Move Mouse and Keyboard impl from headers to Input.cpp

This commit is contained in:
Wojtek Figat
2021-02-01 23:53:32 +01:00
parent 1a11f1a231
commit 5d535fad6a
3 changed files with 211 additions and 183 deletions

View File

@@ -98,6 +98,201 @@ Delegate<StringView> Input::ActionTriggered;
Array<ActionConfig> Input::ActionMappings;
Array<AxisConfig> Input::AxisMappings;
void Mouse::OnMouseMoved(const Vector2& newPosition)
{
_prevState.MousePosition = newPosition;
_state.MousePosition = newPosition;
}
void Mouse::OnMouseDown(const Vector2& position, const MouseButton button, Window* target)
{
Event& e = _queue.AddOne();
e.Type = EventType::MouseDown;
e.Target = target;
e.MouseData.Button = button;
e.MouseData.Position = position;
}
void Mouse::OnMouseUp(const Vector2& position, const MouseButton button, Window* target)
{
Event& e = _queue.AddOne();
e.Type = EventType::MouseUp;
e.Target = target;
e.MouseData.Button = button;
e.MouseData.Position = position;
}
void Mouse::OnMouseDoubleClick(const Vector2& position, const MouseButton button, Window* target)
{
Event& e = _queue.AddOne();
e.Type = EventType::MouseDoubleClick;
e.Target = target;
e.MouseData.Button = button;
e.MouseData.Position = position;
}
void Mouse::OnMouseMove(const Vector2& position, Window* target)
{
Event& e = _queue.AddOne();
e.Type = EventType::MouseMove;
e.Target = target;
e.MouseData.Position = position;
}
void Mouse::OnMouseLeave(Window* target)
{
Event& e = _queue.AddOne();
e.Type = EventType::MouseLeave;
e.Target = target;
}
void Mouse::OnMouseWheel(const Vector2& position, float delta, Window* target)
{
Event& e = _queue.AddOne();
e.Type = EventType::MouseWheel;
e.Target = target;
e.MouseWheelData.WheelDelta = delta;
e.MouseWheelData.Position = position;
}
void Mouse::ResetState()
{
InputDevice::ResetState();
_prevState.Clear();
_state.Clear();
}
bool Mouse::Update(EventQueue& queue)
{
// Move the current state to the previous
Platform::MemoryCopy(&_prevState, &_state, sizeof(State));
// Gather new events
if (UpdateState())
return true;
// Handle events
_state.MouseWheelDelta = 0;
for (int32 i = 0; i < _queue.Count(); i++)
{
const Event& e = _queue[i];
switch (e.Type)
{
case EventType::MouseDown:
{
_state.MouseButtons[static_cast<int32>(e.MouseData.Button)] = true;
break;
}
case EventType::MouseUp:
{
_state.MouseButtons[static_cast<int32>(e.MouseData.Button)] = false;
break;
}
case EventType::MouseDoubleClick:
{
break;
}
case EventType::MouseWheel:
{
_state.MouseWheelDelta += e.MouseWheelData.WheelDelta;
break;
}
case EventType::MouseMove:
{
_state.MousePosition = e.MouseData.Position;
break;
}
case EventType::MouseLeave:
{
break;
}
}
}
// Send events further
queue.Add(_queue);
_queue.Clear();
return false;
}
void Keyboard::OnCharInput(Char c, Window* target)
{
// Skip control characters
if (c < 32)
return;
Event& e = _queue.AddOne();
e.Type = EventType::Char;
e.Target = target;
e.CharData.Char = c;
}
void Keyboard::OnKeyUp(KeyboardKeys key, Window* target)
{
Event& e = _queue.AddOne();
e.Type = EventType::KeyUp;
e.Target = target;
e.KeyData.Key = key;
}
void Keyboard::OnKeyDown(KeyboardKeys key, Window* target)
{
Event& e = _queue.AddOne();
e.Type = EventType::KeyDown;
e.Target = target;
e.KeyData.Key = key;
}
void Keyboard::ResetState()
{
InputDevice::ResetState();
_prevState.Clear();
_state.Clear();
}
bool Keyboard::Update(EventQueue& queue)
{
// Move the current state to the previous
Platform::MemoryCopy(&_prevState, &_state, sizeof(State));
// Gather new events
if (UpdateState())
return true;
// Handle events
_state.InputTextLength = 0;
for (int32 i = 0; i < _queue.Count(); i++)
{
const Event& e = _queue[i];
switch (e.Type)
{
case EventType::Char:
{
if (_state.InputTextLength < ARRAY_COUNT(_state.InputText) - 1)
_state.InputText[_state.InputTextLength++] = e.CharData.Char;
break;
}
case EventType::KeyDown:
{
_state.Keys[static_cast<int32>(e.KeyData.Key)] = true;
break;
}
case EventType::KeyUp:
{
_state.Keys[static_cast<int32>(e.KeyData.Key)] = false;
break;
}
}
}
// Send events further
queue.Add(_queue);
_queue.Clear();
return false;
}
int32 Input::GetGamepadsCount()
{
return Gamepads.Count();

View File

@@ -94,98 +94,32 @@ public:
return !_state.Keys[static_cast<int32>(key)] && _prevState.Keys[static_cast<int32>(key)];
}
public:
/// <summary>
/// Called when keyboard enters input character.
/// </summary>
/// <param name="c">The Unicode character entered by the user.</param>
/// <param name="target">The target window to receive this event, otherwise input system will pick the window automatically.</param>
void OnCharInput(const Char c, Window* target = nullptr)
{
// Skip control characters
if (c < 32)
return;
Event& e = _queue.AddOne();
e.Type = EventType::Char;
e.Target = target;
e.CharData.Char = c;
}
void OnCharInput(Char c, Window* target = nullptr);
/// <summary>
/// Called when key goes up.
/// </summary>
/// <param name="key">The keyboard key.</param>
/// <param name="target">The target window to receive this event, otherwise input system will pick the window automatically.</param>
void OnKeyUp(const KeyboardKeys key, Window* target = nullptr)
{
Event& e = _queue.AddOne();
e.Type = EventType::KeyUp;
e.Target = target;
e.KeyData.Key = key;
}
void OnKeyUp(KeyboardKeys key, Window* target = nullptr);
/// <summary>
/// Called when key goes down.
/// </summary>
/// <param name="key">The keyboard key.</param>
/// <param name="target">The target window to receive this event, otherwise input system will pick the window automatically.</param>
void OnKeyDown(const KeyboardKeys key, Window* target = nullptr)
{
Event& e = _queue.AddOne();
e.Type = EventType::KeyDown;
e.Target = target;
e.KeyData.Key = key;
}
void OnKeyDown(KeyboardKeys key, Window* target = nullptr);
public:
// [InputDevice]
void ResetState() override
{
InputDevice::ResetState();
_prevState.Clear();
_state.Clear();
}
bool Update(EventQueue& queue) final override
{
// Move the current state to the previous
Platform::MemoryCopy(&_prevState, &_state, sizeof(State));
// Gather new events
if (UpdateState())
return true;
_state.InputTextLength = 0;
// Handle events
for (int32 i = 0; i < _queue.Count(); i++)
{
const Event& e = _queue[i];
switch (e.Type)
{
case EventType::Char:
{
if (_state.InputTextLength < ARRAY_COUNT(_state.InputText) - 1)
_state.InputText[_state.InputTextLength++] = e.CharData.Char;
break;
}
case EventType::KeyDown:
{
_state.Keys[static_cast<int32>(e.KeyData.Key)] = true;
break;
}
case EventType::KeyUp:
{
_state.Keys[static_cast<int32>(e.KeyData.Key)] = false;
break;
}
}
}
// Send events further
queue.Add(_queue);
_queue.Clear();
return false;
}
void ResetState() override;;
bool Update(EventQueue& queue) final override;
};

View File

@@ -127,11 +127,7 @@ public:
/// Called when mouse cursor gets moved by the application. Invalidates the previous cached mouse position to prevent mouse jitter when locking the cursor programmatically.
/// </summary>
/// <param name="newPosition">The new mouse position.</param>
void OnMouseMoved(const Vector2& newPosition)
{
_prevState.MousePosition = newPosition;
_state.MousePosition = newPosition;
}
void OnMouseMoved(const Vector2& newPosition);
/// <summary>
/// Called when mouse button goes down.
@@ -139,14 +135,7 @@ public:
/// <param name="position">The mouse position.</param>
/// <param name="button">The button.</param>
/// <param name="target">The target window to receive this event, otherwise input system will pick the window automatically.</param>
void OnMouseDown(const Vector2& position, const MouseButton button, Window* target = nullptr)
{
Event& e = _queue.AddOne();
e.Type = EventType::MouseDown;
e.Target = target;
e.MouseData.Button = button;
e.MouseData.Position = position;
}
void OnMouseDown(const Vector2& position, const MouseButton button, Window* target = nullptr);
/// <summary>
/// Called when mouse button goes up.
@@ -154,14 +143,7 @@ public:
/// <param name="position">The mouse position.</param>
/// <param name="button">The button.</param>
/// <param name="target">The target window to receive this event, otherwise input system will pick the window automatically.</param>
void OnMouseUp(const Vector2& position, const MouseButton button, Window* target = nullptr)
{
Event& e = _queue.AddOne();
e.Type = EventType::MouseUp;
e.Target = target;
e.MouseData.Button = button;
e.MouseData.Position = position;
}
void OnMouseUp(const Vector2& position, const MouseButton button, Window* target = nullptr);
/// <summary>
/// Called when mouse double clicks.
@@ -169,38 +151,20 @@ public:
/// <param name="position">The mouse position.</param>
/// <param name="button">The button.</param>
/// <param name="target">The target window to receive this event, otherwise input system will pick the window automatically.</param>
void OnMouseDoubleClick(const Vector2& position, const MouseButton button, Window* target = nullptr)
{
Event& e = _queue.AddOne();
e.Type = EventType::MouseDoubleClick;
e.Target = target;
e.MouseData.Button = button;
e.MouseData.Position = position;
}
void OnMouseDoubleClick(const Vector2& position, const MouseButton button, Window* target = nullptr);
/// <summary>
/// Called when mouse moves.
/// </summary>
/// <param name="position">The mouse position.</param>
/// <param name="target">The target window to receive this event, otherwise input system will pick the window automatically.</param>
void OnMouseMove(const Vector2& position, Window* target = nullptr)
{
Event& e = _queue.AddOne();
e.Type = EventType::MouseMove;
e.Target = target;
e.MouseData.Position = position;
}
void OnMouseMove(const Vector2& position, Window* target = nullptr);
/// <summary>
/// Called when mouse leaves the input source area.
/// </summary>
/// <param name="target">The target window to receive this event, otherwise input system will pick the window automatically.</param>
void OnMouseLeave(Window* target = nullptr)
{
Event& e = _queue.AddOne();
e.Type = EventType::MouseLeave;
e.Target = target;
}
void OnMouseLeave(Window* target = nullptr);
/// <summary>
/// Called when mouse wheel moves.
@@ -208,76 +172,11 @@ public:
/// <param name="position">The mouse position.</param>
/// <param name="delta">The normalized delta (range [-1;1]).</param>
/// <param name="target">The target window to receive this event, otherwise input system will pick the window automatically.</param>
void OnMouseWheel(const Vector2& position, const float delta, Window* target = nullptr)
{
Event& e = _queue.AddOne();
e.Type = EventType::MouseWheel;
e.Target = target;
e.MouseWheelData.WheelDelta = delta;
e.MouseWheelData.Position = position;
}
void OnMouseWheel(const Vector2& position, float delta, Window* target = nullptr);
public:
// [InputDevice]
void ResetState() override
{
InputDevice::ResetState();
_prevState.Clear();
_state.Clear();
}
bool Update(EventQueue& queue) final override
{
// Move the current state to the previous
Platform::MemoryCopy(&_prevState, &_state, sizeof(State));
// Gather new events
if (UpdateState())
return true;
// Handle events
_state.MouseWheelDelta = 0;
for (int32 i = 0; i < _queue.Count(); i++)
{
const Event& e = _queue[i];
switch (e.Type)
{
case EventType::MouseDown:
{
_state.MouseButtons[static_cast<int32>(e.MouseData.Button)] = true;
break;
}
case EventType::MouseUp:
{
_state.MouseButtons[static_cast<int32>(e.MouseData.Button)] = false;
break;
}
case EventType::MouseDoubleClick:
{
break;
}
case EventType::MouseWheel:
{
_state.MouseWheelDelta += e.MouseWheelData.WheelDelta;
break;
}
case EventType::MouseMove:
{
_state.MousePosition = e.MouseData.Position;
break;
}
case EventType::MouseLeave:
{
break;
}
}
}
// Send events further
queue.Add(_queue);
_queue.Clear();
return false;
}
void ResetState() override;
bool Update(EventQueue& queue) final override;
};