VoxelEngine/src/window/input.hpp

295 lines
6.7 KiB
C++

#pragma once
#include <string>
#include <glm/vec2.hpp>
#include "util/HandlersList.hpp"
namespace dv {
class value;
}
enum class BindType {
BIND = 0,
REBIND = 1
};
/// @brief Represents glfw3 keycode values.
enum class Keycode : int {
SPACE = 32,
APOSTROPHE = 39,
COMMA = 44,
MINUS = 45,
PERIOD = 46,
SLASH = 47,
NUM_0 = 48,
NUM_1 = 49,
NUM_2 = 50,
NUM_3 = 51,
NUM_4 = 52,
NUM_5 = 53,
NUM_6 = 54,
NUM_7 = 55,
NUM_8 = 56,
NUM_9 = 57,
SEMICOLON = 59,
EQUAL = 61,
A = 65,
B = 66,
C = 67,
D = 68,
E = 69,
F = 70,
G = 71,
H = 72,
I = 73,
J = 74,
K = 75,
L = 76,
M = 77,
N = 78,
O = 79,
P = 80,
Q = 81,
R = 82,
S = 83,
T = 84,
U = 85,
V = 86,
W = 87,
X = 88,
Y = 89,
Z = 90,
LEFT_BRACKET = 91,
BACKSLASH = 92,
RIGHT_BRACKET = 93,
GRAVE_ACCENT = 96,
ESCAPE = 256,
ENTER = 257,
TAB = 258,
BACKSPACE = 259,
INSERT = 260,
DELETE = 261,
LEFT = 263,
RIGHT = 262,
DOWN = 264,
UP = 265,
PAGE_UP = 266,
PAGE_DOWN = 267,
HOME = 268,
END = 269,
CAPS_LOCK = 280,
NUM_LOCK = 282,
PRINT_SCREEN = 283,
PAUSE = 284,
F1 = 290,
F2 = 291,
F3 = 292,
F4 = 293,
F5 = 294,
F6 = 295,
F7 = 296,
F8 = 297,
F9 = 298,
F10 = 299,
F11 = 300,
F12 = 301,
LEFT_SHIFT = 340,
LEFT_CONTROL = 341,
LEFT_ALT = 342,
LEFT_SUPER = 343,
RIGHT_SHIFT = 344,
RIGHT_CONTROL = 345,
RIGHT_ALT = 346,
RIGHT_SUPER = 347,
MENU = 348,
UNKNOWN = -1
};
/// @brief Represents glfw3 mouse button IDs.
/// @details There is a subset of glfw3 mouse button IDs.
enum class Mousecode : int {
BUTTON_1 = 0, // Left mouse button
BUTTON_2 = 1, // Right mouse button
BUTTON_3 = 2, // Middle mouse button
BUTTON_4 = 3, // Side mouse button 1
BUTTON_5 = 4, // Side mouse button 2
BUTTON_6 = 5, // Side mouse button 3
BUTTON_7 = 6, // Side mouse button 4
BUTTON_8 = 7, // Side mouse button 5
UNKNOWN = -1,
};
inline Mousecode MOUSECODES_ALL[] {
Mousecode::BUTTON_1,
Mousecode::BUTTON_2,
Mousecode::BUTTON_3,
Mousecode::BUTTON_4,
Mousecode::BUTTON_5,
Mousecode::BUTTON_6,
Mousecode::BUTTON_7,
Mousecode::BUTTON_8};
namespace input_util {
void initialize();
Keycode keycode_from(const std::string& name);
Mousecode mousecode_from(const std::string& name);
/// @return Key label by keycode
std::string to_string(Keycode code);
/// @return Mouse button label by keycode
std::string to_string(Mousecode code);
/// @return Key name by keycode
std::string get_name(Keycode code);
/// @return Mouse button name by keycode
std::string get_name(Mousecode code);
}
enum class InputType {
KEYBOARD,
MOUSE,
};
struct Binding {
util::HandlersList<> onactived;
InputType type;
int code;
bool state = false;
bool justChanged = false;
bool enabled = true;
Binding() = default;
Binding(InputType type, int code) : type(type), code(code) {
}
bool active() const {
return state;
}
bool jactive() const {
return state && justChanged;
}
void reset(InputType, int);
void reset(Keycode);
void reset(Mousecode);
inline std::string text() const {
switch (type) {
case InputType::KEYBOARD: {
return input_util::to_string(static_cast<Keycode>(code));
}
case InputType::MOUSE: {
return input_util::to_string(static_cast<Mousecode>(code));
}
}
return "<unknown input type>";
}
};
class Bindings {
std::unordered_map<std::string, Binding> bindings;
public:
bool active(const std::string& name) const {
const auto& found = bindings.find(name);
if (found == bindings.end()) {
return false;
}
return found->second.active();
}
bool jactive(const std::string& name) const {
const auto& found = bindings.find(name);
if (found == bindings.end()) {
return false;
}
return found->second.jactive();
}
Binding* get(const std::string& name) {
const auto found = bindings.find(name);
if (found == bindings.end()) {
return nullptr;
}
return &found->second;
}
const Binding* get(const std::string& name) const {
const auto found = bindings.find(name);
if (found == bindings.end()) {
return nullptr;
}
return &found->second;
}
Binding& require(const std::string& name);
const Binding& require(const std::string& name) const;
void bind(const std::string& name, InputType type, int code) {
bindings.try_emplace(name, Binding(type, code));
}
void rebind(const std::string& name, InputType type, int code) {
require(name).reset(type, code);
}
auto& getAll() {
return bindings;
}
void enableAll() {
for (auto& entry : bindings) {
entry.second.enabled = true;
}
}
void read(const dv::value& map, BindType bindType);
std::string write() const;
};
struct CursorState {
bool locked = false;
glm::vec2 pos {};
glm::vec2 delta {};
};
class Input {
public:
virtual ~Input() = default;
virtual void pollEvents(bool waitForRefresh) = 0;
virtual const char* getClipboardText() const = 0;
virtual void setClipboardText(const char* str) = 0;
virtual int getScroll() = 0;
virtual bool pressed(Keycode keycode) const = 0;
virtual bool jpressed(Keycode keycode) const = 0;
virtual bool clicked(Mousecode mousecode) const = 0;
virtual bool jclicked(Mousecode mousecode) const = 0;
virtual CursorState getCursor() const = 0;
virtual bool isCursorLocked() const = 0;
virtual void toggleCursor() = 0;
virtual Bindings& getBindings() = 0;
virtual const Bindings& getBindings() const = 0;
virtual ObserverHandler addKeyCallback(Keycode key, KeyCallback callback) = 0;
virtual const std::vector<Keycode>& getPressedKeys() const = 0;
virtual const std::vector<uint>& getCodepoints() const = 0;
ObserverHandler addCallback(const std::string& name, KeyCallback callback) {
return getBindings().require(name).onactived.add(callback);
}
};