#pragma once
#include "BsCorePrerequisites.h"
#include "BsModule.h"
#include "BsRectI.h"
#include "BsOSInputHandler.h"
#include "BsRawInputHandler.h"
#include "BsInputFwd.h"
namespace BansheeEngine
{
/**
* @brief Primary module used for dealing with input. Allows you to receieve
* and query raw or OS input for mouse/keyboard/gamepad.
*
* All inputs are received through an input handler, which can be overriden to
* provide custom input functionality.
*/
class BS_CORE_EXPORT Input : public Module
{
/**
* @brief Possible button states
*/
enum class ButtonState
{
Off, /**< Button is not being pressed. */
On, /**< Button is being pressed. */
ToggledOn, /**< Button has been pressed this frame. */
ToggledOff /**< Button has been released this frame. */
};
public:
Input();
~Input();
/**
* @brief Triggered whenever a button is first pressed.
*/
Event onButtonDown;
/**
* @brief Triggered whenever a button is first released.
*/
Event onButtonUp;
/**
* @brief Triggered whenever user inputs a text character.
*/
Event onCharInput;
/**
* @brief Triggers when some pointing device (mouse cursor, touch) moves.
*/
Event onPointerMoved;
/**
* @brief Triggers when some pointing device (mouse cursor, touch) button is pressed.
*/
Event onPointerPressed;
/**
* @brief Triggers when some pointing device (mouse cursor, touch) button is released.
*/
Event onPointerReleased;
/**
* @brief Triggers when some pointing device (mouse cursor, touch) button is double clicked.
*/
Event onPointerDoubleClick;
// TODO Low priority: Remove this, I can emulate it using virtual input
/**
* @brief Triggers on special input commands.
*/
Event onInputCommand;
/**
* @brief Registers a new input handler. Replaces any previous input handler.
*
* @note Internal method.
*/
void _registerRawInputHandler(std::shared_ptr inputHandler);
/**
* @brief Called every frame. Dispatches any callbacks resulting from input by the user.
*
* @note Internal method.
*/
void _update();
/**
* @brief Returns smoothed mouse/joystick input in the horizontal axis.
*
* @return The horizontal axis value ranging [-1.0f, 1.0f].
*/
float getHorizontalAxis() const;
/**
* @brief Returns smoothed mouse/joystick input in the vertical axis.
*
* @return The vertical axis value ranging [-1.0f, 1.0f].
*/
float getVerticalAxis() const;
/**
* @brief Query if the provided button is currently being held (this frame or previous frames).
*/
bool isButtonHeld(ButtonCode keyCode) const;
/**
* @brief Query if the provided button is currently being released (one true for one frame).
*/
bool isButtonUp(ButtonCode keyCode) const;
/**
* @brief Query if the provided button is currently being pressed (one true for one frame).
*/
bool isButtonDown(ButtonCode keyCode) const;
/**
* @brief Returns mouse cursor position.
*/
Vector2I getCursorPosition() const { return mMouseAbsPos; }
private:
std::shared_ptr mRawInputHandler;
std::shared_ptr mOSInputHandler;
float mSmoothHorizontalAxis;
float mSmoothVerticalAxis;
float* mHorizontalHistoryBuffer;
float* mVerticalHistoryBuffer;
float* mTimesHistoryBuffer;
int mCurrentBufferIdx;
Vector2I mMouseLastRel;
Vector2I mMouseAbsPos;
RawAxisState mAxes[RawInputAxis::Count];
ButtonState mKeyState[BC_Count];
void buttonDown(ButtonCode code, UINT64 timestamp);
void buttonUp(ButtonCode code, UINT64 timestamp);
void charInput(UINT32 chr);
/**
* @brief Raw mouse/joystick axis input.
*/
void axisMoved(const RawAxisState& state, RawInputAxis axis);
/**
* @brief Cursor movement as OS reports it. Used for screen cursor position.
*/
void cursorMoved(const PointerEvent& event);
/**
* @brief Cursor button presses as OS reports it.
*/
void cursorPressed(const PointerEvent& event);
/**
* @brief Cursor button releases as OS reports it.
*/
void cursorReleased(const PointerEvent& event);
/**
* @brief Cursor button releases as OS reports it.
*/
void cursorDoubleClick(const PointerEvent& event);
/**
* @brief Input commands as OS reports them.
*/
void inputCommandEntered(InputCommandType commandType);
/**
* @brief Updates the axis input values that need smoothing.
*/
void updateSmoothInput();
/**
* @brief Called when window in focus changes, as reported by the OS.
*/
void inputWindowChanged(RenderWindow& win);
/************************************************************************/
/* STATICS */
/************************************************************************/
static const int HISTORY_BUFFER_SIZE; // Size of buffer used for input smoothing
static const float WEIGHT_MODIFIER;
};
/**
* @copydoc Input
*/
BS_CORE_EXPORT Input& gInput();
}