holesome/src/game/input/input_mapper.cpp

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#include "input_mapper.h"
InputMapper::InputMapper()
{
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// Initialize identities
allIdentity = std::make_shared<InputIdentity>(InputDeviceType::ALL);
keyboardIdentity = std::make_shared<InputIdentity>(InputDeviceType::KEYBOARD);
gamepadIdentities = std::map<unsigned int, std::shared_ptr<InputIdentity>>();
}
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void InputMapper::processEvents()
{
sf::Event event{};
while (Game::getInstance()->window->pollEvent(event))
{
switch (event.type)
{
case sf::Event::KeyPressed:
handleKeyPress(event.key);
break;
case sf::Event::KeyReleased:
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handleKeyRelease(event.key);
break;
case sf::Event::Closed:
Game::getInstance()->exit();
break;
case sf::Event::Resized:
break;
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case sf::Event::JoystickMoved:
handleJoystickMovement(event.joystickMove);
break;
case sf::Event::JoystickConnected:
addGamepadIdentity(event.joystickConnect.joystickId);
break;
case sf::Event::JoystickDisconnected:
deactivateGamepadIdentity(event.joystickConnect.joystickId);
break;
default:
break;
}
}
}
void InputMapper::handleKeyPress(sf::Event::KeyEvent event)
{
// Close game on Escape or Q in DEV Mode
if (DEVELOPER_MODE && (event.code == sf::Keyboard::Escape || event.code == sf::Keyboard::Q))
{
Game::getInstance()->exit();
return;
}
// Handle directionVector
auto direction = Direction::getKeyDirection(event.code);
if (direction != HardDirection::NONE)
{
getInputIdentity(InputDeviceType::KEYBOARD)->direction.add(direction);
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}
}
void InputMapper::handleKeyRelease(sf::Event::KeyEvent event)
{
// Handle directionVector
auto direction = Direction::getKeyDirection(event.code);
if (direction != HardDirection::NONE)
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{
getInputIdentity(InputDeviceType::KEYBOARD)->direction.remove(direction);
}
}
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void InputMapper::handleJoystickMovement(sf::Event::JoystickMoveEvent event)
{
auto gamepadIdentity = getInputIdentity(InputDeviceType::GAMEPAD, event.joystickId);
auto value = event.position / 100.f;
auto axis = event.axis;
// Handle deadzone and joystick drift
if (value > -JOYSTICK_DEADZONE && value < JOYSTICK_DEADZONE)
{
value = 0.f;
}
if (axis == sf::Joystick::Axis::X ||
axis == sf::Joystick::Axis::R ||
axis == sf::Joystick::Axis::PovX)
{
gamepadIdentity->direction.setX(value);
} else if (axis == sf::Joystick::Axis::Y ||
axis == sf::Joystick::Axis::U ||
axis == sf::Joystick::Axis::PovY)
{
gamepadIdentity->direction.setY(value);
}
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}
std::shared_ptr<InputIdentity> InputMapper::getInputIdentity(InputDeviceType deviceType, unsigned int gamepadId)
{
switch (deviceType)
{
case InputDeviceType::KEYBOARD:
return keyboardIdentity;
case InputDeviceType::GAMEPAD:
if (InputMapper::gamepadIdentities.contains(gamepadId))
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{
// Create if it does not exist yet
InputMapper::addGamepadIdentity(gamepadId);
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}
return InputMapper::gamepadIdentities[gamepadId];
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default:
return InputMapper::allIdentity;
}
}
void InputMapper::addGamepadIdentity(unsigned int gamepadId)
{
// Exists already?
if (InputMapper::gamepadIdentities.contains(gamepadId))
{
InputMapper::gamepadIdentities[gamepadId]->isActive = true;
return;
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}
// Does not exist yet, create new
auto newIdentity = std::make_shared<InputIdentity>(InputDeviceType::GAMEPAD, gamepadId);
InputMapper::gamepadIdentities[gamepadId] = newIdentity;
}
void InputMapper::deactivateGamepadIdentity(unsigned int gamepadId)
{
auto gamepadIdentity = getInputIdentity(InputDeviceType::GAMEPAD, gamepadId);
gamepadIdentity->isActive = false;
}
std::shared_ptr<InputMapper> InputMapper::getInstance()
{
if (singletonInstance == nullptr) {
singletonInstance = std::make_shared<InputMapper>();
}
return singletonInstance;
}
std::vector<std::shared_ptr<InputIdentity>> InputMapper::getAllInputIdentities()
{
std::vector<std::shared_ptr<InputIdentity>> allIdentities;
allIdentities.push_back(allIdentity);
allIdentities.push_back(keyboardIdentity);
for (auto const& [key, val] : gamepadIdentities)
{
allIdentities.push_back(val);
}
return allIdentities;
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}