Merge remote-tracking branch 'origin/master' into 1.1
# Conflicts: # Source/Engine/Input/Input.cpp
This commit is contained in:
@@ -104,6 +104,201 @@ void InputSettings::Apply()
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Input::AxisMappings = AxisMappings;
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}
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void Mouse::OnMouseMoved(const Vector2& newPosition)
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{
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_prevState.MousePosition = newPosition;
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_state.MousePosition = newPosition;
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}
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void Mouse::OnMouseDown(const Vector2& position, const MouseButton button, Window* target)
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{
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Event& e = _queue.AddOne();
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e.Type = EventType::MouseDown;
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e.Target = target;
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e.MouseData.Button = button;
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e.MouseData.Position = position;
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}
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void Mouse::OnMouseUp(const Vector2& position, const MouseButton button, Window* target)
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{
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Event& e = _queue.AddOne();
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e.Type = EventType::MouseUp;
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e.Target = target;
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e.MouseData.Button = button;
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e.MouseData.Position = position;
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}
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void Mouse::OnMouseDoubleClick(const Vector2& position, const MouseButton button, Window* target)
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{
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Event& e = _queue.AddOne();
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e.Type = EventType::MouseDoubleClick;
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e.Target = target;
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e.MouseData.Button = button;
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e.MouseData.Position = position;
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}
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void Mouse::OnMouseMove(const Vector2& position, Window* target)
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{
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Event& e = _queue.AddOne();
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e.Type = EventType::MouseMove;
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e.Target = target;
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e.MouseData.Position = position;
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}
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void Mouse::OnMouseLeave(Window* target)
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{
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Event& e = _queue.AddOne();
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e.Type = EventType::MouseLeave;
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e.Target = target;
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}
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void Mouse::OnMouseWheel(const Vector2& position, float delta, Window* target)
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{
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Event& e = _queue.AddOne();
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e.Type = EventType::MouseWheel;
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e.Target = target;
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e.MouseWheelData.WheelDelta = delta;
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e.MouseWheelData.Position = position;
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}
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void Mouse::ResetState()
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{
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InputDevice::ResetState();
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_prevState.Clear();
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_state.Clear();
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}
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bool Mouse::Update(EventQueue& queue)
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{
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// Move the current state to the previous
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Platform::MemoryCopy(&_prevState, &_state, sizeof(State));
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// Gather new events
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if (UpdateState())
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return true;
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// Handle events
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_state.MouseWheelDelta = 0;
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for (int32 i = 0; i < _queue.Count(); i++)
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{
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const Event& e = _queue[i];
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switch (e.Type)
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{
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case EventType::MouseDown:
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{
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_state.MouseButtons[static_cast<int32>(e.MouseData.Button)] = true;
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break;
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}
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case EventType::MouseUp:
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{
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_state.MouseButtons[static_cast<int32>(e.MouseData.Button)] = false;
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break;
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}
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case EventType::MouseDoubleClick:
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{
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break;
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}
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case EventType::MouseWheel:
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{
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_state.MouseWheelDelta += e.MouseWheelData.WheelDelta;
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break;
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}
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case EventType::MouseMove:
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{
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_state.MousePosition = e.MouseData.Position;
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break;
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}
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case EventType::MouseLeave:
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{
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break;
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}
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}
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}
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// Send events further
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queue.Add(_queue);
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_queue.Clear();
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return false;
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}
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void Keyboard::OnCharInput(Char c, Window* target)
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{
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// Skip control characters
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if (c < 32)
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return;
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Event& e = _queue.AddOne();
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e.Type = EventType::Char;
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e.Target = target;
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e.CharData.Char = c;
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}
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void Keyboard::OnKeyUp(KeyboardKeys key, Window* target)
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{
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Event& e = _queue.AddOne();
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e.Type = EventType::KeyUp;
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e.Target = target;
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e.KeyData.Key = key;
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}
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void Keyboard::OnKeyDown(KeyboardKeys key, Window* target)
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{
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Event& e = _queue.AddOne();
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e.Type = EventType::KeyDown;
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e.Target = target;
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e.KeyData.Key = key;
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}
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void Keyboard::ResetState()
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{
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InputDevice::ResetState();
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_prevState.Clear();
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_state.Clear();
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}
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bool Keyboard::Update(EventQueue& queue)
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{
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// Move the current state to the previous
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Platform::MemoryCopy(&_prevState, &_state, sizeof(State));
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// Gather new events
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if (UpdateState())
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return true;
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// Handle events
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_state.InputTextLength = 0;
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for (int32 i = 0; i < _queue.Count(); i++)
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{
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const Event& e = _queue[i];
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switch (e.Type)
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{
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case EventType::Char:
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{
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if (_state.InputTextLength < ARRAY_COUNT(_state.InputText) - 1)
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_state.InputText[_state.InputTextLength++] = e.CharData.Char;
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break;
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}
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case EventType::KeyDown:
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{
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_state.Keys[static_cast<int32>(e.KeyData.Key)] = true;
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break;
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}
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case EventType::KeyUp:
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{
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_state.Keys[static_cast<int32>(e.KeyData.Key)] = false;
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break;
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}
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}
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}
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// Send events further
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queue.Add(_queue);
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_queue.Clear();
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return false;
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}
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int32 Input::GetGamepadsCount()
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{
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return Gamepads.Count();
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