blah/include/blah/input/virtual_axis.h
Noel Berry ac58379de8 more precise timing
renamed Time::elapsed -> Time::seconds, change type to double
updated game to store ticks (microseconds) instead of milliseconds for better update precision
2021-02-06 00:13:50 -08:00

86 lines
2.2 KiB
C++

#pragma once
#include <blah/input/input.h>
namespace Blah
{
// A virtual controller axis, which can be used to map multiple
// inputs to an axis. Note that you must call `update` every frame!
class VirtualAxis
{
private:
struct KeysNode
{
Key positive = Key::Unknown;
Key negative = Key::Unknown;
int value = 0;
void init(Key negative, Key positive);
void update();
};
struct ButtonsNode
{
int gamepad_id = 0;
Button positive = Button::None;
Button negative = Button::None;
int value = 0;
void init(int gamepad_id, Button negative, Button positive);
void update();
};
struct AxisNode
{
int gamepad_id = 0;
Axis axis = Axis::None;
float deadzone = 0;
float value = 0;
void init(int gamepad_id, Axis axis, float deadzone);
void update();
};
KeysNode m_keys[Input::max_virtual_nodes];
ButtonsNode m_buttons[Input::max_virtual_nodes];
AxisNode 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;
float m_value = 0;
int m_value_i = 0;
float m_last_value = 0;
int m_last_value_i = 0;
bool m_pressed = false;
bool m_released = false;
double m_last_press_time = -1;
double m_last_release_time = -1;
double m_repeat_press_time = -1;
public:
VirtualAxis& add_keys(Key negative, Key positive);
VirtualAxis& add_buttons(int gamepad_id, Button negative, Button positive);
VirtualAxis& add_axis(int gamepad_id, Axis axis, float deadzone);
VirtualAxis& repeat(float m_repeat_delay, float m_repeat_interval);
VirtualAxis& press_buffer(float duration);
VirtualAxis& release_buffer(float duration);
void update();
float value() const { return m_value; }
int value_i() const { return m_value_i; }
float last_value() const { return m_last_value; }
int 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 = -1; m_pressed = false; }
void clear_release_buffer() { m_last_release_time = -1; m_released = false; }
};
}