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InputManager.cpp
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249 lines (210 loc) · 7.99 KB
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#include "InputManager.hpp"
namespace Caffeine::Input {
InputManager::InputManager() {
m_keyState.fill(false);
m_mouseState.fill(false);
m_gamepadButtonState.fill(false);
m_gamepadAxisState.fill(0.0f);
m_prevKeyState.fill(false);
m_prevMouseState.fill(false);
m_prevGamepadButtonState.fill(false);
setupDefaultBindings();
}
void InputManager::beginFrame() {
m_prevKeyState = m_keyState;
m_prevMouseState = m_mouseState;
m_prevGamepadButtonState = m_gamepadButtonState;
m_prevMousePos = m_mousePos;
m_prevActionStates = m_actionStates;
}
void InputManager::endFrame() {
for (usize i = 0; i < static_cast<usize>(Action::Count); ++i) {
auto action = static_cast<Action>(i);
const auto& bindings = m_actionBindings[i];
bool active = false;
for (u8 b = 0; b < bindings.count; ++b) {
if (isBindingActive(bindings.bindings[b])) {
active = true;
break;
}
}
bool wasActive = m_prevActionStates[i].pressed;
ActionState& state = m_actionStates[i];
state.pressed = active;
state.justPressed = active && !wasActive;
state.justReleased = !active && wasActive;
if (state.justPressed) fireActionPressed(action);
if (state.justReleased) fireActionReleased(action);
}
}
void InputManager::injectKeyDown(Key key) {
auto idx = static_cast<usize>(key);
if (idx < m_keyState.size()) m_keyState[idx] = true;
}
void InputManager::injectKeyUp(Key key) {
auto idx = static_cast<usize>(key);
if (idx < m_keyState.size()) m_keyState[idx] = false;
}
void InputManager::injectMouseButtonDown(MouseButton button) {
auto idx = static_cast<usize>(button);
if (idx < m_mouseState.size()) m_mouseState[idx] = true;
}
void InputManager::injectMouseButtonUp(MouseButton button) {
auto idx = static_cast<usize>(button);
if (idx < m_mouseState.size()) m_mouseState[idx] = false;
}
void InputManager::injectMouseMove(f32 x, f32 y) {
m_mousePos = Vec2(x, y);
}
void InputManager::injectGamepadButtonDown(GamepadButton button) {
auto idx = static_cast<usize>(button);
if (idx < m_gamepadButtonState.size()) m_gamepadButtonState[idx] = true;
}
void InputManager::injectGamepadButtonUp(GamepadButton button) {
auto idx = static_cast<usize>(button);
if (idx < m_gamepadButtonState.size()) m_gamepadButtonState[idx] = false;
}
void InputManager::injectGamepadAxis(GamepadAxis axis, f32 value) {
auto idx = static_cast<usize>(axis);
if (idx < m_gamepadAxisState.size()) m_gamepadAxisState[idx] = value;
}
ActionState InputManager::actionState(Action action) const {
auto idx = static_cast<usize>(action);
if (idx < m_actionStates.size()) return m_actionStates[idx];
return {};
}
AxisState InputManager::axisState(Axis axis) const {
auto idx = static_cast<usize>(axis);
if (idx >= static_cast<usize>(Axis::Count)) return {};
const auto& pair = m_axisBindings[idx];
if (!pair.bound) return {};
f32 value = 0.0f;
if (pair.negative.type == BindingType::GamepadAxis &&
pair.positive.type == BindingType::GamepadAxis &&
pair.negative == pair.positive) {
auto axisIdx = static_cast<usize>(pair.negative.gamepadAxis);
if (axisIdx < m_gamepadAxisState.size()) {
value = m_gamepadAxisState[axisIdx];
}
} else {
f32 neg = isBindingActive(pair.negative) ? -1.0f : 0.0f;
f32 pos = isBindingActive(pair.positive) ? 1.0f : 0.0f;
value = neg + pos;
}
f32 prevValue = 0.0f;
if (pair.negative.type == BindingType::GamepadAxis &&
pair.positive.type == BindingType::GamepadAxis &&
pair.negative == pair.positive) {
prevValue = value;
} else {
f32 prevNeg = wasBindingActive(pair.negative) ? -1.0f : 0.0f;
f32 prevPos = wasBindingActive(pair.positive) ? 1.0f : 0.0f;
prevValue = prevNeg + prevPos;
}
AxisState state;
state.value = value;
state.delta = value - prevValue;
return state;
}
Vec2 InputManager::mousePosition() const {
return m_mousePos;
}
Vec2 InputManager::mouseDelta() const {
return m_mousePos - m_prevMousePos;
}
void InputManager::bind(Action action, Binding binding) {
auto idx = static_cast<usize>(action);
if (idx >= static_cast<usize>(Action::Count)) return;
auto& ab = m_actionBindings[idx];
if (ab.count >= MAX_BINDINGS_PER_ACTION) return;
ab.bindings[ab.count] = binding;
++ab.count;
}
void InputManager::clearBindings(Action action) {
auto idx = static_cast<usize>(action);
if (idx >= static_cast<usize>(Action::Count)) return;
m_actionBindings[idx].count = 0;
}
void InputManager::clearAllBindings() {
for (usize i = 0; i < static_cast<usize>(Action::Count); ++i) {
m_actionBindings[i].count = 0;
}
for (usize i = 0; i < static_cast<usize>(Axis::Count); ++i) {
m_axisBindings[i].bound = false;
}
}
void InputManager::resetToDefaults() {
clearAllBindings();
setupDefaultBindings();
}
void InputManager::bindAxis(Axis axis, Binding negative, Binding positive) {
auto idx = static_cast<usize>(axis);
if (idx >= static_cast<usize>(Axis::Count)) return;
m_axisBindings[idx].negative = negative;
m_axisBindings[idx].positive = positive;
m_axisBindings[idx].bound = true;
}
void InputManager::setCallbackHandler(IInputCallbacks* handler) {
m_callbackHandler = handler;
}
void InputManager::setupDefaultBindings() {
bind(Action::MoveUp, Binding::fromKey(Key::W));
bind(Action::MoveDown, Binding::fromKey(Key::S));
bind(Action::MoveLeft, Binding::fromKey(Key::A));
bind(Action::MoveRight, Binding::fromKey(Key::D));
bind(Action::Jump, Binding::fromKey(Key::Space));
bind(Action::Pause, Binding::fromKey(Key::Escape));
bind(Action::MoveUp, Binding::fromKey(Key::Up));
bind(Action::MoveDown, Binding::fromKey(Key::Down));
bind(Action::MoveLeft, Binding::fromKey(Key::Left));
bind(Action::MoveRight, Binding::fromKey(Key::Right));
}
bool InputManager::isBindingActive(const Binding& binding) const {
switch (binding.type) {
case BindingType::Key: {
auto idx = static_cast<usize>(binding.key);
return idx < m_keyState.size() && m_keyState[idx];
}
case BindingType::MouseButton: {
auto idx = static_cast<usize>(binding.mouseButton);
return idx < m_mouseState.size() && m_mouseState[idx];
}
case BindingType::GamepadButton: {
auto idx = static_cast<usize>(binding.gamepadButton);
return idx < m_gamepadButtonState.size() && m_gamepadButtonState[idx];
}
case BindingType::GamepadAxis: {
auto idx = static_cast<usize>(binding.gamepadAxis);
return idx < m_gamepadAxisState.size() && m_gamepadAxisState[idx] > 0.5f;
}
}
return false;
}
bool InputManager::wasBindingActive(const Binding& binding) const {
switch (binding.type) {
case BindingType::Key: {
auto idx = static_cast<usize>(binding.key);
return idx < m_prevKeyState.size() && m_prevKeyState[idx];
}
case BindingType::MouseButton: {
auto idx = static_cast<usize>(binding.mouseButton);
return idx < m_prevMouseState.size() && m_prevMouseState[idx];
}
case BindingType::GamepadButton: {
auto idx = static_cast<usize>(binding.gamepadButton);
return idx < m_prevGamepadButtonState.size() && m_prevGamepadButtonState[idx];
}
case BindingType::GamepadAxis:
return false;
}
return false;
}
void InputManager::fireActionPressed(Action action) {
if (onActionPressed) onActionPressed(action);
if (m_callbackHandler) m_callbackHandler->onActionPressed(action);
}
void InputManager::fireActionReleased(Action action) {
if (onActionReleased) onActionReleased(action);
if (m_callbackHandler) m_callbackHandler->onActionReleased(action);
}
} // namespace Caffeine::Input