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#include "Input.h"
#include <iostream>
#include <memory>
#include "imgui/imgui-SFML.h"
Input::Input() :
keyboard_flags(sf::Keyboard::Key::KeyCount, false),
mouse_flags(sf::Mouse::Button::ButtonCount, false)
{
}
Input::~Input()
{
}
void Input::consume_sf_events(sf::RenderWindow *window) {
std::list<sf::Event> sf_event_queue;
sf::Event e;
while (window->pollEvent(e)) {
ImGui::SFML::ProcessEvent(e);
sf_event_queue.push_back(e);
}
transpose_sf_events(sf_event_queue);
sf_event_queue.clear();
}
void Input::consume_vr_events() {
}
void Input::handle_held_keys() {
// When keys and buttons are pressed, add them to the held list.
// When they are depressed, remove them
for (auto&& event: event_queue) {
// Key
if (event->type == vr::Event::KeyPressed) {
vr::KeyPressed *e = static_cast<vr::KeyPressed*>(event.get());
held_keys.push_back(e->code);
}
else if (event->type == vr::Event::KeyReleased) {
vr::KeyReleased *e = static_cast<vr::KeyReleased*>(event.get());
held_keys.erase(std::remove(held_keys.begin(), held_keys.end(), e->code), held_keys.end());
}
// Mouse Button
else if (event->type == vr::Event::MouseButtonPressed) {
vr::MouseButtonPressed *e = static_cast<vr::MouseButtonPressed*>(event.get());
held_mouse_buttons.push_back(e->button);
}
else if (event->type == vr::Event::MouseButtonReleased) {
vr::MouseButtonReleased *e = static_cast<vr::MouseButtonReleased*>(event.get());
held_keys.erase(std::remove(held_keys.begin(), held_keys.end(), e->button), held_keys.end());
}
}
// Generate Held events for each of the held buttons and keys
for (auto key : held_keys) {
// Not sure if this is a good idea, but I'm going to grab
// the real-time values of the mod keys and add them to the event
bool alt = false;
if (sf::Keyboard::isKeyPressed(sf::Keyboard::LAlt) || sf::Keyboard::isKeyPressed(sf::Keyboard::RAlt)) {
alt = true;
}
bool control = false;
if (sf::Keyboard::isKeyPressed(sf::Keyboard::LControl) || sf::Keyboard::isKeyPressed(sf::Keyboard::RControl)) {
control = true;
}
bool shift = false;
if (sf::Keyboard::isKeyPressed(sf::Keyboard::LShift) || sf::Keyboard::isKeyPressed(sf::Keyboard::RShift)) {
shift = true;
}
bool system = false;
if (sf::Keyboard::isKeyPressed(sf::Keyboard::LSystem) || sf::Keyboard::isKeyPressed(sf::Keyboard::RSystem)) {
system = true;
}
event_queue.push_back(std::make_unique<vr::KeyHeld>(vr::KeyHeld(key, alt, control, shift, system)));
}
for (auto mouse_button : held_mouse_buttons) {
// Again, I'm going to poll the real-time status of this event
// to fill in the X and Y values. I can do this either with screen
// co-ords or with viewport co-ords. I don't have access to the window
// from here so for now I'm going to do screen co-ords
sf::Vector2i mouse_pos = sf::Mouse::getPosition();
event_queue.push_back(std::make_unique<vr::MouseButtonHeld>(vr::MouseButtonHeld(mouse_button, mouse_pos.x, mouse_pos.y)));
}
}
void Input::dispatch_events() {
while (event_queue.size() != 0) {
notify_subscribers(std::move(event_queue.front()));
event_queue.pop_front();
}
}
void Input::transpose_sf_events(std::list<sf::Event> sf_event_queue) {
for (auto sf_event: sf_event_queue) {
switch(sf_event.type) {
case sf::Event::Closed : {
event_queue.push_back(std::make_unique<vr::Closed>(vr::Closed()));
break;
};
case sf::Event::Resized: {
event_queue.push_back(std::make_unique<vr::Resized>(vr::Resized(sf_event.size.width, sf_event.size.height)));
break;
};
case sf::Event::LostFocus: {
event_queue.push_back(std::make_unique<vr::LostFocus>(vr::LostFocus()));
break;
};
case sf::Event::GainedFocus: {
event_queue.push_back(std::make_unique<vr::GainedFocus>(vr::GainedFocus()));
break;
};
case sf::Event::TextEntered: {
event_queue.push_back(std::make_unique<vr::TextEntered>(vr::TextEntered(sf_event.text.unicode)));
break;
};
case sf::Event::KeyPressed: {
event_queue.push_back(std::make_unique<vr::KeyPressed>(vr::KeyPressed(sf_event.key.code, sf_event.key.alt, sf_event.key.control, sf_event.key.shift, sf_event.key.system)));
break;
};
case sf::Event::KeyReleased: {
event_queue.push_back(std::make_unique<vr::KeyReleased>(vr::KeyReleased(sf_event.key.code, sf_event.key.alt, sf_event.key.control, sf_event.key.shift, sf_event.key.system)));
break;
};
// Mouse wheel moved will generate a MouseWheelScrolled event with the defaul vertical wheel
case sf::Event::MouseWheelMoved: {
event_queue.push_back(std::make_unique<vr::MouseWheelScrolled>(vr::MouseWheelScrolled(sf::Mouse::VerticalWheel, sf_event.mouseWheelScroll.delta, sf_event.mouseWheelScroll.x, sf_event.mouseWheelScroll.y)));
break;
};
case sf::Event::MouseWheelScrolled: {
event_queue.push_back(std::make_unique<vr::MouseWheelScrolled>(vr::MouseWheelScrolled(sf_event.mouseWheelScroll.wheel, sf_event.mouseWheelScroll.delta, sf_event.mouseWheelScroll.x, sf_event.mouseWheelScroll.y)));
break;
};
case sf::Event::MouseButtonPressed: {
event_queue.push_back(std::make_unique<vr::MouseButtonPressed>(vr::MouseButtonPressed(sf_event.mouseButton.button, sf_event.mouseButton.x, sf_event.mouseButton.y)));
break;
};
case sf::Event::MouseButtonReleased: {
event_queue.push_back(std::make_unique<vr::MouseButtonReleased>(vr::MouseButtonReleased(sf_event.mouseButton.button, sf_event.mouseButton.x, sf_event.mouseButton.y)));
break;
};
case sf::Event::MouseMoved: {
event_queue.push_back(std::make_unique<vr::MouseMoved>(vr::MouseMoved(sf_event.mouseMove.x, sf_event.mouseMove.y)));
break;
};
case sf::Event::MouseEntered: {
event_queue.push_back(std::make_unique<vr::MouseEntered>(vr::MouseEntered(sf_event.mouseMove.x, sf_event.mouseMove.y)));
break;
};
case sf::Event::MouseLeft: {
event_queue.push_back(std::make_unique<vr::MouseLeft>(vr::MouseLeft(sf_event.mouseMove.x, sf_event.mouseMove.x)));
break;
};
case sf::Event::JoystickButtonPressed: {
event_queue.push_back(std::make_unique<vr::JoystickButtonPressed>(vr::JoystickButtonPressed(sf_event.joystickButton.joystickId, sf_event.joystickButton.button)));
break;
};
case sf::Event::JoystickButtonReleased: {
event_queue.push_back(std::make_unique<vr::JoystickButtonReleased>(vr::JoystickButtonReleased(sf_event.joystickButton.joystickId, sf_event.joystickButton.button)));
break;
};
case sf::Event::JoystickMoved: {
event_queue.push_back(std::make_unique<vr::JoystickMoved>(vr::JoystickMoved(sf_event.joystickMove.axis, sf_event.joystickMove.joystickId, sf_event.joystickMove.position)));
break;
};
case sf::Event::JoystickConnected: {
event_queue.push_back(std::make_unique<vr::JoystickConnected>(vr::JoystickConnected(sf_event.joystickConnect.joystickId)));
break;
};
case sf::Event::JoystickDisconnected: {
event_queue.push_back(std::make_unique<vr::JoystickDisconnected>(vr::JoystickDisconnected(sf_event.joystickConnect.joystickId)));
break;
};
case sf::Event::TouchBegan: {
event_queue.push_back(std::make_unique<vr::TouchBegan>(vr::TouchBegan(sf_event.touch.finger, sf_event.touch.x, sf_event.touch.y)));
break;
};
case sf::Event::TouchMoved: {
event_queue.push_back(std::make_unique<vr::TouchMoved>(vr::TouchMoved(sf_event.touch.finger, sf_event.touch.x, sf_event.touch.y)));
break;
};
case sf::Event::TouchEnded: {
event_queue.push_back(std::make_unique<vr::TouchEnded>(vr::TouchEnded(sf_event.touch.finger, sf_event.touch.x, sf_event.touch.y)));
break;
};
case sf::Event::SensorChanged: {
event_queue.push_back(std::make_unique<vr::SensorChanged>(vr::SensorChanged(sf_event.sensor.type, sf_event.sensor.x, sf_event.sensor.y, sf_event.sensor.z)));
break;
};
default: {
std::cout << "Event not recognized";
abort();
break;
}
}
}
}