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