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Author SHA1 Message Date
4b2aeea2ca Temp Work
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Run ReCI Build Test / Explore-Gitea-Actions (push) Failing after 6m28s
2024-12-06 11:50:20 -05:00
feacea61b1 Fix Mouse Button errors, implement MouseWheel events
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2024-12-04 10:17:10 -05:00
13 changed files with 877 additions and 94 deletions

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@@ -0,0 +1,273 @@
/// ReWindowLibrary
/// A C++20 Library for creating and managing windows in a platform-independent manner
/// Developed and Maintained by the boys @ Redacted Software.
/// (c) 2024 Redacted Software
/// This work is dedicated to the public domain.
/// @file scancode.h
/// @desc Abstraction layer for input device scancodes
/// @edit 2024-12-03
#pragma once
namespace ReWindow {
enum class ReScanCodeIndex : unsigned int {
Unimplemented = 0,
MLeft = 1,
MRight = 2,
MMiddle = 3,
MWheel_Up = 4,
MWheel_Down = 5,
MSide_A = 8,
MSide_B = 9,
KP_0 = 90,
KP_1 = 87,
KP_2 = 88,
KP_3 = 89,
KP_4 = 83,
KP_5 = 84,
KP_6 = 85,
KP_7 = 79,
KP_8 = 80,
KP_9 = 81,
KP_PERIOD = 91,
KP_RETURN = 104,
KP_PLUS = 86,
KP_MINUS = 82,
KP_ASTERISK = 63,
KP_SLASH = 106,
KP_NUMLOCK = 77,
PAGEUP = 112,
PAGEDOWN = 117,
HOME = 110,
MENU = 135,
END = 115,
INSERT = 118,
DEL = 119,
UP = 111,
DOWN = 116,
LEFT = 113,
RIGHT = 114,
BACKSPACE = 22,
EQUALS = 21,
MINUS = 20,
ZERO = 19,
NINE = 18,
EIGHT = 17,
SEVEN = 16,
SIX = 15,
FIVE = 14,
FOUR = 13,
THREE = 12,
TWO = 11,
ONE = 10,
GRAVE = 49,
BACKSLASH = 51,
CLOSING_SQUARE_BRACKET = 35,
OPENING_SQUARE_BRACKET = 34,
P = 33,
O = 32,
I = 31,
U = 30,
Y = 29,
T = 28,
R = 27,
E = 26,
W = 25,
Q = 24,
TAB = 23,
RETURN = 36,
SINGLEQUOTE = 48,
SEMICOLON = 47,
L = 46,
K = 45,
J = 44,
H = 43,
G = 42,
F = 41,
D = 40,
S = 39,
A = 38,
CAPSLOCK = 66,
RIGHT_SHIFT = 62,
SLASH = 61,
PERIOD = 60,
COMMA = 59,
M = 58,
N = 57,
B = 56,
V = 55,
C = 54,
X = 53,
Z = 52,
LEFT_SHIFT = 50,
RIGHT_CONTROL = 105,
RIGHT_ALT = 108,
SPACE = 65,
LEFT_ALT = 64,
SUPER = 133,
LEFT_CTRL = 37,
ESCAPE = 9,
F1 = 67,
F2 = 68,
F3 = 69,
F4 = 70,
F5 = 71,
F6 = 72,
F7 = 73,
F8 = 74,
F9 = 75,
F10 = 76,
F11 = 95,
F12 = 96,
PRINT = 107,
SCROLL_LOCK = 78,
BREAK = 127,
};
class ReScanCode
{
public:
std::string Mnemonic;
unsigned int Sindex;
ReScanCode() = default;
explicit ReScanCode(const std::string& string, ReScanCodeIndex sindex);
explicit ReScanCode(const std::string& string, unsigned int sindex);
bool operator == (const ReScanCode& rs) const;
bool operator<(const ReScanCode& rhs) const;
ReScanCode(const ReScanCode&) = default;
};
namespace ReScanCodes {
static const ReScanCode Unimplemented ("?", 0);
static const ReScanCode MouseButtonLeft ("ML", ReScanCodeIndex::MLeft);
static const ReScanCode MouseButtonRight ("MR", ReScanCodeIndex::MRight);
static const ReScanCode MouseButtonMiddle ("MM", ReScanCodeIndex::MMiddle);
static const ReScanCode MouseButtonSideA ("M4", ReScanCodeIndex::MSide_A);
static const ReScanCode MouseButtonSideB ("M5", ReScanCodeIndex::MSide_B);
/// NOTE: IsMouseButtonDown will not return correctly for the mouse-wheel-buttons, because the action is effectively instantaneous.
static const ReScanCode MWheelUp ("MWU", ReScanCodeIndex::MWheel_Up);
/// NOTE: IsMouseButtonDown will not return correctly for the mouse-wheel-buttons, because the action is effectively instantaneous.
static const ReScanCode MWheelDown ("MWD", ReScanCodeIndex::MWheel_Down);
// TODO: Encode both Uppercase and Lowercase version for each keymap
static const ReScanCode Escape ("ESC", ReScanCodeIndex::ESCAPE);
static const ReScanCode F1 ("F1", ReScanCodeIndex::F1);
static const ReScanCode F2 ("F2", ReScanCodeIndex::F2);
static const ReScanCode F3 ("F3", ReScanCodeIndex::F3);
static const ReScanCode F4 ("F4", ReScanCodeIndex::F4);
static const ReScanCode F5 {"F5", ReScanCodeIndex::F5};
static const ReScanCode F6 {"F6", ReScanCodeIndex::F6};
static const ReScanCode F7 {"F7", ReScanCodeIndex::F7};
static const ReScanCode F8 {"F8", ReScanCodeIndex::F8};
static const ReScanCode F9 {"F9", ReScanCodeIndex::F9};
static const ReScanCode F10 {"F10", ReScanCodeIndex::F10};
static const ReScanCode F11 {"F11", ReScanCodeIndex::F11};
static const ReScanCode F12 {"F12", ReScanCodeIndex::F12};
static const ReScanCode Print {"PRINT", ReScanCodeIndex::PRINT};
static const ReScanCode ScrollLock {"SCROLL_LOCK", ReScanCodeIndex::SCROLL_LOCK};
static const ReScanCode Break {"BREAK", ReScanCodeIndex::BREAK};
//TODO On Windows, Return & KP_RETURN are the same thing.
static const ReScanCode NumPadReturn {"KP_↵", ReScanCodeIndex::KP_RETURN};
static const ReScanCode NumPadPlus {"KP_+", ReScanCodeIndex::KP_PLUS};
static const ReScanCode NumPadMinus {"KP_-", ReScanCodeIndex::KP_MINUS};
static const ReScanCode NumPadAsterisk {"KP_*", ReScanCodeIndex::KP_ASTERISK};
static const ReScanCode NumPadForwardSlash {"KP_/", ReScanCodeIndex::KP_SLASH};
static const ReScanCode NumPadPeriod {"KP_.", ReScanCodeIndex::KP_PERIOD};
static const ReScanCode NumPadNumLock {"KP_NUMLOCK", ReScanCodeIndex::KP_NUMLOCK};
static const ReScanCode NumPad1 {"KP_1", ReScanCodeIndex::KP_1};
static const ReScanCode NumPad2 {"KP_2", ReScanCodeIndex::KP_2};
static const ReScanCode NumPad3 {"KP_3", ReScanCodeIndex::KP_3};
static const ReScanCode NumPad4 {"KP_4", ReScanCodeIndex::KP_4};
static const ReScanCode NumPad5 {"KP_5", ReScanCodeIndex::KP_5};
static const ReScanCode NumPad6 {"KP_6", ReScanCodeIndex::KP_6};
static const ReScanCode NumPad7 {"KP_7", ReScanCodeIndex::KP_7};
static const ReScanCode NumPad8 {"kP_8", ReScanCodeIndex::KP_8};
static const ReScanCode NumPad9 {"KP_9", ReScanCodeIndex::KP_9};
static const ReScanCode NumPad0 {"KP_0", ReScanCodeIndex::KP_0};
static const ReScanCode Grave {"`", ReScanCodeIndex::GRAVE};
static const ReScanCode One {"1", ReScanCodeIndex::ONE};
static const ReScanCode Two {"2", ReScanCodeIndex::TWO};
static const ReScanCode Three {"3", ReScanCodeIndex::THREE};
static const ReScanCode Four {"4", ReScanCodeIndex::FOUR};
static const ReScanCode Five {"5", ReScanCodeIndex::FIVE};
static const ReScanCode Six {"6", ReScanCodeIndex::SIX};
static const ReScanCode Seven {"7", ReScanCodeIndex::SEVEN};
static const ReScanCode Eight {"8", ReScanCodeIndex::EIGHT};
static const ReScanCode Nine {"9", ReScanCodeIndex::NINE};
static const ReScanCode Zero {"0", ReScanCodeIndex::ZERO};
static const ReScanCode Minus {"-", ReScanCodeIndex::MINUS};
static const ReScanCode Equals {"+", ReScanCodeIndex::EQUALS};
static const ReScanCode Backspace {"", ReScanCodeIndex::BACKSPACE};
static const ReScanCode Tab {"", ReScanCodeIndex::TAB};
static const ReScanCode Q {"Q", ReScanCodeIndex::Q};
static const ReScanCode W {"W", ReScanCodeIndex::W};
static const ReScanCode E {"E", ReScanCodeIndex::E};
static const ReScanCode R {"R", ReScanCodeIndex::R};
static const ReScanCode T {"T", ReScanCodeIndex::T};
static const ReScanCode Y {"Y", ReScanCodeIndex::Y};
static const ReScanCode U {"U", ReScanCodeIndex::U};
static const ReScanCode I {"I", ReScanCodeIndex::I};
static const ReScanCode O {"O", ReScanCodeIndex::O};
static const ReScanCode P {"P", ReScanCodeIndex::P};
static const ReScanCode LeftBracket {"[", ReScanCodeIndex::OPENING_SQUARE_BRACKET};
static const ReScanCode RightBracket {"]", ReScanCodeIndex::CLOSING_SQUARE_BRACKET};
static const ReScanCode BackSlash {"\\", ReScanCodeIndex::BACKSLASH};
static const ReScanCode CapsLock {"CAPS", ReScanCodeIndex::CAPSLOCK};
static const ReScanCode A {"A", ReScanCodeIndex::A};
static const ReScanCode S {"S", ReScanCodeIndex::S};
static const ReScanCode D {"D", ReScanCodeIndex::D};
static const ReScanCode F {"F", ReScanCodeIndex::F};
static const ReScanCode G {"G", ReScanCodeIndex::G};
static const ReScanCode H {"H", ReScanCodeIndex::H};
static const ReScanCode J {"J", ReScanCodeIndex::J};
static const ReScanCode K {"K", ReScanCodeIndex::K};
static const ReScanCode L {"L", ReScanCodeIndex::L};
static const ReScanCode Semicolon {";", ReScanCodeIndex::SEMICOLON};
static const ReScanCode SingeQuote {"\'", ReScanCodeIndex::SINGLEQUOTE};
static const ReScanCode Return {"", ReScanCodeIndex::RETURN};
static const ReScanCode LeftShift {"", ReScanCodeIndex::LEFT_SHIFT};
static const ReScanCode Z {"Z", ReScanCodeIndex::Z};
static const ReScanCode X {"X", ReScanCodeIndex::X};
static const ReScanCode C {"C", ReScanCodeIndex::C};
static const ReScanCode V {"V", ReScanCodeIndex::V};
static const ReScanCode B {"B", ReScanCodeIndex::B};
static const ReScanCode N {"N", ReScanCodeIndex::N};
static const ReScanCode M {"M", ReScanCodeIndex::M};
static const ReScanCode Comma {",", ReScanCodeIndex::COMMA};
static const ReScanCode Period {".", ReScanCodeIndex::PERIOD};
static const ReScanCode ForwardSlash {"/", ReScanCodeIndex::SLASH};
static const ReScanCode LeftControl {"LCTRL", ReScanCodeIndex::LEFT_CTRL};
static const ReScanCode Super {"", ReScanCodeIndex::SUPER};
static const ReScanCode LeftAlt {"🄰", ReScanCodeIndex::LEFT_ALT};
static const ReScanCode Space {" ", ReScanCodeIndex::SPACE};
static const ReScanCode RightAlt {"R🄰", ReScanCodeIndex::RIGHT_ALT};
static const ReScanCode Menu {"", ReScanCodeIndex::MENU};
static const ReScanCode RightControl {"RCTRL", ReScanCodeIndex::RIGHT_CONTROL};
static const ReScanCode RightShift {"R⇧", ReScanCodeIndex::RIGHT_SHIFT};
static const ReScanCode Insert {"INSERT", ReScanCodeIndex::INSERT};
static const ReScanCode Home {"HOME", ReScanCodeIndex::HOME};
static const ReScanCode PageUp {"PAGEUP", ReScanCodeIndex::PAGEUP};
static const ReScanCode Delete {"DELETE", ReScanCodeIndex::DEL};
static const ReScanCode End {"End", ReScanCodeIndex::END};
static const ReScanCode PageDown {"PAGEDOWN", ReScanCodeIndex::PAGEDOWN};
static const ReScanCode UpArrow {(""), ReScanCodeIndex::UP};
static const ReScanCode DownArrow {(""), ReScanCodeIndex::DOWN};
static const ReScanCode LeftArrow {(""), ReScanCodeIndex::LEFT};
static const ReScanCode RightArrow {(""), ReScanCodeIndex::RIGHT};
}
}

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@@ -17,6 +17,7 @@ namespace ReWindow
class Gamepad : public InputDevice class Gamepad : public InputDevice
{ {
public:
}; };

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@@ -0,0 +1,39 @@
#pragma once
namespace ReWindow
{
enum class DeviceType {
MOUSE, KEYBOARD, GAMEPAD, TOUCHSCREEN, REMOTE, VRHEADSET
};
enum class DeviceState {
OK, LOW_BATTERY, UNAVAILABLE
};
class InputDeviceImpl { };
class InputDeviceImplLinux { };
class InputDevice {
public:
virtual void Update(double elapsed){}
/// Returns the device's index among devices of the same type.
uint GetIndex() const;
virtual DeviceType GetType() const = 0;
DeviceState GetDeviceState() const;
bool IsAnyButtonDown();
};
struct InputEvent
{
std::chrono::system_clock::time_point Timestamp;
};
struct BinaryActuatorState
{
double TimeHeld;
bool Pressed;
};
}

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@@ -0,0 +1,32 @@
#pragma once
#include <rewindow/types/mouse.h>
namespace ReWindow
{
namespace detail
{
static Mouse* internal_mouse;
void UpdateMouse(Mouse* mouse) {
detail::internal_mouse = mouse;
}
}
namespace InputService
{
namespace Mouse
{
Vector2 GetMousePosition()
{
return detail::internal_mouse->GetPosition();
}
bool IsButtonDown(const MouseButton &btn) {
return detail::internal_mouse->IsButtonDown(btn);
}
}
}

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@@ -147,7 +147,7 @@ namespace Keys {
} }
enum class KeyState {Pressed, Released};

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@@ -10,13 +10,40 @@
#pragma once #pragma once
#include <rewindow/types/inputdevice.hpp>
#include "rewindow/data/scancode.h"
#include <Event.h>
#include <map>
namespace ReWindow namespace ReWindow
{ {
class InputDevice {}; using Key = ReScanCode;
using KeyState = BinaryActuatorState;
struct KeyboardState
{
std::map<Key, KeyState> Keys;
};
class KeyPressedEvent : public InputEvent {};
class KeyReleasedEvent : public InputEvent {};
class Keyboard : public InputDevice class Keyboard : public InputDevice
{ {
public:
Keyboard() {}
~Keyboard() {}
bool IsKeyDown() const;
KeyState GetKeyState() const;
void Update(double elapsed) override;
DeviceType GetType() const override { return DeviceType::KEYBOARD;}
public:
static Event<const KeyPressedEvent&> KeyPressed;
static Event<const KeyReleasedEvent&> KeyReleased;
public:
static Keyboard* GetCurrentDevice();
static bool GetKeyState(const Key& k);
static KeyboardState GetState();
}; };
} }

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@@ -10,17 +10,329 @@
#pragma once #pragma once
//#include <rewindow/types/inputdevice.hpp>
#include <rewindow/types/mousebutton.h>
#include <rewindow/types/key.h>
#include <Event.h>
#include <map>
#include "rewindow/data/scancode.h"
#include <rewindow/types/inputdevice.hpp>
//#include <rewindow/types/keyboard.h>
//#include <rewindow/types/gamepad.h>
namespace ReWindow namespace ReWindow
{ {
class InputDevice {}; // TODO: Remember to break InputDevice into it's own file and not define it twice!!! //using Key = ReScanCode;
class Pointer : public InputDevice {}; using Button = ReScanCode;
/*
enum class DeviceType {
MOUSE, KEYBOARD, GAMEPAD, TOUCHSCREEN, REMOTE, VRHEADSET
};
enum class DeviceState {
OK, LOW_BATTERY, UNAVAILABLE
};
*/
class Mouse : public Pointer /*
class InputDeviceImpl { };
class InputDeviceImplLinux { };
*/
class LinuxMouseImpl { };
class LinuxKeyboardImpl {};
// TODO: Remember to break InputDevice into it's own file and not define it twice!!!
/*
class InputDevice {
public:
virtual void Update(double elapsed){}
/// Returns the device's index among devices of the same type.
uint GetIndex() const;
virtual DeviceType GetType() const = 0;
DeviceState GetDeviceState() const;
bool IsAnyButtonDown();
};
*/
/*
struct BinaryActuatorState
{
double TimeHeld;
bool Pressed;
};
*/
using ButtonState = BinaryActuatorState;
//using KeyState = BinaryActuatorState;
/*
struct KeyboardState
{
std::map<Key, KeyState> Keys;
};
*/
/*class MouseState {
public:
struct
{
bool LMB = false;
bool RMB = false;
bool MMB = false;
bool SideButton1 = false;
bool SideButton2 = false;
bool MWheelUp = false;
bool MWheelDown = false;
} Buttons;
Vector2 Position;
int Wheel = 0;
[[nodiscard]] bool IsDown(const MouseButton& btn) const
{
if (btn == MouseButtons::Left) return Buttons.LMB;
if (btn == MouseButtons::Right) return Buttons.RMB;
if (btn == MouseButtons::Middle) return Buttons.MMB;
if (btn == MouseButtons::Mouse4) return Buttons.SideButton1;
if (btn == MouseButtons::Mouse5) return Buttons.SideButton2;
//if (btn == MouseButtons::MWheelUp) return Buttons.MWheelUp;
//if (btn == MouseButtons::MWheelDown) return Buttons.MWheelDown;
return false; // Unknown button?
}
void Set(const MouseButton& btn, bool state)
{
if (btn == MouseButtons::Left) Buttons.LMB = state;
if (btn == MouseButtons::Right) Buttons.RMB = state;
if (btn == MouseButtons::Middle) Buttons.MMB = state;
if (btn == MouseButtons::Mouse4) Buttons.SideButton1 = state;
if (btn == MouseButtons::Mouse5) Buttons.SideButton2 = state;
//if (btn == MouseButtons::MWheelUp) Buttons.MWheelUp = state;
//if (btn == MouseButtons::MWheelDown) Buttons.MWheelDown = state;
}
bool& operator[](const MouseButton& btn)
{
if (btn == MouseButtons::Left) return Buttons.LMB;
if (btn == MouseButtons::Right) return Buttons.RMB;
if (btn == MouseButtons::Middle) return Buttons.MMB;
if (btn == MouseButtons::Mouse4) return Buttons.SideButton1;
if (btn == MouseButtons::Mouse5) return Buttons.SideButton2;
//if (btn == MouseButtons::MWheelUp) return Buttons.MWheelUp;
//if (btn == MouseButtons::MWheelDown) return Buttons.MWheelDown;
throw std::runtime_error("Attempted to handle unmapped mouse button");
}
};*/
struct MouseState
{
ButtonState Left;
ButtonState Right;
ButtonState Middle;
ButtonState Mouse4;
ButtonState Mouse5;
ButtonState WheelUp;
ButtonState WheelDown;
Vector2 Position;
Vector2 Delta;
Vector2 Velocity;
int Wheel;
};
struct ThumbstickState
{
Vector2 Unit;
};
class Thumbstick
{ {
}; };
struct TriggerState
{
};
class Trigger
{
};
struct GamepadState
{
ButtonState X;
ButtonState Y;
ButtonState A;
ButtonState B;
// TODO: Also have analog DPad;
ButtonState DPadLeft;
ButtonState DPadRight;
ButtonState DPadUp;
ButtonState DPadDown;
ButtonState Pause;
ButtonState Select;
ButtonState Home;
ButtonState LeftThumbButton;
ButtonState RightThumbButton;
TriggerState LeftTrigger;
TriggerState RightTrigger;
ThumbstickState LeftThumbstick;
ThumbstickState RightThumbstick;
};
class TouchscreenState
{
};
/*
* Gamepad
*/
constexpr int MaxDeviceStateHistory = 100;
class Gamepad : public InputDevice
{
public:
uint GetButtonCount() const;
uint GetRumbleMotorCount() const;
protected:
Thumbstick LeftThumb;
Thumbstick RightThumb;
Trigger RightTrigger;
Trigger LeftTrigger;
GamepadState current_state;
GamepadState previous_state;
GamepadState history[MaxDeviceStateHistory];
};
class XboxGamepad : public Gamepad {};
class PS4Gamepad : public Gamepad {};
/*
* Pointer
*/
class PointerDevice : public InputDevice {
public:
void Update(double elapsed) override {
InputDevice::Update(elapsed);
}
};
/*
struct InputEvent
{
std::chrono::system_clock::time_point Timestamp;
};
*/
struct MouseButtonEvent : public InputEvent
{
};
class MouseMoveEvent
{
};
class MouseWheelEvent
{
};
struct TouchEvent
{
int TouchID;
Vector2 Position;
Vector2 Velocity;
float Pressure;
};
class Mouse : public PointerDevice
{
public:
public:
Event<> Moved;
Event<> ButtonPressed;
Event<> ButtonReleased;
Event<> WheelMoved;
public:
Mouse();
~Mouse();
Vector2 GetPosition() const;
bool IsButtonDown(const MouseButton& btn) const;
ButtonState GetButtonState(const MouseButton& btn) const;
void Update(double elapsed) override;
DeviceType GetType() const override;
void DoButtonPress(const MouseButton& btn);
void DoButtonRelease(const MouseButton& btn);
void DoMove(const Vector2& pos);
void DoScrollWheel(int scroll);
protected:
void SetButtonPressed(const MouseButton& btn, bool pressed);
void SetButtonState(const MouseButton& btn, ButtonState state);
protected:
MouseState current_state;
MouseState previous_state;
MouseState history[MaxDeviceStateHistory];
public:
protected:
private:
};
class Touchscreen : public PointerDevice
{
public:
static Event<const TouchEvent&> TouchMoved;
static Event<const TouchEvent&> TouchPressed;
static Event<const TouchEvent&> TouchReleased;
static Touchscreen GetCurrentDevice();
int GetPosition(int touchIndex);
int GetTouchCount();
int GetMaxTouchCount();
std::vector<int> GetTouches();
/// Returns the pressure of the touch-press. Most touch screens aren't pressure sensitive, in which case the pressure will be 1.
float GetPressure(int touchIndex);
};
class VRHeadset : public InputDevice { };
class GenericTVRemote : public InputDevice { };
} }

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@@ -4,15 +4,17 @@
#include <Event.h> #include <Event.h>
#include <map> #include <map>
#include <thread> #include <thread>
#include <rewindow/types/key.h> //#include <rewindow/types/key.h>
#include <rewindow/types/cursors.h> #include <rewindow/types/cursors.h>
#include <rewindow/types/mousebutton.h> #include <rewindow/types/mousebutton.h>
#include <rewindow/types/gamepadbutton.h> #include <rewindow/types/gamepadbutton.h>
#include <J3ML/LinearAlgebra.hpp> #include <rewindow/types/mouse.h>
#include <rewindow/types/WindowEvents.hpp> #include <rewindow/types/WindowEvents.hpp>
#include <rewindow/types/keyboard.h>
#include <rewindow/types/gamepad.h>
#include <J3ML/LinearAlgebra.hpp>
#include <format> #include <format>
enum class RWindowFlags: uint8_t { enum class RWindowFlags: uint8_t {
IN_FOCUS, IN_FOCUS,
FULLSCREEN, FULLSCREEN,
@@ -34,71 +36,6 @@ namespace ReWindow
{ {
using J3ML::LinearAlgebra::Vector2; using J3ML::LinearAlgebra::Vector2;
class KeyboardState {
public:
std::map<Key, bool> PressedKeys;
};
class GamepadState {
public:
std::map<GamepadButton, bool> PressedButtons;
};
class MouseState {
public:
struct
{
bool LMB = false;
bool RMB = false;
bool MMB = false;
bool SideButton1 = false;
bool SideButton2 = false;
bool MWheelUp = false;
bool MWheelDown = false;
} Buttons;
Vector2 Position;
int Wheel = 0;
[[nodiscard]] bool IsDown(const MouseButton& btn) const
{
if (btn == MouseButtons::Left) return Buttons.LMB;
if (btn == MouseButtons::Right) return Buttons.RMB;
if (btn == MouseButtons::Middle) return Buttons.MMB;
if (btn == MouseButtons::Mouse4) return Buttons.SideButton1;
if (btn == MouseButtons::Mouse5) return Buttons.SideButton2;
//if (btn == MouseButtons::MWheelUp) return Buttons.MWheelUp;
//if (btn == MouseButtons::MWheelDown) return Buttons.MWheelDown;
return false; // Unknown button?
}
void Set(const MouseButton& btn, bool state)
{
if (btn == MouseButtons::Left) Buttons.LMB = state;
if (btn == MouseButtons::Right) Buttons.RMB = state;
if (btn == MouseButtons::Middle) Buttons.MMB = state;
if (btn == MouseButtons::Mouse4) Buttons.SideButton1 = state;
if (btn == MouseButtons::Mouse5) Buttons.SideButton2 = state;
//if (btn == MouseButtons::MWheelUp) Buttons.MWheelUp = state;
//if (btn == MouseButtons::MWheelDown) Buttons.MWheelDown = state;
}
bool& operator[](const MouseButton& btn)
{
if (btn == MouseButtons::Left) return Buttons.LMB;
if (btn == MouseButtons::Right) return Buttons.RMB;
if (btn == MouseButtons::Middle) return Buttons.MMB;
if (btn == MouseButtons::Mouse4) return Buttons.SideButton1;
if (btn == MouseButtons::Mouse5) return Buttons.SideButton2;
//if (btn == MouseButtons::MWheelUp) return Buttons.MWheelUp;
//if (btn == MouseButtons::MWheelDown) return Buttons.MWheelDown;
throw std::runtime_error("Attempted to handle unmapped mouse button");
}
};
/// RWindow is a class implementation of a platform-independent window abstraction. /// RWindow is a class implementation of a platform-independent window abstraction.
/// This library also provides abstractions for user-input devices, and their interaction with the window. /// This library also provides abstractions for user-input devices, and their interaction with the window.
class RWindow { class RWindow {
@@ -127,6 +64,8 @@ namespace ReWindow
Event<MouseButtonDownEvent> OnMouseButtonDownEvent; Event<MouseButtonDownEvent> OnMouseButtonDownEvent;
Event<MouseButtonUpEvent> OnMouseButtonUpEvent; Event<MouseButtonUpEvent> OnMouseButtonUpEvent;
Event<MouseWheelEvent> OnMouseWheelEvent; Event<MouseWheelEvent> OnMouseWheelEvent;
Event<InputDevice*, InputEvent> OnInputDeviceEvent;
#pragma endregion #pragma endregion
/// These methods can also be overridden in derived classes. /// These methods can also be overridden in derived classes.
@@ -154,6 +93,10 @@ namespace ReWindow
virtual void OnMouseWheel(const MouseWheelEvent&) {} virtual void OnMouseWheel(const MouseWheelEvent&) {}
#pragma endregion #pragma endregion
Mouse* GetMouse();
Keyboard* GetKeyboard();
#pragma region Input Helpers
/// Returns a Vector2 representing mouse coordinates relative to the top-left corner of the window. /// Returns a Vector2 representing mouse coordinates relative to the top-left corner of the window.
/// This result is cached from the operating-system, and as such may be out-of-date. /// This result is cached from the operating-system, and as such may be out-of-date.
/// @see GetAccurateMouseCoordinates(). /// @see GetAccurateMouseCoordinates().
@@ -161,6 +104,26 @@ namespace ReWindow
int GetMouseWheelPersistent() const { return currentMouse.Wheel;} int GetMouseWheelPersistent() const { return currentMouse.Wheel;}
#pragma endregion
#pragma region Cursor Modifiers
void SetCursorStyle(CursorStyle style) const;
void SetCursorCustomIcon() const;
void SetCursorLocked();
void SetCursorCenter();
void RestoreCursorFromLastCenter(); // Feels nicer for users
/// Hides the cursor when it's inside of our window. Useful for 3D game camera.
void SetCursorVisible(bool cursor_enable);
bool GetCursorVisible();
#pragma endregion
/// Sets which rendering API is to be used with this window. /// Sets which rendering API is to be used with this window.
void SetRenderer(RenderingAPI api); void SetRenderer(RenderingAPI api);
@@ -264,7 +227,7 @@ namespace ReWindow
Vector2 GetSize() const; Vector2 GetSize() const;
/// Returns the position of the "renderable area" of the window relative to it's top left corner. /// Returns the position of the "renderable area" of the window relative to it's top left corner.
/// (used to account for the width or the border & title bar). /// (used to account for the width of the border & title bar).
Vector2 GetPositionOfRenderableArea() const; Vector2 GetPositionOfRenderableArea() const;
/// Requests the operating system to move the window to the specified coordinates on the display. /// Requests the operating system to move the window to the specified coordinates on the display.
@@ -283,20 +246,6 @@ namespace ReWindow
/// NOTE: The implementation is defined per-OS, and thus there is no guarantee of it always working. /// NOTE: The implementation is defined per-OS, and thus there is no guarantee of it always working.
void Lower() const; void Lower() const;
void SetCursorStyle(CursorStyle style) const;
void SetCursorCustomIcon() const;
void SetCursorLocked();
void SetCursorCenter();
void RestoreCursorFromLastCenter(); // Feels nicer for users
/// Hides the cursor when it's inside of our window. Useful for 3D game camera.
void SetCursorVisible(bool cursor_enable);
bool GetCursorVisible();
/// Calls OpenGL's SwapBuffers routine. /// Calls OpenGL's SwapBuffers routine.
/// NOTE: This is only used when the underlying rendering API is set to OpenGL. /// NOTE: This is only used when the underlying rendering API is set to OpenGL.
@@ -327,6 +276,10 @@ namespace ReWindow
/// Requests the operating system to take the window out of fullscreen mode. Previously saved window size is restored, if possible. /// Requests the operating system to take the window out of fullscreen mode. Previously saved window size is restored, if possible.
void RestoreFromFullscreen(); void RestoreFromFullscreen();
bool DetectsMouse();
bool DetectsKeyboard();
bool DetectsGamepad();
protected: protected:
#pragma region Data #pragma region Data
@@ -345,11 +298,12 @@ namespace ReWindow
bool flags[5]; bool flags[5];
std::vector<RWindowEvent> eventLog; std::vector<RWindowEvent> eventLog;
KeyboardState currentKeyboard; // Current Frame's Keyboard State /// Input Devices;
KeyboardState previousKeyboard; // Previous Frame's Keyboard State Mouse* mouse;
MouseState currentMouse; Keyboard* keyboard;
MouseState previousMouse; Gamepad* gamepad;
std::vector<InputDevice*> input_devices;
RenderingAPI renderer = RenderingAPI::OPENGL; RenderingAPI renderer = RenderingAPI::OPENGL;

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@@ -1,5 +1,7 @@
#include <rewindow/types/window.h> #include <rewindow/types/window.h>
#include "rewindow/logger/logger.h" #include "rewindow/logger/logger.h"
#include <rewindow/types/mouse.h>
std::string RWindowFlagToStr(RWindowFlags flag) { std::string RWindowFlagToStr(RWindowFlags flag) {
switch (flag) { switch (flag) {
case RWindowFlags::IN_FOCUS: return "IN_FOCUS"; case RWindowFlags::IN_FOCUS: return "IN_FOCUS";
@@ -15,10 +17,35 @@ std::string RWindowFlagToStr(RWindowFlags flag) {
using namespace ReWindow; using namespace ReWindow;
RWindow::RWindow() { RWindow::RWindow() {
title = "ReWindow Application"; title = "ReWindow Application";
width = 640; width = 640;
height = 480; height = 480;
if (DetectsKeyboard())
{
keyboard = new Keyboard();
input_devices.push_back(keyboard);
}
if (DetectsMouse())
{
mouse = new Mouse();
input_devices.push_back(mouse);
}
if (DetectsGamepad())
{
gamepad = new Gamepad();
input_devices.push_back(gamepad);
}
//RWindow::singleton = this; //RWindow::singleton = this;
} }
@@ -33,7 +60,7 @@ RWindow::RWindow(const std::string& title, int width, int height, RenderingAPI r
title(title), width(width), height(height), renderer(renderer) {} title(title), width(width), height(height), renderer(renderer) {}
Vector2 RWindow::GetMouseCoordinates() const { Vector2 RWindow::GetMouseCoordinates() const {
return currentMouse.Position; return mouse->GetPosition();
} }
bool RWindow::GetFlag(RWindowFlags flag) const { bool RWindow::GetFlag(RWindowFlags flag) const {
@@ -68,7 +95,7 @@ void RWindow::processFocusOut()
void RWindow::processMousePress(const MouseButton& btn) void RWindow::processMousePress(const MouseButton& btn)
{ {
currentMouse.Set(btn, true); mouse->DoButtonPress(btn); // .Set(btn, true);
auto eventData = MouseButtonDownEvent(btn); auto eventData = MouseButtonDownEvent(btn);
OnMouseButtonDown(eventData); OnMouseButtonDown(eventData);
OnMouseButtonDownEvent(eventData); OnMouseButtonDownEvent(eventData);
@@ -154,6 +181,9 @@ bool RWindow::IsMouseButtonDown(const MouseButton &button) const {
void RWindow::processKeyPress(Key key) { void RWindow::processKeyPress(Key key) {
currentKeyboard.PressedKeys[key] = true; currentKeyboard.PressedKeys[key] = true;
Input::
auto eventData = KeyDownEvent(key); auto eventData = KeyDownEvent(key);
OnKeyDown(eventData); OnKeyDown(eventData);
OnKeyDownEvent(key); OnKeyDownEvent(key);
@@ -195,6 +225,8 @@ void RWindow::Refresh() {
previousMouse.Position = currentMouse.Position; previousMouse.Position = currentMouse.Position;
} }
detail::UpdateMouse(currentMouse);
} }
float RWindow::ComputeElapsedFrameTimeSeconds(std::chrono::steady_clock::time_point start, std::chrono::steady_clock::time_point end) { float RWindow::ComputeElapsedFrameTimeSeconds(std::chrono::steady_clock::time_point start, std::chrono::steady_clock::time_point end) {

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@@ -0,0 +1 @@
#include <rewindow/types/inputdevice.hpp>

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@@ -0,0 +1,29 @@
#include <rewindow/types/inputservice.hpp>
namespace ReWindow {
namespace detail
{
static Mouse* internal_mouse;
void UpdateMouse(Mouse* mouse) {
detail::internal_mouse = mouse;
}
}
namespace InputService
{
namespace Mouse
{
Vector2 GetMousePosition()
{
return detail::internal_mouse->GetPosition();
}
bool IsButtonDown(const MouseButton &btn) {
return detail::internal_mouse->IsButtonDown(btn);
}
}
}
}

1
src/types/keyboard.cpp Normal file
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@@ -0,0 +1 @@
#include <rewindow/types/keyboard.h>

82
src/types/mouse.cpp Normal file
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@@ -0,0 +1,82 @@
#include <rewindow/types/mouse.h>
namespace ReWindow
{
namespace detail
{
static Mouse* internal_mouse;
void UpdateMouse(Mouse* mouse) {
detail::internal_mouse = mouse;
}
}
namespace InputService
{
namespace Mouse
{
Vector2 GetMousePosition()
{
return detail::internal_mouse->GetPosition();
}
bool IsButtonDown(const MouseButton &btn) {
return detail::internal_mouse->IsButtonDown(btn);
}
}
}
void Mouse::DoButtonPress(const MouseButton &btn) {
SetButtonPressed(btn, true);
}
void Mouse::DoButtonRelease(const MouseButton &btn) {
SetButtonPressed(btn, false);
}
DeviceType Mouse::GetType() const { return DeviceType::MOUSE;}
void Mouse::Update(double elapsed) {
current_state.Left.TimeHeld += elapsed;
current_state.Right.TimeHeld += elapsed;
current_state.Middle.TimeHeld += elapsed;
current_state.Mouse4.TimeHeld += elapsed;
current_state.Mouse5.TimeHeld += elapsed;
previous_state = current_state;
}
ButtonState Mouse::GetButtonState(const MouseButton &btn) const {
if (btn == MouseButtons::Left) return current_state.Left;
if (btn == MouseButtons::Right) return current_state.Right;
if (btn == MouseButtons::Middle) return current_state.Middle;
if (btn == MouseButtons::Mouse4) return current_state.Mouse4;
if (btn == MouseButtons::Mouse5) return current_state.Mouse5;
}
bool Mouse::IsButtonDown(const MouseButton &btn) const {
return GetButtonState(btn).Pressed;
}
Mouse::~Mouse() {}
Mouse::Mouse() {}
void Mouse::SetButtonPressed(const MouseButton &btn, bool pressed) {
auto state = GetButtonState(btn);
state.Pressed = pressed;
state.TimeHeld = 0;
SetButtonState(btn, state);
}
void Mouse::SetButtonState(const MouseButton &btn, ButtonState state) {
if (btn == MouseButtons::Left) current_state.Left = state;
if (btn == MouseButtons::Right) current_state.Right = state;
if (btn == MouseButtons::Middle) current_state.Middle = state;
if (btn == MouseButtons::Mouse4) current_state.Mouse4 = state;
if (btn == MouseButtons::Mouse5) current_state.Mouse5 = state;
}
}