simplifying Input enums

This commit is contained in:
Noel Berry 2022-01-09 14:32:35 -08:00
parent 53ebb40ffd
commit 832c8f4283
2 changed files with 126 additions and 89 deletions

View File

@ -229,33 +229,23 @@ namespace Blah
}
// Keyboard Keys
struct Keys
{
enum Enumeration
enum class Key
{
#define DEFINE_KEY(name, value) name = value,
BLAH_KEY_DEFINITIONS
#undef DEFINE_KEY
};
};
using Key = Keys::Enumeration;
// Game Controller Buttons
struct Buttons
{
enum Enumeration
enum class Button
{
#define DEFINE_BTN(name, value) name = value,
BLAH_BUTTON_DEFINITIONS
#undef DEFINE_BTN
};
};
using Button = Buttons::Enumeration;
// Game Controller Axis
struct Axes
{
enum Enumeration
enum class Axis
{
None = -1,
LeftX = 0,
@ -265,21 +255,15 @@ namespace Blah
LeftTrigger = 4,
RightTrigger = 5,
};
};
using Axis = Axes::Enumeration;
// Mouse Buttons
struct MouseButtons
{
enum Enumeration
enum class MouseButton
{
None = -1,
Left = 0,
Middle = 1,
Right = 2,
};
};
using MouseButton = MouseButtons::Enumeration;
// Controller State
struct ControllerState
@ -781,6 +765,15 @@ namespace Blah
// Checks if the Left or Right Alt Key is down
bool alt();
// Checks if the given Controller Button is pressed
bool pressed(int controller_index, Button button);
// Checks if the given Controller Button is down
bool down(int controller_index, Button button);
// Checks if the given Controller Button is released
bool released(int controller_index, Button button);
// returns a string name of the key
const char* name_of(Key key);

View File

@ -133,39 +133,43 @@ void MouseState::on_move(const Vec2f& pos, const Vec2f& screen_pos)
void MouseState::on_press(MouseButton button)
{
if (button >= 0 && button < Input::max_mouse_buttons)
int index = (int)button;
if (index >= 0 && index < Input::max_mouse_buttons)
{
down[button] = true;
pressed[button] = true;
timestamp[button] = Time::ticks;
down[index] = true;
pressed[index] = true;
timestamp[index] = Time::ticks;
}
}
void MouseState::on_release(MouseButton button)
{
if (button >= 0 && button < Input::max_mouse_buttons)
int index = (int)button;
if (index >= 0 && index < Input::max_mouse_buttons)
{
down[button] = false;
released[button] = true;
down[index] = false;
released[index] = true;
}
}
void KeyboardState::on_press(Key key)
{
if (key >= 0 && key < Input::max_keyboard_keys)
int index = (int)key;
if (index >= 0 && index < Input::max_keyboard_keys)
{
down[key] = true;
pressed[key] = true;
timestamp[key] = Time::ticks;
down[index] = true;
pressed[index] = true;
timestamp[index] = Time::ticks;
}
}
void KeyboardState::on_release(Key key)
{
if (key >= 0 && key < Input::max_keyboard_keys)
int index = (int)key;
if (index >= 0 && index < Input::max_keyboard_keys)
{
down[key] = false;
released[key] = true;
down[index] = false;
released[index] = true;
}
}
@ -189,25 +193,28 @@ void ControllerState::on_disconnect()
void ControllerState::on_press(Button button)
{
if (button >= 0 && button < Input::max_controller_buttons && button < button_count)
int index = (int)button;
if (index >= 0 && index < Input::max_controller_buttons && index < button_count)
{
down[button] = true;
pressed[button] = true;
button_timestamp[button] = Time::ticks;
down[index] = true;
pressed[index] = true;
button_timestamp[index] = Time::ticks;
}
}
void ControllerState::on_release(Button button)
{
if (button >= 0 && button < Input::max_controller_buttons && button < button_count)
int index = (int)button;
if (index >= 0 && index < Input::max_controller_buttons && index < button_count)
{
down[button] = false;
released[button] = true;
down[index] = false;
released[index] = true;
}
}
void ControllerState::on_axis(Axis index, float value)
void ControllerState::on_axis(Axis input_axis, float value)
{
int index = (int)input_axis;
if (index >= 0 && index < Input::max_controller_axis && index < axis_count)
{
axis[index] = value;
@ -217,17 +224,17 @@ void ControllerState::on_axis(Axis index, float value)
bool KeyboardState::ctrl()
{
return down[Key::LeftControl] || down[Key::RightControl];
return down[(int)Key::LeftControl] || down[(int)Key::RightControl];
}
bool KeyboardState::shift()
{
return down[Key::LeftShift] || down[Key::RightShift];
return down[(int)Key::LeftShift] || down[(int)Key::RightShift];
}
bool KeyboardState::alt()
{
return down[Key::LeftAlt] || down[Key::RightAlt];
return down[(int)Key::LeftAlt] || down[(int)Key::RightAlt];
}
Vec2f Input::mouse()
@ -247,17 +254,20 @@ Vec2f Input::mouse_screen()
bool Input::pressed(MouseButton button)
{
return state.mouse.pressed[button];
int index = (int)button;
return index >= 0 && index < Input::max_mouse_buttons && state.mouse.pressed[index];
}
bool Input::down(MouseButton button)
{
return state.mouse.down[button];
int index = (int)button;
return index >= 0 && index < Input::max_mouse_buttons && state.mouse.down[index];
}
bool Input::released(MouseButton button)
{
return state.mouse.released[button];
int index = (int)button;
return index >= 0 && index < Input::max_mouse_buttons&& state.mouse.released[index];
}
Point Input::mouse_wheel()
@ -267,27 +277,33 @@ Point Input::mouse_wheel()
bool Input::pressed(Key key)
{
return state.keyboard.pressed[key];
int index = (int)key;
return index >= 0 && index < Input::max_keyboard_keys && state.keyboard.pressed[index];
}
bool Input::down(Key key)
{
return state.keyboard.down[key];
int index = (int)key;
return index >= 0 && index < Input::max_keyboard_keys&& state.keyboard.down[index];
}
bool Input::released(Key key)
{
return state.keyboard.released[key];
int index = (int)key;
return index >= 0 && index < Input::max_keyboard_keys&& state.keyboard.released[index];
}
bool Input::repeating(Key key)
{
if (state.keyboard.pressed[key])
int index = (int)key;
if (index >= 0 && index < Input::max_keyboard_keys)
{
if (state.keyboard.pressed[index])
return true;
if (state.keyboard.down[key])
if (state.keyboard.down[index])
{
double timestamp = state.keyboard.timestamp[key] / (double)Time::ticks_per_second;
double timestamp = state.keyboard.timestamp[index] / (double)Time::ticks_per_second;
double current_time = Time::ticks / (double)Time::ticks_per_second;
if (current_time > timestamp + Input::repeat_delay)
@ -296,6 +312,7 @@ bool Input::repeating(Key key)
return true;
}
}
}
return false;
}
@ -315,6 +332,33 @@ bool Input::alt()
return state.keyboard.alt();
}
bool Input::pressed(int controller_index, Button button)
{
int index = (int)button;
return
controller_index >= 0 && controller_index < Input::max_controllers &&
index >= 0 && index < Input::max_controller_buttons &&
state.controllers[controller_index].pressed[index];
}
bool Input::down(int controller_index, Button button)
{
int index = (int)button;
return
controller_index >= 0 && controller_index < Input::max_controllers&&
index >= 0 && index < Input::max_controller_buttons&&
state.controllers[controller_index].down[index];
}
bool Input::released(int controller_index, Button button)
{
int index = (int)button;
return
controller_index >= 0 && controller_index < Input::max_controllers&&
index >= 0 && index < Input::max_controller_buttons&&
state.controllers[controller_index].released[index];
}
const char* Input::name_of(Key key)
{
switch (key)
@ -542,15 +586,15 @@ void ButtonBinding::clear()
bool ButtonBinding::get_pressed() const
{
for (auto& it : keys)
if (Input::state.keyboard.pressed[it])
if (Input::pressed(it))
return true;
for (auto& it : mouse)
if (Input::state.mouse.pressed[it])
if (Input::pressed(it))
return true;
for (auto& it : buttons)
if (Input::state.controllers[it.controller].pressed[it.button])
if (Input::pressed(it.controller, it.button))
return true;
for (auto& it : triggers)
@ -572,15 +616,15 @@ bool ButtonBinding::get_pressed() const
bool ButtonBinding::get_released() const
{
for (auto& it : keys)
if (Input::state.keyboard.released[it])
if (Input::released(it))
return true;
for (auto& it : mouse)
if (Input::state.mouse.released[it])
if (Input::released(it))
return true;
for (auto& it : buttons)
if (Input::state.controllers[it.controller].released[it.button])
if (Input::released(it.controller, it.button))
return true;
for (auto& it : triggers)
@ -602,15 +646,15 @@ bool ButtonBinding::get_released() const
bool ButtonBinding::get_down() const
{
for (auto& it : keys)
if (Input::state.keyboard.down[it])
if (Input::down(it))
return true;
for (auto& it : mouse)
if (Input::state.mouse.down[it])
if (Input::down(it))
return true;
for (auto& it : buttons)
if (Input::state.controllers[it.controller].down[it.button])
if (Input::down(it.controller, it.button))
return true;
for (auto& it : triggers)
@ -631,15 +675,15 @@ bool ButtonBinding::get_down() const
float ButtonBinding::get_value() const
{
for (auto& it : keys)
if (Input::state.keyboard.down[it])
if (Input::down(it))
return 1.0f;
for (auto& it : mouse)
if (Input::state.mouse.down[it])
if (Input::down(it))
return 1.0f;
for (auto& it : buttons)
if (Input::state.controllers[it.controller].down[it.button])
if (Input::down(it.controller, it.button))
return 1.0f;
float highest = 0;