#pragma once #include "Input.h" #include #include #include "Logger.h" #include "LightHandle.h" #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_queue; sf::Event e; while (window->pollEvent(e)) { sf_event_queue.push_back(e); ImGui::SFML::ProcessEvent(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(event.get()); held_keys.push_back(e->code); } else if (event->type == vr::Event::KeyReleased) { vr::KeyReleased *e = static_cast(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(event.get()); held_mouse_buttons.push_back(e->button); } else if (event->type == vr::Event::MouseButtonReleased) { vr::MouseButtonReleased *e = static_cast(event.get()); held_mouse_buttons.erase(std::remove(held_mouse_buttons.begin(), held_mouse_buttons.end(), e->button), held_mouse_buttons.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.emplace_back(std::make_unique(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.emplace_back(std::make_unique(vr::MouseButtonHeld(mouse_button, mouse_pos.x, mouse_pos.y))); } } void Input::render_gui() { ImGui::Begin("Input Debugger"); ImDrawList* draw_list = ImGui::GetWindowDrawList(); static ImVec4 col = ImVec4(1.0f, 0.0f, 1.0f, 1.0f); const ImVec2 p = ImGui::GetCursorScreenPos(); const ImU32 col32 = ImColor(col); std::vector axis_values = { sf::Joystick::getAxisPosition(0, sf::Joystick::Axis::X) / 2, sf::Joystick::getAxisPosition(0, sf::Joystick::Axis::Y) / 2, sf::Joystick::getAxisPosition(0, sf::Joystick::Axis::U) / 2, sf::Joystick::getAxisPosition(0, sf::Joystick::Axis::R) / 2, sf::Joystick::getAxisPosition(0, sf::Joystick::Axis::Z) / 2, sf::Joystick::getAxisPosition(0, sf::Joystick::Axis::V) / 2 }; ImGui::Columns(3, "Axis's"); // 4-ways, with border ImGui::Separator(); ImGui::Text("X Y"); ImGui::NextColumn(); ImGui::Text("U R"); ImGui::NextColumn(); ImGui::Text("Z V"); ImGui::NextColumn(); ImGui::Separator(); for (int i = 0; i < 3; i++) { float offset = ImGui::GetColumnWidth(i); draw_list->AddLine(ImVec2(p.x + 0 + offset * i, p.y + 50), ImVec2(p.x + 100 + offset * i, p.y + 50), col32, 1.0); draw_list->AddLine(ImVec2(p.x + 50 + offset * i, p.y + 0), ImVec2(p.x + 50 + offset * i, p.y + 100), col32, 1.0); draw_list->AddCircleFilled(ImVec2(p.x + axis_values[2 * i] + 50 + offset * i, p.y + axis_values[2 * i + 1] + 50), 6, col32, 32); ImGui::Dummy(ImVec2(100, 100)); ImGui::NextColumn(); } ImGui::Separator(); ImGui::Text("Pressed Keyboard Keys"); ImGui::Columns(6); for (auto i : held_keys) { ImGui::Text(key_strings.at(i).c_str()); ImGui::NextColumn(); } ImGui::Separator(); ImGui::End(); } void Input::update_gui() { rendering = true; } void Input::transpose_sf_events(std::list sf_event_queue) { for (auto sf_event: sf_event_queue) { switch(sf_event.type) { case sf::Event::Closed : { event_queue.emplace_back(std::make_unique(vr::Closed())); break; }; case sf::Event::Resized: { event_queue.emplace_back(std::make_unique(vr::Resized(sf_event.size.width, sf_event.size.height))); break; }; case sf::Event::LostFocus: { event_queue.emplace_back(std::make_unique(vr::LostFocus())); break; }; case sf::Event::GainedFocus: { event_queue.emplace_back(std::make_unique(vr::GainedFocus())); break; }; case sf::Event::TextEntered: { event_queue.emplace_back(std::make_unique(vr::TextEntered(sf_event.text.unicode))); break; }; case sf::Event::KeyPressed: { event_queue.emplace_back(std::make_unique(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.emplace_back(std::make_unique(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.emplace_back(std::make_unique(vr::MouseWheelScrolled(sf::Mouse::VerticalWheel, sf_event.mouseWheelScroll.delta, sf_event.mouseWheelScroll.x, sf_event.mouseWheelScroll.y))); break; }; case sf::Event::MouseWheelScrolled: { event_queue.emplace_back(std::make_unique(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.emplace_back(std::make_unique(vr::MouseButtonPressed(sf_event.mouseButton.button, sf_event.mouseButton.x, sf_event.mouseButton.y))); break; }; case sf::Event::MouseButtonReleased: { event_queue.emplace_back(std::make_unique(vr::MouseButtonReleased(sf_event.mouseButton.button, sf_event.mouseButton.x, sf_event.mouseButton.y))); break; }; case sf::Event::MouseMoved: { event_queue.emplace_back(std::make_unique(vr::MouseMoved(sf_event.mouseMove.x, sf_event.mouseMove.y))); break; }; case sf::Event::MouseEntered: { event_queue.emplace_back(std::make_unique(vr::MouseEntered(sf_event.mouseMove.x, sf_event.mouseMove.y))); break; }; case sf::Event::MouseLeft: { event_queue.emplace_back(std::make_unique(vr::MouseLeft(sf_event.mouseMove.x, sf_event.mouseMove.x))); break; }; case sf::Event::JoystickButtonPressed: { event_queue.emplace_back(std::make_unique(vr::JoystickButtonPressed(sf_event.joystickButton.joystickId, sf_event.joystickButton.button))); break; }; case sf::Event::JoystickButtonReleased: { event_queue.emplace_back(std::make_unique(vr::JoystickButtonReleased(sf_event.joystickButton.joystickId, sf_event.joystickButton.button))); break; }; case sf::Event::JoystickMoved: { event_queue.emplace_back(std::make_unique(vr::JoystickMoved(sf_event.joystickMove.axis, sf_event.joystickMove.joystickId, sf_event.joystickMove.position))); break; }; case sf::Event::JoystickConnected: { event_queue.emplace_back(std::make_unique(vr::JoystickConnected(sf_event.joystickConnect.joystickId))); break; }; case sf::Event::JoystickDisconnected: { event_queue.emplace_back(std::make_unique(vr::JoystickDisconnected(sf_event.joystickConnect.joystickId))); break; }; case sf::Event::TouchBegan: { event_queue.emplace_back(std::make_unique(vr::TouchBegan(sf_event.touch.finger, sf_event.touch.x, sf_event.touch.y))); break; }; case sf::Event::TouchMoved: { event_queue.emplace_back(std::make_unique(vr::TouchMoved(sf_event.touch.finger, sf_event.touch.x, sf_event.touch.y))); break; }; case sf::Event::TouchEnded: { event_queue.emplace_back(std::make_unique(vr::TouchEnded(sf_event.touch.finger, sf_event.touch.x, sf_event.touch.y))); break; }; case sf::Event::SensorChanged: { event_queue.emplace_back(std::make_unique(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; } } } } const std::vector Input::key_strings = { "A", "B", "C", "D", "E", "F", "G", "H", "I", "J", "K", "L", "M", "N", "O", "P", "Q", "R", "S", "T", "U", "V", "W", "X", "Y", "Z", "Num0", "Num1", "Num2", "Num3", "Num4", "Num5", "Num6", "Num7", "Num8", "Num9", "Escape", "LControl", "LShift", "LAlt", "LSystem", "RControl", "RShift", "RAlt", "RSystem", "Menu", "LBracket", "RBracket", "SemiColon", "Comma", "Period", "Quote", "Slash", "BackSlash", "Tilde", "Equal", "Dash", "Space", "Return", "BackSpace", "Tab", "PageUp", "PageDown", "End", "Home", "Insert", "Delete", "Add", "Subtract", "Multiply", "Divide", "Left", "Right", "Up", "Down", "Numpad0", "Numpad1", "Numpad2", "Numpad3", "Numpad4", "Numpad5", "Numpad6", "Numpad7", "Numpad8", "Numpad9", "F1" , "F2" , "F3" , "F4" , "F5" , "F6" , "F7" , "F8" , "F9" , "F10", "F11", "F12", "F13", "F14", "F15", "Pause" }; void Input::generate_events() { }