.h>
using namespace Blah; using namespace Blah;
VirtualButton& VirtualButton::add_key(Key key)
{
if (m_keys_len >= BLAH_MAX_VIRTUAL_NODES)
BLAH_ERROR("VirtualButton Keys out of bounds!");
else
{
m_keys[m_keys_len].init(key);
m_keys_len++;
}
return *this;
}
VirtualButton& VirtualButton::add_button(int gamepad_id, Button button)
{
if (m_buttons_len >= BLAH_MAX_VIRTUAL_NODES)
BLAH_ERROR("VirtualButton Buttons out of bounds!");
else
{
m_buttons[m_buttons_len].init(gamepad_id, button);
m_buttons_len++;
}
return *this;
}
VirtualButton& VirtualButton::add_axis(int gamepad_id, Axis axis, float threshold, bool greater_than)
{
if (m_axes_len >= BLAH_MAX_VIRTUAL_NODES)
BLAH_ERROR("VirtualButton Axes out of bounds!");
else
{
m_axes[m_axes_len].init(gamepad_id, axis, threshold, greater_than);
m_axes_len++;
}
return *this;
}
VirtualButton& VirtualButton::repeat(float m_repeat_delay, float m_repeat_interval)
{
this->m_repeat_delay = m_repeat_delay;
this->m_repeat_interval = m_repeat_interval;
return *this;
}
VirtualButton& VirtualButton::press_buffer(float duration)
{
this->m_press_buffer = duration;
return *this;
}
VirtualButton& VirtualButton::release_buffer(float duration)
{
this->m_release_buffer = duration;
return *this;
}
void VirtualButton::update()
{
m_down = false;
m_pressed = false;
m_released = false;
//Keys
for (int i = 0; i < m_keys_len; i++)
{
m_keys[i].update();
m_down = m_down || m_keys[i].down;
m_pressed = m_pressed || m_keys[i].pressed;
m_released = m_released || m_keys[i].released;
}
//Buttons
for (int i = 0; i < m_buttons_len; i++)
{
m_buttons[i].update();
m_down = m_down || m_buttons[i].down;
m_pressed = m_pressed || m_buttons[i].pressed;
m_released = m_released || m_buttons[i].released;
}
//Axes
for (int i = 0; i < m_axes_len; i++)
{
m_axes[i].update();
m_down = m_down || m_axes[i].down;
m_pressed = m_pressed || m_axes[i].pressed;
m_released = m_released || m_axes[i].released;
}
//pressed?
if (m_pressed)
{
m_repeat_press_time = m_last_press_time = Time::elapsed;
}
else if (Time::elapsed - m_last_press_time <= m_press_buffer)
{
m_pressed = true;
}
else if (m_down && m_repeat_interval > 0 && Time::elapsed >= m_repeat_press_time + m_repeat_delay)
{
int prev = (int)((Time::previous_elapsed - m_repeat_press_time - m_repeat_delay) / m_repeat_interval);
int cur = (int)((Time::elapsed - m_repeat_press_time - m_repeat_delay) / m_repeat_interval);
m_pressed = prev < cur;
}
//released?
if (m_released)
m_last_release_time = Time::elapsed;
else
m_released = Time::elapsed - m_last_release_time <= m_release_buffer;
}
void VirtualButton::KeyNode::init(Key key)
{
this->key = key;
}
void VirtualButton::KeyNode::update()
{
down = Input::down(key);
pressed = Input::pressed(key);
released = Input::released(key);
}
void VirtualButton::ButtonNode::init(int gamepad_id, Button button)
{
this->gamepad_id = gamepad_id;
this->button = button;
}
void VirtualButton::ButtonNode::update()
{
down = Input::down(gamepad_id, button);
pressed = Input::pressed(gamepad_id, button);
released = Input::released(gamepad_id, button);
}
void VirtualButton::AxisNode::init(int gamepad_id, Axis axis, float threshold, bool greater_than)
{
this->gamepad_id = gamepad_id;
this->axis = axis;
this->threshold = threshold;
this->greater_than = greater_than;
}
void VirtualButton::AxisNode::update()
{
float curr = Input::state()->controllers[gamepad_id].axis[(int)axis];
float prev = Input::last_state()->controllers[gamepad_id].axis[(int)axis];
if (greater_than)
{
down = curr >= threshold;
pressed = down && prev < threshold;
released = !down && prev >= threshold;
}
else
{
down = curr <= threshold;
pressed = down && prev > threshold;
released = !down && prev <= threshold;
}
}

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@ -1,4 +1,192 @@
#pragma once #pragma once
#include <blah/input/virtual_stick.h> #include <blah/input/virtual_stick.h>
#include <blah/time.h>
#include <blah/log.h>
using namespace Blah; using namespace Blah;
VirtualStick::VirtualStick()
{
this->m_i_deadzone = 0;
}
VirtualStick::VirtualStick(float iDeadzone)
{
this->m_i_deadzone = iDeadzone;
}
VirtualStick& VirtualStick::add_keys(Key left, Key right, Key up, Key down)
{
if (m_keys_len >= BLAH_MAX_VIRTUAL_NODES)
BLAH_ERROR("VirtualStick Keys out of bounds!");
else
{
m_keys[m_keys_len].init(left, right, up, down);
m_keys_len++;
}
return *this;
}
VirtualStick& VirtualStick::add_buttons(int gamepad_id, Button left, Button right, Button up, Button down)
{
if (m_buttons_len >= BLAH_MAX_VIRTUAL_NODES)
BLAH_ERROR("VirtualStick Buttons out of bounds!");
else
{
m_buttons[m_buttons_len].init(gamepad_id, left, right, up, down);
m_buttons_len++;
}
return *this;
}
VirtualStick& VirtualStick::add_axes(int gamepad_id, Axis horizontal, Axis vertical, float deadzone)
{
if (m_axes_len >= BLAH_MAX_VIRTUAL_NODES)
BLAH_ERROR("VirtualStick Axes out of bounds!");
else
{
m_axes[m_axes_len].init(gamepad_id, horizontal, vertical, deadzone);
m_axes_len++;
}
return *this;
}
VirtualStick& VirtualStick::repeat(float repeat_delay, float repeat_interval)
{
this->m_repeat_delay = repeat_delay;
this->m_repeat_interval = repeat_interval;
return *this;
}
VirtualStick& VirtualStick::press_buffer(float duration)
{
m_press_buffer = duration;
return *this;
}
VirtualStick& VirtualStick::release_buffer(float duration)
{
m_release_buffer = duration;
return *this;
}
void VirtualStick::update()
{
m_last_value = m_value;
m_value = Vec2::zero;
for (int i = 0; i < m_keys_len; i++)
{
m_keys[i].update();
if (m_value == Vec2::zero)
m_value = m_keys[i].value;
}
for (int i = 0; i < m_buttons_len; i++)
{
m_buttons[i].update();
if (m_value == Vec2::zero)
m_value = m_buttons[i].value;
}
for (int i = 0; i < m_axes_len; i++)
{
m_axes[i].update();
if (m_value == Vec2::zero)
m_value = m_axes[i].value;
}
//Valuei
m_last_value_i = m_value_i;
if (m_value.x > m_i_deadzone)
m_value_i.x = 1;
else if (m_value.x < -m_i_deadzone)
m_value_i.x = -1;
else
m_value_i.x = 0;
if (m_value.y > m_i_deadzone)
m_value_i.y = 1;
else if (m_value.y < -m_i_deadzone)
m_value_i.y = -1;
else
m_value_i.y = 0;
//pressed?
m_pressed = false;
if (m_value_i != Point::zero && m_last_value_i != m_value_i)
{
m_pressed = true;
m_last_press_time = m_repeat_press_time = Time::elapsed;
}
else if (m_value_i == m_last_value_i && m_value_i != Point::zero)
{
if (Time::elapsed - m_last_press_time <= m_press_buffer)
m_pressed = true;
else if (m_repeat_interval > 0 && Time::elapsed >= m_repeat_press_time + m_repeat_delay)
{
int prev = (int)((Time::previous_elapsed - m_repeat_press_time - m_repeat_delay) / m_repeat_interval);
int cur = (int)((Time::elapsed - m_repeat_press_time - m_repeat_delay) / m_repeat_interval);
m_pressed = prev < cur;
}
}
//released?
if (m_last_value_i != Point::zero && m_value_i != m_last_value_i)
{
m_released = true;
m_last_release_time = Time::elapsed;
}
else if (Time::elapsed - m_last_release_time <= m_release_buffer)
m_released = true;
else
m_released = false;
}
void VirtualStick::KeysNode::init(Key left, Key right, Key up, Key down)
{
this->left = left;
this->right = right;
this->up = up;
this->down = down;
}
void VirtualStick::KeysNode::update()
{
value.x = Input::axis_check(value.x, left, right);
value.y = Input::axis_check(value.y, up, down);
}
void VirtualStick::ButtonsNode::init(int gamepad_id, Button left, Button right, Button up, Button down)
{
this->gamepad_id = gamepad_id;
this->left = left;
this->right = right;
this->up = up;
this->down = down;
}
void VirtualStick::ButtonsNode::update()
{
value.x = Input::axis_check(value.x, gamepad_id, left, right);
value.y = Input::axis_check(value.y, gamepad_id, up, down);
}
void VirtualStick::AxesNode::init(int gamepad_id, Axis horizontal, Axis vertical, float deadzone)
{
this->gamepad_id = gamepad_id;
this->horizontal = horizontal;
this->vertical = vertical;
this->deadzone = deadzone;
}
void VirtualStick::AxesNode::update()
{
value.x = Input::axis_check(gamepad_id, horizontal);
value.y = Input::axis_check(gamepad_id, vertical);
if (value.length() < deadzone)
value = Vec2::zero;
}