Move Mouse and Keyboard impl from headers to Input.cpp
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@@ -127,11 +127,7 @@ public:
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/// Called when mouse cursor gets moved by the application. Invalidates the previous cached mouse position to prevent mouse jitter when locking the cursor programmatically.
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/// </summary>
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/// <param name="newPosition">The new mouse position.</param>
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void 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 OnMouseMoved(const Vector2& newPosition);
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/// <summary>
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/// Called when mouse button goes down.
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@@ -139,14 +135,7 @@ public:
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/// <param name="position">The mouse position.</param>
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/// <param name="button">The button.</param>
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/// <param name="target">The target window to receive this event, otherwise input system will pick the window automatically.</param>
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void OnMouseDown(const Vector2& position, const MouseButton button, Window* target = nullptr)
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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 OnMouseDown(const Vector2& position, const MouseButton button, Window* target = nullptr);
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/// <summary>
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/// Called when mouse button goes up.
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@@ -154,14 +143,7 @@ public:
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/// <param name="position">The mouse position.</param>
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/// <param name="button">The button.</param>
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/// <param name="target">The target window to receive this event, otherwise input system will pick the window automatically.</param>
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void OnMouseUp(const Vector2& position, const MouseButton button, Window* target = nullptr)
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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 OnMouseUp(const Vector2& position, const MouseButton button, Window* target = nullptr);
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/// <summary>
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/// Called when mouse double clicks.
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@@ -169,38 +151,20 @@ public:
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/// <param name="position">The mouse position.</param>
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/// <param name="button">The button.</param>
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/// <param name="target">The target window to receive this event, otherwise input system will pick the window automatically.</param>
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void OnMouseDoubleClick(const Vector2& position, const MouseButton button, Window* target = nullptr)
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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 OnMouseDoubleClick(const Vector2& position, const MouseButton button, Window* target = nullptr);
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/// <summary>
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/// Called when mouse moves.
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/// </summary>
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/// <param name="position">The mouse position.</param>
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/// <param name="target">The target window to receive this event, otherwise input system will pick the window automatically.</param>
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void OnMouseMove(const Vector2& position, Window* target = nullptr)
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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 OnMouseMove(const Vector2& position, Window* target = nullptr);
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/// <summary>
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/// Called when mouse leaves the input source area.
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/// </summary>
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/// <param name="target">The target window to receive this event, otherwise input system will pick the window automatically.</param>
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void OnMouseLeave(Window* target = nullptr)
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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 OnMouseLeave(Window* target = nullptr);
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/// <summary>
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/// Called when mouse wheel moves.
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@@ -208,76 +172,11 @@ public:
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/// <param name="position">The mouse position.</param>
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/// <param name="delta">The normalized delta (range [-1;1]).</param>
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/// <param name="target">The target window to receive this event, otherwise input system will pick the window automatically.</param>
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void OnMouseWheel(const Vector2& position, const float delta, Window* target = nullptr)
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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 OnMouseWheel(const Vector2& position, float delta, Window* target = nullptr);
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public:
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// [InputDevice]
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void ResetState() override
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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 Update(EventQueue& queue) final override
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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 ResetState() override;
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bool Update(EventQueue& queue) final override;
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};
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