#include "Input.h" #include #include 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); } 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) { 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()); } 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_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(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(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_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())); break; }; case sf::Event::Resized: { event_queue.push_back(std::make_unique(vr::Resized(sf_event.size.width, sf_event.size.height))); break; }; case sf::Event::LostFocus: { event_queue.push_back(std::make_unique(vr::LostFocus())); break; }; case sf::Event::GainedFocus: { event_queue.push_back(std::make_unique(vr::GainedFocus())); break; }; case sf::Event::TextEntered: { event_queue.push_back(std::make_unique(vr::TextEntered(sf_event.text.unicode))); break; }; case sf::Event::KeyPressed: { event_queue.push_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.push_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.push_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.push_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.push_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.push_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.push_back(std::make_unique(vr::MouseMoved(sf_event.mouseMove.x, sf_event.mouseMove.y))); break; }; case sf::Event::MouseEntered: { event_queue.push_back(std::make_unique(vr::MouseEntered(sf_event.mouseMove.x, sf_event.mouseMove.y))); break; }; case sf::Event::MouseLeft: { event_queue.push_back(std::make_unique(vr::MouseLeft(sf_event.mouseMove.x, sf_event.mouseMove.x))); break; }; case sf::Event::JoystickButtonPressed: { event_queue.push_back(std::make_unique(vr::JoystickButtonPressed(sf_event.joystickButton.joystickId, sf_event.joystickButton.button))); break; }; case sf::Event::JoystickButtonReleased: { event_queue.push_back(std::make_unique(vr::JoystickButtonReleased(sf_event.joystickButton.joystickId, sf_event.joystickButton.button))); break; }; case sf::Event::JoystickMoved: { event_queue.push_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.push_back(std::make_unique(vr::JoystickConnected(sf_event.joystickConnect.joystickId))); break; }; case sf::Event::JoystickDisconnected: { event_queue.push_back(std::make_unique(vr::JoystickDisconnected(sf_event.joystickConnect.joystickId))); break; }; case sf::Event::TouchBegan: { event_queue.push_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.push_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.push_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.push_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; } } } }