2023-05-07 12:27:11 +02:00
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#include "input_mapper.h"
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2023-05-17 14:13:39 +02:00
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InputMapper::InputMapper()
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2023-05-07 12:27:11 +02:00
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{
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2023-05-16 21:56:55 +02:00
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// Initialize identities
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allIdentity = std::make_shared<InputIdentity>(InputDeviceType::ALL);
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keyboardIdentity = std::make_shared<InputIdentity>(InputDeviceType::KEYBOARD);
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gamepadIdentities = std::map<unsigned int, std::shared_ptr<InputIdentity>>();
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2023-05-07 12:27:11 +02:00
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}
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2023-05-08 18:20:55 +02:00
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2023-05-07 12:27:11 +02:00
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void InputMapper::processEvents()
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{
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sf::Event event{};
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2023-05-17 14:13:39 +02:00
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while (Game::getInstance()->window->pollEvent(event))
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2023-05-07 12:27:11 +02:00
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{
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switch (event.type)
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{
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case sf::Event::KeyPressed:
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handleKeyPress(event.key);
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break;
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case sf::Event::KeyReleased:
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2023-05-09 20:50:50 +02:00
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handleKeyRelease(event.key);
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2023-05-07 12:27:11 +02:00
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break;
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case sf::Event::Closed:
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2023-05-17 14:13:39 +02:00
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Game::getInstance()->exit();
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2023-05-07 12:27:11 +02:00
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break;
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case sf::Event::Resized:
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break;
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2023-05-16 21:56:55 +02:00
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case sf::Event::JoystickMoved:
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handleJoystickMovement(event.joystickMove);
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break;
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2023-05-17 14:13:39 +02:00
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case sf::Event::JoystickConnected:
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addGamepadIdentity(event.joystickConnect.joystickId);
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break;
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case sf::Event::JoystickDisconnected:
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deactivateGamepadIdentity(event.joystickConnect.joystickId);
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break;
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2023-05-07 12:27:11 +02:00
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default:
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break;
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}
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}
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}
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void InputMapper::handleKeyPress(sf::Event::KeyEvent event)
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{
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// Close game on Escape or Q in DEV Mode
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if (DEVELOPER_MODE && (event.code == sf::Keyboard::Escape || event.code == sf::Keyboard::Q))
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{
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2023-05-17 14:13:39 +02:00
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Game::getInstance()->exit();
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2023-05-07 12:27:11 +02:00
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return;
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}
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2023-05-10 14:51:09 +02:00
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// Handle directionVector
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auto direction = Direction::getKeyDirection(event.code);
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if (direction != HardDirection::NONE)
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2023-05-07 12:27:11 +02:00
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{
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2023-05-17 14:13:39 +02:00
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getInputIdentity(InputDeviceType::KEYBOARD)->direction.add(direction);
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2023-05-09 20:50:50 +02:00
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}
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}
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void InputMapper::handleKeyRelease(sf::Event::KeyEvent event)
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{
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2023-05-10 14:51:09 +02:00
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// Handle directionVector
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auto direction = Direction::getKeyDirection(event.code);
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if (direction != HardDirection::NONE)
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2023-05-09 20:50:50 +02:00
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{
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2023-05-17 14:13:39 +02:00
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getInputIdentity(InputDeviceType::KEYBOARD)->direction.remove(direction);
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2023-05-07 12:27:11 +02:00
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}
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}
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2023-05-16 21:56:55 +02:00
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void InputMapper::handleJoystickMovement(sf::Event::JoystickMoveEvent event)
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{
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2023-05-17 14:13:39 +02:00
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auto gamepadIdentity = getInputIdentity(InputDeviceType::GAMEPAD, event.joystickId);
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auto value = event.position / 100.f;
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auto axis = event.axis;
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// Handle deadzone and joystick drift
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if (value > -JOYSTICK_DEADZONE && value < JOYSTICK_DEADZONE)
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{
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value = 0.f;
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}
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if (axis == sf::Joystick::Axis::X ||
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axis == sf::Joystick::Axis::R ||
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axis == sf::Joystick::Axis::PovX)
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{
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gamepadIdentity->direction.setX(value);
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} else if (axis == sf::Joystick::Axis::Y ||
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axis == sf::Joystick::Axis::U ||
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axis == sf::Joystick::Axis::PovY)
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{
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gamepadIdentity->direction.setY(value);
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}
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2023-05-16 21:56:55 +02:00
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}
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std::shared_ptr<InputIdentity> InputMapper::getInputIdentity(InputDeviceType deviceType, unsigned int gamepadId)
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{
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switch (deviceType)
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{
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case InputDeviceType::KEYBOARD:
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return keyboardIdentity;
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case InputDeviceType::GAMEPAD:
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2023-05-17 14:13:39 +02:00
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if (InputMapper::gamepadIdentities.contains(gamepadId))
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2023-05-16 21:56:55 +02:00
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{
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2023-05-17 14:13:39 +02:00
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// Create if it does not exist yet
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InputMapper::addGamepadIdentity(gamepadId);
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2023-05-16 21:56:55 +02:00
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}
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2023-05-17 14:13:39 +02:00
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return InputMapper::gamepadIdentities[gamepadId];
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2023-05-16 21:56:55 +02:00
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default:
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2023-05-17 14:13:39 +02:00
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return InputMapper::allIdentity;
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}
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}
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void InputMapper::addGamepadIdentity(unsigned int gamepadId)
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{
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// Exists already?
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if (InputMapper::gamepadIdentities.contains(gamepadId))
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{
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InputMapper::gamepadIdentities[gamepadId]->isActive = true;
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return;
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2023-05-16 21:56:55 +02:00
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}
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2023-05-17 14:13:39 +02:00
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// Does not exist yet, create new
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auto newIdentity = std::make_shared<InputIdentity>(InputDeviceType::GAMEPAD, gamepadId);
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InputMapper::gamepadIdentities[gamepadId] = newIdentity;
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}
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void InputMapper::deactivateGamepadIdentity(unsigned int gamepadId)
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{
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auto gamepadIdentity = getInputIdentity(InputDeviceType::GAMEPAD, gamepadId);
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gamepadIdentity->isActive = false;
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}
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std::shared_ptr<InputMapper> InputMapper::getInstance()
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{
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if (singletonInstance == nullptr) {
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singletonInstance = std::make_shared<InputMapper>();
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}
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return singletonInstance;
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}
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std::vector<std::shared_ptr<InputIdentity>> InputMapper::getAllInputIdentities()
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{
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std::vector<std::shared_ptr<InputIdentity>> allIdentities;
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allIdentities.push_back(allIdentity);
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allIdentities.push_back(keyboardIdentity);
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for (auto const& [key, val] : gamepadIdentities)
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{
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allIdentities.push_back(val);
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}
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return allIdentities;
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2023-05-16 21:56:55 +02:00
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}
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