mirror of
https://github.com/NoelFB/blah.git
synced 2024-11-25 16:18:57 +08:00
new input binding/mapping implementation
This commit is contained in:
parent
d73241e8fe
commit
3f07c03fa5
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@ -9,7 +9,7 @@ add_library(blah
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src/core/app.cpp
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src/core/filesystem.cpp
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src/core/log.cpp
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src/core/common.cpp
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src/core/time.cpp
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src/graphics/blend.cpp
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@ -21,9 +21,8 @@ add_library(blah
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src/graphics/texture.cpp
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src/input/input.cpp
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src/input/virtual_stick.cpp
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src/input/virtual_button.cpp
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src/input/virtual_axis.cpp
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src/input/binding.cpp
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src/input/binding_registry.cpp
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src/containers/str.cpp
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@ -54,7 +53,6 @@ add_library(blah
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src/streams/memorystream.cpp
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src/streams/stream.cpp
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src/internal/graphics_backend_gl.cpp
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src/internal/graphics_backend_d3d11.cpp
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src/internal/graphics_backend_dummy.cpp
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@ -28,9 +28,8 @@
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#include "blah/images/packer.h"
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#include "blah/input/input.h"
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#include "blah/input/virtual_stick.h"
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#include "blah/input/virtual_button.h"
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#include "blah/input/virtual_axis.h"
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#include "blah/input/binding.h"
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#include "blah/input/binding_registry.h"
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#include "blah/math/calc.h"
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#include "blah/math/circle.h"
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261
include/blah/input/binding.h
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261
include/blah/input/binding.h
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@ -0,0 +1,261 @@
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#pragma once
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#include <blah/input/input.h>
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#include <blah/containers/stackvector.h>
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#include <blah/math/point.h>
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#include <blah/math/vec2.h>
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namespace Blah
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{
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// Represents a Controller Trigger or a single direction of a Controller Axis.
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// Used in the Binding implementation.
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struct BoundTrigger
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{
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// Controller Index we're bound to
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int controller = 0;
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// The Axis we're bound to
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Axis axis = Axis::None;
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// Minimum value of the axis
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float threshold = 0.01f;
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// requires a positive value
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// otherwise requires a negative value
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bool positive = true;
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BoundTrigger() = default;
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BoundTrigger(Axis axis);
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BoundTrigger(int controller, Axis axis, float threshold, bool positive);
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bool is_down(float axis_value) const;
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// helper functions for frequent use cases
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static BoundTrigger left_stick_left(int controller, float threshold);
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static BoundTrigger left_stick_right(int controller, float threshold);
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static BoundTrigger left_stick_up(int controller, float threshold);
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static BoundTrigger left_stick_down(int controller, float threshold);
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static BoundTrigger right_stick_left(int controller, float threshold);
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static BoundTrigger right_stick_right(int controller, float threshold);
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static BoundTrigger right_stick_up(int controller, float threshold);
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static BoundTrigger right_stick_down(int controller, float threshold);
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static BoundTrigger left_trigger(int controller, float threshold);
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static BoundTrigger right_trigger(int controller, float threshold);
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};
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struct BoundButton
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{
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// Controller Index we're bound to
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int controller = 0;
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// Button we're bound to
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Button button = Button::None;
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BoundButton() = default;
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BoundButton(Button button);
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BoundButton(int controller, Button button);
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};
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// Single input Binding
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class Binding
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{
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public:
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// Input Buffer for press events
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float press_buffer = 0;
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// Input Buffer for release events
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float release_buffer = 0;
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// List of bound Keys
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StackVector<Key, 16> keys;
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// List of bound Buttons
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StackVector<BoundButton, 16> buttons;
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// List of bound Triggers / Axis
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StackVector<BoundTrigger, 16> triggers;
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// List of bound Mouse buttons
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StackVector<MouseButton, 16> mouse;
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// if the binding has been pressed
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bool pressed() const;
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// if the binding has been released
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bool released() const;
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// if the binding is currently held
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bool down() const;
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// returns the binding's value from 0-1
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float value() const;
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// returns the bindings signed value (0 or 1)
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int sign() const;
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// returns the timestamp of the last time the binding was pressed
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double timestamp() const;
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// updates the binding state
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void update();
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// consumes the current press, and pressed() will return false until the next press
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void consume_press();
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// consumes the current release, and released() will return false until the next release
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void consume_release();
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// adds a key to the binding
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void add(Key key);
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// adds a button to the binding
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void add(BoundButton button);
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// adds an trigger to the binding
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void add(BoundTrigger trigger);
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// adds a mouse button to the binding
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void add(MouseButton mouse);
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// adds an input to the binding
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template<typename T, typename T2, typename ... Args>
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void add(T first, T2 second, const Args&... args)
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{
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add(first);
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add(second, args...);
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}
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// assigns all the bindings to the specific controller
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void set_controller(int index);
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// removes all bindings
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void clear();
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private:
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double m_last_timestamp = 0;
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double m_last_press_time = -1;
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double m_last_release_time = -1;
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float m_value = 0.0f;
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bool m_pressed = false;
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bool m_released = false;
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bool m_down = false;
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bool m_press_consumed = false;
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bool m_release_consumed = false;
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bool get_pressed() const;
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bool get_released() const;
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bool get_down() const;
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float get_value() const;
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};
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// Represents a Bound Axis (ex. Left/Right movement, or a Trigger)
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class AxisBinding
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{
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public:
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enum class Overlap
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{
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Newer,
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Older,
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Cancel
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};
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// Negative Value Binding
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Binding negative;
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// Positive Value Binding
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Binding positive;
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// How to handle overlaps (ex. Left and Right are both held)
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Overlap overlap = Overlap::Newer;
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// Current Value from -1 to 1
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float value() const;
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// Current value, either -1, 0, or 1
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int sign() const;
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// updates the Binding
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void update();
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// consumes the press buffer
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void consume_press();
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// consumes the release buffer
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void consume_release();
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// Adds a negative & positive binding pair
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template<typename NegativeT, typename PositiveT>
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void add(NegativeT negative, PositiveT positive)
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{
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this->negative.add(negative);
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this->positive.add(positive);
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}
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// Adds a Stick binding
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void add_left_stick_x(int controller, float threshold);
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void add_left_stick_y(int controller, float threshold);
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void add_right_stick_x(int controller, float threshold);
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void add_right_stick_y(int controller, float threshold);
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// assigns all the bindings to the specific controller
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void set_controller(int index);
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// Clears all Bindings
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void clear();
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};
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class StickBinding
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{
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public:
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// An optional threshold for circular thresholds
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float round_threshold = 0.0f;
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// X Axis Binding
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AxisBinding x;
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// Y Axis Binding
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AxisBinding y;
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// Current Value, -1 to 1
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Vec2 value() const;
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// Current value, either -1, 0, or 1
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Point sign() const;
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// Updates the Binding
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void update();
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// Consumes the Press Buffer
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void consume_press();
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// Consumes the Release Buffer
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void consume_release();
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// Adds directional bindings
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template<typename LeftT, typename RightT, typename UpT, typename DownT>
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void add(LeftT left, RightT right, UpT up, DownT down)
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{
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x.negative.add(left);
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x.positive.add(right);
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y.negative.add(up);
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y.positive.add(down);
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}
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// Adds the dpad binding
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void add_dpad(int controller);
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// Adds the left stick binding
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void add_left_stick(int controller, float threshold);
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// Adds the right stick binding
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void add_right_stick(int controller, float threshold);
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// assigns all the bindings to the specific controller
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void set_controller(int index);
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// Clears all the bindings
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void clear();
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};
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}
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37
include/blah/input/binding_registry.h
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37
include/blah/input/binding_registry.h
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#pragma once
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#include <blah/input/binding.h>
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#include <blah/containers/vector.h>
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#include <memory>
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namespace Blah
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{
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using BindingRef = std::shared_ptr<Binding>;
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using AxisBindingRef = std::shared_ptr<AxisBinding>;
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using StickBindingRef = std::shared_ptr<StickBinding>;
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// Optional registry to automatically update bindings.
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// You can register different types of bindings here and until they are
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// no longer used, they will be updated without having to explicitely call
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// their update methods
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class BindingRegistry
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{
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public:
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// registers a new binding
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static BindingRef register_binding();
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// registers a new axis binding
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static AxisBindingRef register_axis();
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// registers a new stick binding
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static StickBindingRef register_stick();
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// updates all the bindings. This is called
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// automatically by the App loop.
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static void update();
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private:
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static Vector<std::weak_ptr<Binding>> bindings;
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static Vector<std::weak_ptr<AxisBinding>> axes;
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static Vector<std::weak_ptr<StickBinding>> sticks;
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};
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}
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@ -1,86 +0,0 @@
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#pragma once
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#include <blah/input/input.h>
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namespace Blah
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{
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// A virtual controller axis, which can be used to map multiple
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// inputs to an axis. Note that you must call `update` every frame!
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class VirtualAxis
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{
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private:
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struct KeysNode
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{
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Key positive = Key::Unknown;
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Key negative = Key::Unknown;
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int value = 0;
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void init(Key negative, Key positive);
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void update();
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};
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struct ButtonsNode
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{
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int gamepad_id = 0;
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Button positive = Button::None;
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Button negative = Button::None;
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int value = 0;
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void init(int gamepad_id, Button negative, Button positive);
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void update();
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};
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struct AxisNode
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{
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int gamepad_id = 0;
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Axis axis = Axis::None;
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float deadzone = 0;
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float value = 0;
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void init(int gamepad_id, Axis axis, float deadzone);
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void update();
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};
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KeysNode m_keys[Input::max_virtual_nodes];
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ButtonsNode m_buttons[Input::max_virtual_nodes];
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AxisNode m_axes[Input::max_virtual_nodes];
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int m_keys_len = 0;
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int m_buttons_len = 0;
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int m_axes_len = 0;
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float m_press_buffer = 0;
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float m_release_buffer = 0;
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float m_repeat_delay = 0;
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float m_repeat_interval = 0;
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float m_value = 0;
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int m_value_i = 0;
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float m_last_value = 0;
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int m_last_value_i = 0;
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bool m_pressed = false;
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bool m_released = false;
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double m_last_press_time = -1;
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double m_last_release_time = -1;
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double m_repeat_press_time = -1;
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public:
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VirtualAxis& add_keys(Key negative, Key positive);
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VirtualAxis& add_buttons(int gamepad_id, Button negative, Button positive);
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VirtualAxis& add_axis(int gamepad_id, Axis axis, float deadzone);
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VirtualAxis& repeat(float m_repeat_delay, float m_repeat_interval);
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VirtualAxis& press_buffer(float duration);
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VirtualAxis& release_buffer(float duration);
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void update();
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float value() const { return m_value; }
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int value_i() const { return m_value_i; }
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float last_value() const { return m_last_value; }
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int last_value_i() const { return m_last_value_i; }
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bool pressed() const { return m_pressed; }
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bool released() const { return m_released; }
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void clear_press_buffer() { m_last_press_time = -1; m_pressed = false; }
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void clear_release_buffer() { m_last_release_time = -1; m_released = false; }
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};
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}
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@ -1,83 +0,0 @@
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#pragma once
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#include <blah/input/input.h>
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namespace Blah
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{
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class VirtualButton
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{
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private:
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struct KeyNode
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{
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Key key = Key::Unknown;
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bool down = false;
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bool pressed = false;
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bool released = false;
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void init(Key key);
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void update();
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};
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struct ButtonNode
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{
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int gamepad_id = 0;
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Button button = Button::None;
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bool down = false;
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bool pressed = false;
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bool released = false;
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void init(int gamepad_id, Button button);
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void update();
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};
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struct AxisNode
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{
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int gamepad_id = 0;
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Axis axis = Axis::None;
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float threshold = 0;
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bool greater_than = false;
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bool down = false;
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bool pressed = false;
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bool released = false;
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void init(int gamepad_id, Axis axis, float threshold, bool greater_than);
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void update();
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};
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KeyNode m_keys[Input::max_virtual_nodes];
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ButtonNode m_buttons[Input::max_virtual_nodes];
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AxisNode m_axes[Input::max_virtual_nodes];
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int m_keys_len = 0;
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int m_buttons_len = 0;
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int m_axes_len = 0;
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float m_press_buffer = 0;
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float m_release_buffer = 0;
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float m_repeat_delay = 0;
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float m_repeat_interval = 0;
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bool m_down = false;
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bool m_pressed = false;
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bool m_released = false;
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double m_last_press_time = -1;
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double m_last_release_time = -1;
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double m_repeat_press_time = -1;
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public:
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VirtualButton& add_key(Key key);
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VirtualButton& add_button(int gamepad_id, Button button);
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VirtualButton& add_axis(int gamepad_id, Axis axis, float threshold, bool greater_than);
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VirtualButton& repeat(float m_repeat_delay, float m_repeat_interval);
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VirtualButton& press_buffer(float duration);
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VirtualButton& release_buffer(float duration);
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void update();
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bool down() const { return m_down; }
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bool pressed() const { return m_pressed; }
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bool released() const { return m_released; }
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void clear_press_buffer() { m_last_press_time = -1; m_pressed = false; }
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void clear_release_buffer() { m_last_release_time = -1; m_released = false; }
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};
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}
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@ -1,97 +0,0 @@
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#pragma once
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#include <blah/input/input.h>
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#include <blah/math/vec2.h>
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#include <blah/math/point.h>
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namespace Blah
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{
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// A virtual controller stick, which can be used to map multiple
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// inputs to a stick. Note that you must call `update` every frame!
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class VirtualStick
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{
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private:
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struct KeysNode
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{
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Key left;
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Key right;
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Key up;
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Key down;
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Point value;
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void init(Key left, Key right, Key up, Key down);
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void update();
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};
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struct ButtonsNode
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{
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int gamepad_id;
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Button left;
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Button right;
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Button up;
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Button down;
|
||||
|
||||
Point value;
|
||||
|
||||
void init(int gamepad_id, Button left, Button right, Button up, Button down);
|
||||
void update();
|
||||
};
|
||||
|
||||
struct AxesNode
|
||||
{
|
||||
int gamepad_id;
|
||||
Axis horizontal;
|
||||
Axis vertical;
|
||||
float deadzone;
|
||||
|
||||
Vec2 value;
|
||||
|
||||
void init(int gamepad_id, Axis horizontal, Axis vertical, float deadzone);
|
||||
void update();
|
||||
};
|
||||
|
||||
KeysNode m_keys[Input::max_virtual_nodes];
|
||||
ButtonsNode m_buttons[Input::max_virtual_nodes];
|
||||
AxesNode m_axes[Input::max_virtual_nodes];
|
||||
int m_keys_len = 0;
|
||||
int m_buttons_len = 0;
|
||||
int m_axes_len = 0;
|
||||
|
||||
float m_press_buffer = 0;
|
||||
float m_release_buffer = 0;
|
||||
float m_repeat_delay = 0;
|
||||
float m_repeat_interval = 0;
|
||||
|
||||
Vec2 m_value = Vec2();
|
||||
Point m_value_i = Point();
|
||||
Vec2 m_last_value = Vec2();
|
||||
Point m_last_value_i = Point();
|
||||
bool m_pressed = false;
|
||||
bool m_released = false;
|
||||
|
||||
float m_i_deadzone;
|
||||
double m_last_press_time = -1;
|
||||
double m_last_release_time = -1;
|
||||
double m_repeat_press_time = -1;
|
||||
|
||||
public:
|
||||
VirtualStick();
|
||||
VirtualStick(float iDeadzone);
|
||||
VirtualStick& add_keys(Key left, Key right, Key up, Key down);
|
||||
VirtualStick& add_buttons(int gamepad_id, Button left, Button right, Button up, Button down);
|
||||
VirtualStick& add_axes(int gamepad_id, Axis horizontal, Axis vertical, float deadzone);
|
||||
VirtualStick& repeat(float m_repeat_delay, float m_repeat_interval);
|
||||
VirtualStick& press_buffer(float duration);
|
||||
VirtualStick& release_buffer(float duration);
|
||||
|
||||
void update();
|
||||
const Vec2& value() const { return m_value; }
|
||||
const Point& value_i() const { return m_value_i; }
|
||||
const Vec2& last_value() const { return m_last_value; }
|
||||
const Point& last_value_i() const { return m_last_value_i; }
|
||||
bool pressed() const { return m_pressed; }
|
||||
bool released() const { return m_released; }
|
||||
void clear_press_buffer() { m_last_press_time = 0; }
|
||||
void clear_release_buffer() { m_last_release_time = 0; }
|
||||
};
|
||||
}
|
492
src/input/binding.cpp
Normal file
492
src/input/binding.cpp
Normal file
|
@ -0,0 +1,492 @@
|
|||
#include <blah/input/binding.h>
|
||||
#include <blah/math/calc.h>
|
||||
#include <blah/core/time.h>
|
||||
|
||||
using namespace Blah;
|
||||
|
||||
BoundTrigger::BoundTrigger(Axis axis)
|
||||
: axis(axis)
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
BoundTrigger::BoundTrigger(int controller, Axis axis, float threshold, bool positive)
|
||||
: controller(controller), axis(axis), threshold(threshold), positive(positive)
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
bool BoundTrigger::is_down(float axis_value) const
|
||||
{
|
||||
if ((axis_value > 0 && positive) || (axis_value < 0 && !positive))
|
||||
{
|
||||
if (Calc::abs(axis_value) >= threshold)
|
||||
return true;
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
BoundTrigger BoundTrigger::left_stick_left(int controller, float threshold)
|
||||
{
|
||||
return BoundTrigger(controller, Axis::LeftX, threshold, false);
|
||||
}
|
||||
|
||||
BoundTrigger BoundTrigger::left_stick_right(int controller, float threshold)
|
||||
{
|
||||
return BoundTrigger(controller, Axis::LeftX, threshold, true);
|
||||
}
|
||||
|
||||
BoundTrigger BoundTrigger::left_stick_up(int controller, float threshold)
|
||||
{
|
||||
return BoundTrigger(controller, Axis::LeftY, threshold, false);
|
||||
}
|
||||
|
||||
BoundTrigger BoundTrigger::left_stick_down(int controller, float threshold)
|
||||
{
|
||||
return BoundTrigger(controller, Axis::LeftY, threshold, true);
|
||||
}
|
||||
|
||||
BoundTrigger BoundTrigger::right_stick_left(int controller, float threshold)
|
||||
{
|
||||
return BoundTrigger(controller, Axis::RightX, threshold, false);
|
||||
}
|
||||
|
||||
BoundTrigger BoundTrigger::right_stick_right(int controller, float threshold)
|
||||
{
|
||||
return BoundTrigger(controller, Axis::RightX, threshold, true);
|
||||
}
|
||||
|
||||
BoundTrigger BoundTrigger::right_stick_up(int controller, float threshold)
|
||||
{
|
||||
return BoundTrigger(controller, Axis::RightY, threshold, false);
|
||||
}
|
||||
|
||||
BoundTrigger BoundTrigger::right_stick_down(int controller, float threshold)
|
||||
{
|
||||
return BoundTrigger(controller, Axis::RightY, threshold, true);
|
||||
}
|
||||
|
||||
BoundTrigger BoundTrigger::left_trigger(int controller, float threshold)
|
||||
{
|
||||
return BoundTrigger(controller, Axis::LeftTrigger, threshold, true);
|
||||
}
|
||||
|
||||
BoundTrigger BoundTrigger::right_trigger(int controller, float threshold)
|
||||
{
|
||||
return BoundTrigger(controller, Axis::RightTrigger, threshold, true);
|
||||
}
|
||||
|
||||
BoundButton::BoundButton(Button button)
|
||||
: button(button) {}
|
||||
|
||||
BoundButton::BoundButton(int controller, Button button)
|
||||
: controller(controller), button(button) {}
|
||||
|
||||
bool Binding::pressed() const
|
||||
{
|
||||
if (m_press_consumed)
|
||||
return false;
|
||||
|
||||
if (m_last_press_time >= 0 && (Time::seconds - m_last_press_time) <= press_buffer)
|
||||
return true;
|
||||
|
||||
return m_pressed;
|
||||
}
|
||||
|
||||
bool Binding::released() const
|
||||
{
|
||||
if (m_release_consumed)
|
||||
return false;
|
||||
|
||||
if (m_last_release_time >= 0 && (Time::seconds - m_last_release_time) <= release_buffer)
|
||||
return true;
|
||||
|
||||
return m_released;
|
||||
}
|
||||
|
||||
bool Binding::down() const
|
||||
{
|
||||
return m_down;
|
||||
}
|
||||
|
||||
float Binding::value() const
|
||||
{
|
||||
return m_value;
|
||||
}
|
||||
|
||||
int Binding::sign() const
|
||||
{
|
||||
return (int)Calc::sign(m_value);
|
||||
}
|
||||
|
||||
double Binding::timestamp() const
|
||||
{
|
||||
return m_last_timestamp;
|
||||
}
|
||||
|
||||
void Binding::update()
|
||||
{
|
||||
m_press_consumed = false;
|
||||
m_release_consumed = false;
|
||||
|
||||
if (get_pressed())
|
||||
{
|
||||
m_last_timestamp = Time::seconds;
|
||||
m_last_press_time = Time::seconds;
|
||||
m_pressed = true;
|
||||
}
|
||||
else
|
||||
{
|
||||
m_pressed = false;
|
||||
}
|
||||
|
||||
if (get_released())
|
||||
{
|
||||
m_last_release_time = Time::seconds;
|
||||
m_released = true;
|
||||
}
|
||||
else
|
||||
{
|
||||
m_released = false;
|
||||
}
|
||||
|
||||
m_down = get_down();
|
||||
m_value = get_value();
|
||||
}
|
||||
|
||||
void Binding::consume_press()
|
||||
{
|
||||
m_press_consumed = true;
|
||||
m_last_press_time = -1;
|
||||
}
|
||||
|
||||
void Binding::consume_release()
|
||||
{
|
||||
m_release_consumed = true;
|
||||
m_last_release_time = -1;
|
||||
}
|
||||
|
||||
void Binding::add(Key key)
|
||||
{
|
||||
keys.push_back(key);
|
||||
}
|
||||
|
||||
void Binding::add(BoundButton button)
|
||||
{
|
||||
buttons.push_back(button);
|
||||
}
|
||||
|
||||
void Binding::add(BoundTrigger trigger)
|
||||
{
|
||||
triggers.push_back(trigger);
|
||||
}
|
||||
|
||||
void Binding::add(MouseButton button)
|
||||
{
|
||||
mouse.push_back(button);
|
||||
}
|
||||
|
||||
void Binding::set_controller(int index)
|
||||
{
|
||||
for (auto& it : buttons)
|
||||
it.controller = index;
|
||||
for (auto& it : triggers)
|
||||
it.controller = index;
|
||||
}
|
||||
|
||||
void Binding::clear()
|
||||
{
|
||||
keys.clear();
|
||||
buttons.clear();
|
||||
triggers.clear();
|
||||
mouse.clear();
|
||||
}
|
||||
|
||||
bool Binding::get_pressed() const
|
||||
{
|
||||
for (auto& it : keys)
|
||||
if (Input::pressed(it))
|
||||
return true;
|
||||
|
||||
for (auto& it : mouse)
|
||||
if (Input::pressed(it))
|
||||
return true;
|
||||
|
||||
for (auto& it : buttons)
|
||||
if (Input::pressed(it.controller, it.button))
|
||||
return true;
|
||||
|
||||
for (auto& it : triggers)
|
||||
{
|
||||
if (it.controller < 0 || it.controller >= Input::max_controllers)
|
||||
continue;
|
||||
|
||||
if ((int)it.axis < 0 || (int)it.axis >= Input::max_controller_axis)
|
||||
continue;
|
||||
|
||||
if (it.is_down(Input::state()->controllers[it.controller].axis[(int)it.axis]) &&
|
||||
!it.is_down(Input::last_state()->controllers[it.controller].axis[(int)it.axis]))
|
||||
return true;
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
bool Binding::get_released() const
|
||||
{
|
||||
for (auto& it : keys)
|
||||
if (Input::released(it))
|
||||
return true;
|
||||
|
||||
for (auto& it : mouse)
|
||||
if (Input::released(it))
|
||||
return true;
|
||||
|
||||
for (auto& it : buttons)
|
||||
if (Input::released(it.controller, it.button))
|
||||
return true;
|
||||
|
||||
for (auto& it : triggers)
|
||||
{
|
||||
if (it.controller < 0 || it.controller >= Input::max_controllers)
|
||||
continue;
|
||||
|
||||
if ((int)it.axis < 0 || (int)it.axis >= Input::max_controller_axis)
|
||||
continue;
|
||||
|
||||
if (!it.is_down(Input::state()->controllers[it.controller].axis[(int)it.axis]) &&
|
||||
it.is_down(Input::last_state()->controllers[it.controller].axis[(int)it.axis]))
|
||||
return true;
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
bool Binding::get_down() const
|
||||
{
|
||||
for (auto& it : keys)
|
||||
if (Input::down(it))
|
||||
return true;
|
||||
|
||||
for (auto& it : mouse)
|
||||
if (Input::down(it))
|
||||
return true;
|
||||
|
||||
for (auto& it : buttons)
|
||||
if (Input::down(it.controller, it.button))
|
||||
return true;
|
||||
|
||||
for (auto& it : triggers)
|
||||
{
|
||||
if (it.controller < 0 || it.controller >= Input::max_controllers)
|
||||
continue;
|
||||
|
||||
if ((int)it.axis < 0 || (int)it.axis >= Input::max_controller_axis)
|
||||
continue;
|
||||
|
||||
if (it.is_down(Input::state()->controllers[it.controller].axis[(int)it.axis]))
|
||||
return true;
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
float Binding::get_value() const
|
||||
{
|
||||
for (auto& it : keys)
|
||||
if (Input::down(it))
|
||||
return 1.0f;
|
||||
|
||||
for (auto& it : mouse)
|
||||
if (Input::down(it))
|
||||
return 1.0f;
|
||||
|
||||
for (auto& it : buttons)
|
||||
if (Input::down(it.controller, it.button))
|
||||
return 1.0f;
|
||||
|
||||
float highest = 0;
|
||||
|
||||
for (auto& it : triggers)
|
||||
{
|
||||
if (it.controller < 0 || it.controller >= Input::max_controllers)
|
||||
continue;
|
||||
|
||||
if ((int)it.axis < 0 || (int)it.axis >= Input::max_controller_axis)
|
||||
continue;
|
||||
|
||||
float raw_value = Input::state()->controllers[it.controller].axis[(int)it.axis];
|
||||
|
||||
if (it.is_down(raw_value))
|
||||
{
|
||||
float mapped_value = Calc::clamped_map(Calc::abs(raw_value), it.threshold, 1.0f, 0.0f, 1.0f);
|
||||
if (mapped_value > highest)
|
||||
highest = mapped_value;
|
||||
}
|
||||
}
|
||||
|
||||
return highest;
|
||||
}
|
||||
|
||||
float AxisBinding::value() const
|
||||
{
|
||||
float neg = negative.value();
|
||||
float pos = positive.value();
|
||||
|
||||
// neither are down
|
||||
if (neg <= 0 && pos <= 0)
|
||||
return 0;
|
||||
|
||||
// negative-only is down
|
||||
if (neg > 0 && pos <= 0)
|
||||
return -neg;
|
||||
|
||||
// positive-only is down
|
||||
if (pos > 0 && neg <= 0)
|
||||
return pos;
|
||||
|
||||
// both are down:
|
||||
|
||||
// overlap cancel out
|
||||
if (overlap == Overlap::Cancel)
|
||||
return 0;
|
||||
|
||||
// overlap takes older
|
||||
if (overlap == Overlap::Older)
|
||||
{
|
||||
if (negative.timestamp() < positive.timestamp())
|
||||
return -neg;
|
||||
else
|
||||
return pos;
|
||||
}
|
||||
|
||||
// overlap takes newer
|
||||
if (negative.timestamp() > positive.timestamp())
|
||||
return -neg;
|
||||
else
|
||||
return pos;
|
||||
}
|
||||
|
||||
int AxisBinding::sign() const
|
||||
{
|
||||
return (int)Calc::sign(value());
|
||||
}
|
||||
|
||||
void AxisBinding::update()
|
||||
{
|
||||
negative.update();
|
||||
positive.update();
|
||||
}
|
||||
|
||||
void AxisBinding::consume_press()
|
||||
{
|
||||
negative.consume_press();
|
||||
positive.consume_press();
|
||||
}
|
||||
|
||||
void AxisBinding::consume_release()
|
||||
{
|
||||
negative.consume_release();
|
||||
positive.consume_release();
|
||||
}
|
||||
|
||||
void AxisBinding::add_left_stick_x(int controller, float threshold)
|
||||
{
|
||||
negative.add(BoundTrigger::left_stick_left(controller, threshold));
|
||||
positive.add(BoundTrigger::left_stick_right(controller, threshold));
|
||||
}
|
||||
|
||||
void AxisBinding::add_left_stick_y(int controller, float threshold)
|
||||
{
|
||||
negative.add(BoundTrigger::left_stick_up(controller, threshold));
|
||||
positive.add(BoundTrigger::left_stick_down(controller, threshold));
|
||||
}
|
||||
|
||||
void AxisBinding::add_right_stick_x(int controller, float threshold)
|
||||
{
|
||||
negative.add(BoundTrigger::right_stick_left(controller, threshold));
|
||||
positive.add(BoundTrigger::right_stick_right(controller, threshold));
|
||||
}
|
||||
|
||||
void AxisBinding::add_right_stick_y(int controller, float threshold)
|
||||
{
|
||||
negative.add(BoundTrigger::right_stick_up(controller, threshold));
|
||||
positive.add(BoundTrigger::right_stick_down(controller, threshold));
|
||||
}
|
||||
|
||||
void AxisBinding::set_controller(int index)
|
||||
{
|
||||
negative.set_controller(index);
|
||||
positive.set_controller(index);
|
||||
}
|
||||
|
||||
void AxisBinding::clear()
|
||||
{
|
||||
negative.clear();
|
||||
positive.clear();
|
||||
}
|
||||
|
||||
Vec2 StickBinding::value() const
|
||||
{
|
||||
Vec2 result = Vec2(x.value(), y.value());
|
||||
if (round_threshold > 0 && result.length() < round_threshold)
|
||||
return Vec2::zero;
|
||||
return result;
|
||||
}
|
||||
|
||||
Point StickBinding::sign() const
|
||||
{
|
||||
Vec2 result = value();
|
||||
return Point((int)Calc::sign(result.x), (int)Calc::sign(result.y));
|
||||
}
|
||||
|
||||
void StickBinding::update()
|
||||
{
|
||||
x.update();
|
||||
y.update();
|
||||
}
|
||||
|
||||
void StickBinding::consume_press()
|
||||
{
|
||||
x.consume_press();
|
||||
y.consume_press();
|
||||
}
|
||||
|
||||
void StickBinding::consume_release()
|
||||
{
|
||||
x.consume_release();
|
||||
y.consume_release();
|
||||
}
|
||||
|
||||
void StickBinding::add_dpad(int controller)
|
||||
{
|
||||
x.negative.add(BoundButton(controller, Button::Left));
|
||||
x.positive.add(BoundButton(controller, Button::Right));
|
||||
y.negative.add(BoundButton(controller, Button::Up));
|
||||
y.positive.add(BoundButton(controller, Button::Down));
|
||||
}
|
||||
|
||||
void StickBinding::add_left_stick(int controller, float threshold)
|
||||
{
|
||||
x.add_left_stick_x(controller, threshold);
|
||||
y.add_left_stick_y(controller, threshold);
|
||||
}
|
||||
|
||||
void StickBinding::add_right_stick(int controller, float threshold)
|
||||
{
|
||||
x.add_right_stick_x(controller, threshold);
|
||||
y.add_right_stick_y(controller, threshold);
|
||||
}
|
||||
|
||||
void StickBinding::set_controller(int index)
|
||||
{
|
||||
x.set_controller(index);
|
||||
y.set_controller(index);
|
||||
}
|
||||
|
||||
void StickBinding::clear()
|
||||
{
|
||||
x.clear();
|
||||
y.clear();
|
||||
}
|
70
src/input/binding_registry.cpp
Normal file
70
src/input/binding_registry.cpp
Normal file
|
@ -0,0 +1,70 @@
|
|||
#include <blah/input/binding_registry.h>
|
||||
|
||||
using namespace Blah;
|
||||
|
||||
Vector<std::weak_ptr<Binding>> BindingRegistry::bindings;
|
||||
Vector<std::weak_ptr<AxisBinding>> BindingRegistry::axes;
|
||||
Vector<std::weak_ptr<StickBinding>> BindingRegistry::sticks;
|
||||
|
||||
BindingRef BindingRegistry::register_binding()
|
||||
{
|
||||
auto binding = std::make_shared<Binding>();
|
||||
bindings.push_back(std::weak_ptr<Binding>(binding));
|
||||
return binding;
|
||||
}
|
||||
|
||||
AxisBindingRef BindingRegistry::register_axis()
|
||||
{
|
||||
auto binding = std::make_shared<AxisBinding>();
|
||||
axes.push_back(std::weak_ptr<AxisBinding>(binding));
|
||||
return binding;
|
||||
}
|
||||
|
||||
StickBindingRef BindingRegistry::register_stick()
|
||||
{
|
||||
auto binding = std::make_shared<StickBinding>();
|
||||
sticks.push_back(std::weak_ptr<StickBinding>(binding));
|
||||
return binding;
|
||||
}
|
||||
|
||||
void BindingRegistry::update()
|
||||
{
|
||||
for (int i = 0; i < bindings.size(); i++)
|
||||
{
|
||||
if (bindings[i].use_count() <= 0)
|
||||
{
|
||||
bindings.erase(i);
|
||||
i--;
|
||||
}
|
||||
else if (auto binding = bindings[i].lock())
|
||||
{
|
||||
binding->update();
|
||||
}
|
||||
}
|
||||
|
||||
for (int i = 0; i < axes.size(); i++)
|
||||
{
|
||||
if (axes[i].use_count() <= 0)
|
||||
{
|
||||
axes.erase(i);
|
||||
i--;
|
||||
}
|
||||
else if (auto binding = axes[i].lock())
|
||||
{
|
||||
binding->update();
|
||||
}
|
||||
}
|
||||
|
||||
for (int i = 0; i < sticks.size(); i++)
|
||||
{
|
||||
if (sticks[i].use_count() <= 0)
|
||||
{
|
||||
sticks.erase(i);
|
||||
i--;
|
||||
}
|
||||
else if (auto binding = sticks[i].lock())
|
||||
{
|
||||
binding->update();
|
||||
}
|
||||
}
|
||||
}
|
|
@ -1,4 +1,5 @@
|
|||
#include <blah/input/input.h>
|
||||
#include <blah/input/binding_registry.h>
|
||||
#include <blah/core/app.h>
|
||||
#include <blah/core/time.h>
|
||||
#include <blah/core/common.h>
|
||||
|
@ -66,6 +67,9 @@ void InputBackend::frame()
|
|||
}
|
||||
}
|
||||
}
|
||||
|
||||
// update bindings
|
||||
BindingRegistry::update();
|
||||
}
|
||||
|
||||
void InputBackend::on_mouse_move(float x, float y)
|
||||
|
|
|
@ -1,166 +0,0 @@
|
|||
#include <blah/input/virtual_axis.h>
|
||||
#include <blah/core/time.h>
|
||||
#include <blah/core/common.h>
|
||||
|
||||
using namespace Blah;
|
||||
|
||||
VirtualAxis& VirtualAxis::add_keys(Key negative, Key positive)
|
||||
{
|
||||
if (m_axes_len >= Input::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 >= Input::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 >= Input::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::seconds;
|
||||
}
|
||||
else if (m_value_i == m_last_value_i && m_value_i != 0)
|
||||
{
|
||||
if (Time::seconds - m_last_press_time <= m_press_buffer)
|
||||
m_pressed = true;
|
||||
else if (m_repeat_interval > 0 && Time::seconds >= m_repeat_press_time + m_repeat_delay)
|
||||
{
|
||||
int prev = (int)((Time::previous_seconds - m_repeat_press_time - m_repeat_delay) / m_repeat_interval);
|
||||
int cur = (int)((Time::seconds - 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::seconds;
|
||||
}
|
||||
else if (Time::seconds - 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;
|
||||
}
|
|
@ -1,174 +0,0 @@
|
|||
#include <blah/input/virtual_button.h>
|
||||
#include <blah/core/time.h>
|
||||
#include <blah/core/common.h>
|
||||
|
||||
using namespace Blah;
|
||||
|
||||
VirtualButton& VirtualButton::add_key(Key key)
|
||||
{
|
||||
if (m_keys_len >= Input::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 >= Input::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 >= Input::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::seconds;
|
||||
}
|
||||
else if (Time::seconds - m_last_press_time <= m_press_buffer)
|
||||
{
|
||||
m_pressed = true;
|
||||
}
|
||||
else if (m_down && m_repeat_interval > 0 && Time::seconds >= m_repeat_press_time + m_repeat_delay)
|
||||
{
|
||||
int prev = (int)((Time::previous_seconds - m_repeat_press_time - m_repeat_delay) / m_repeat_interval);
|
||||
int cur = (int)((Time::seconds - m_repeat_press_time - m_repeat_delay) / m_repeat_interval);
|
||||
m_pressed = prev < cur;
|
||||
}
|
||||
|
||||
// released?
|
||||
if (m_released)
|
||||
m_last_release_time = Time::seconds;
|
||||
else
|
||||
m_released = Time::seconds - 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;
|
||||
}
|
||||
}
|
|
@ -1,191 +0,0 @@
|
|||
#include <blah/input/virtual_stick.h>
|
||||
#include <blah/core/time.h>
|
||||
#include <blah/core/common.h>
|
||||
|
||||
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 >= Input::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 >= Input::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 >= Input::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::seconds;
|
||||
}
|
||||
else if (m_value_i == m_last_value_i && m_value_i != Point::zero)
|
||||
{
|
||||
if (Time::seconds - m_last_press_time <= m_press_buffer)
|
||||
m_pressed = true;
|
||||
else if (m_repeat_interval > 0 && Time::seconds >= m_repeat_press_time + m_repeat_delay)
|
||||
{
|
||||
int prev = (int)((Time::previous_seconds - m_repeat_press_time - m_repeat_delay) / m_repeat_interval);
|
||||
int cur = (int)((Time::seconds - 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::seconds;
|
||||
}
|
||||
else if (Time::seconds - 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;
|
||||
}
|
Loading…
Reference in New Issue
Block a user