#pragma once #include #include #include #include #include #include "Event.hpp" #include "Pub_Sub.h" #include "Gui.h" #include "Logger.h" #include "LightHandle.h" /** * * 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(); void dispatch_events(); virtual void render_gui() override; virtual void update_gui() override; private: void transpose_sf_events(std::list event_queue); std::vector held_keys; std::vector held_mouse_buttons; private: static const std::vector key_strings; std::list> event_queue; }; class WindowHandler : public VrEventSubscriber { public: WindowHandler(sf::RenderWindow *window) : window_ref(window) { }; virtual void event_handler(VrEventPublisher *publisher, std::unique_ptr(event)) override { if (event.get()->type == vr::Event::Closed) { window_ref->close(); } else if (event.get()->type == vr::Event::KeyPressed) { vr::KeyPressed *key_event = static_cast(event.get()); if (key_event->code == sf::Keyboard::Escape) { window_ref->close(); } } }; private: sf::RenderWindow* window_ref; };