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#pragma once
#include <SFML/Graphics.hpp>
#include <list>
#include "Event.hpp"
#include <memory>
#include "Pub_Sub.h"
#include "Gui.h"
#include <string>
/**
*
* Input
*
* For each frame the Application must call
*
* consume_sf_events(*window)
* handle_held_keys()
* dispatch_events()
*
* which will pull all the events from the sfml event queue, transpose them over
* to vr:events, compare to the last frame and create held key events for keys held
* for longer than one frame, and finally dispatch the events to the relevent VrEventListener's
*
*/
class Input : public VrEventPublisher, private Gui{
public:
Input();
~Input();
void consume_sf_events(sf::RenderWindow *window);
void consume_vr_events();
void handle_held_keys();
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void dispatch_events();
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virtual void render_gui() override;
virtual void update_gui() override;
private:
void transpose_sf_events(std::list<sf::Event> event_queue);
std::vector<sf::Keyboard::Key> held_keys;
std::vector<sf::Mouse::Button> held_mouse_buttons;
// TODO: What the hell was I using these for?
std::vector<bool> keyboard_flags;
std::vector<bool> mouse_flags;
private:
static const std::vector<std::string> key_strings;
std::list<std::unique_ptr<vr::Event>> event_queue;
};
class WindowHandler : public VrEventSubscriber {
public:
WindowHandler(sf::RenderWindow *window) : window_ref(window) { };
virtual void recieve_event(VrEventPublisher* publisher, std::unique_ptr<vr::Event>(event)) override {
if (event.get()->type == vr::Event::Closed) {
window_ref->close();
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} else if (event.get()->type == vr::Event::KeyPressed) {
vr::KeyPressed *key_event = static_cast<vr::KeyPressed*>(event.get());
if (key_event->code == sf::Keyboard::Escape) {
window_ref->close();
}
}
};
private:
sf::RenderWindow* window_ref;
};