light/modules/engine/src/input/input.cpp

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#include <engine/events/char.hpp>
#include <engine/events/event.hpp>
#include <engine/events/keyboard.hpp>
#include <engine/events/mouse.hpp>
#include <engine/input/input.hpp>
#include <engine/input/key_codes.hpp>
#include <imgui.h>
namespace Light {
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Input *Input::s_Context = nullptr;
Scope<Input> Input::create()
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{
return make_scope(new Input);
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}
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Input::Input()
: m_keyboad_keys {}
, m_mouse_buttons {}
, m_mouse_position {}
, m_mouse_delta {}
, m_mouse_wheel_delta {}
, m_user_interface_events(true)
, m_game_events(true)
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{
lt_assert(
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!s_Context,
"Input::Input: an instance of 'Input' already exists, do not construct this class!"
);
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s_Context = this;
restart_input_state();
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}
void Input::receive_user_interface_events_impl(bool receive, bool toggle /* = false */)
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{
m_user_interface_events = toggle ? !m_user_interface_events : receive;
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}
void Input::receieve_game_events_impl(bool receive, bool toggle /*= false*/)
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{
bool prev = m_game_events;
m_game_events = toggle ? !m_user_interface_events : receive;
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if (m_game_events != prev)
restart_input_state();
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}
void Input::restart_input_state()
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{
m_keyboad_keys.fill(false);
m_mouse_buttons.fill(false);
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m_mouse_position = glm::vec2(0.0f);
m_mouse_delta = glm::vec2(0.0f);
m_mouse_wheel_delta = 0.0f;
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}
void Input::on_event(const Event &inputEvent)
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{
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ImGuiIO &io = ImGui::GetIO();
switch (inputEvent.get_event_type())
{
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//** MOUSE_EVENTS **//
case EventType::MouseMoved:
{
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const MouseMovedEvent &event = (const MouseMovedEvent &)inputEvent;
if (m_game_events)
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{
m_mouse_delta = event.GetPosition() - m_mouse_position;
m_mouse_position = event.GetPosition();
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}
if (m_user_interface_events)
io.MousePos = ImVec2(event.get_x(), event.get_y());
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return;
}
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case EventType::ButtonPressed:
{
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const ButtonPressedEvent &event = (const ButtonPressedEvent &)inputEvent;
if (m_game_events)
m_mouse_buttons[event.get_button()] = true;
if (m_user_interface_events)
io.MouseDown[event.get_button()] = true;
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return;
}
case EventType::ButtonReleased:
{
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const ButtonReleasedEvent &event = (const ButtonReleasedEvent &)inputEvent;
if (m_game_events)
m_mouse_buttons[event.get_button()] = false;
if (m_user_interface_events)
io.MouseDown[event.get_button()] = false;
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return;
}
case EventType::WheelScrolled:
{
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const WheelScrolledEvent &event = (const WheelScrolledEvent &)inputEvent;
if (m_game_events)
m_mouse_wheel_delta = event.get_offset();
if (m_user_interface_events)
io.MouseWheel = event.get_offset();
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return;
}
//** KEYBOARD_EVENTS **//
case EventType::KeyPressed:
{
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const KeyPressedEvent &event = (const KeyPressedEvent &)inputEvent;
if (m_game_events)
m_keyboad_keys[event.get_key()] = true;
if (m_user_interface_events)
{
io.KeysDown[event.get_key()] = true;
// if (event.get_key() == Key::BackSpace)
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// io.AddInputCharacter(Key::BackSpace);
}
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return;
}
case EventType::KeyReleased:
{
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const KeyReleasedEvent &event = (const KeyReleasedEvent &)inputEvent;
if (m_game_events)
m_keyboad_keys[event.get_key()] = false;
if (m_user_interface_events)
io.KeysDown[event.get_key()] = false;
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return;
}
case EventType::SetChar:
{
if (m_user_interface_events)
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{
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const SetCharEvent &event = (const SetCharEvent &)inputEvent;
io.AddInputCharacter(event.get_character());
}
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return;
}
}
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}
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} // namespace Light