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BsInput.cpp 7.2 KB

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  1. #include "BsInput.h"
  2. #include "BsTime.h"
  3. #include "BsMath.h"
  4. #include "BsRect2I.h"
  5. #include "BsDebug.h"
  6. #include "BsRenderWindowManager.h"
  7. using namespace std::placeholders;
  8. namespace BansheeEngine
  9. {
  10. const int Input::HISTORY_BUFFER_SIZE = 10; // Size of buffer used for input smoothing
  11. const float Input::WEIGHT_MODIFIER = 0.5f;
  12. Input::DeviceData::DeviceData()
  13. {
  14. for (int i = 0; i < BC_Count; i++)
  15. keyStates[i] = ButtonState::Off;
  16. }
  17. Input::Input()
  18. :mLastPositionSet(false), mPointerDoubleClicked(false)
  19. {
  20. mOSInputHandler = bs_shared_ptr<OSInputHandler>();
  21. mOSInputHandler->onCharInput.connect(std::bind(&Input::charInput, this, _1));
  22. mOSInputHandler->onCursorMoved.connect(std::bind(&Input::cursorMoved, this, _1));
  23. mOSInputHandler->onCursorPressed.connect(std::bind(&Input::cursorPressed, this, _1));
  24. mOSInputHandler->onCursorReleased.connect(std::bind(&Input::cursorReleased, this, _1));
  25. mOSInputHandler->onDoubleClick.connect(std::bind(&Input::cursorDoubleClick, this, _1));
  26. mOSInputHandler->onInputCommand.connect(std::bind(&Input::inputCommandEntered, this, _1));
  27. RenderWindowManager::instance().onFocusGained.connect(std::bind(&Input::inputWindowChanged, this, _1));
  28. for (int i = 0; i < 3; i++)
  29. mPointerButtonStates[i] = ButtonState::Off;
  30. }
  31. Input::~Input()
  32. { }
  33. void Input::_registerRawInputHandler(std::shared_ptr<RawInputHandler> inputHandler)
  34. {
  35. if(mRawInputHandler != inputHandler)
  36. {
  37. mRawInputHandler = inputHandler;
  38. if(mRawInputHandler != nullptr)
  39. {
  40. mRawInputHandler->onButtonDown.connect(std::bind(&Input::buttonDown, this, _1, _2, _3));
  41. mRawInputHandler->onButtonUp.connect(std::bind(&Input::buttonUp, this, _1, _2, _3));
  42. mRawInputHandler->onAxisMoved.connect(std::bind(&Input::axisMoved, this, _1, _2, _3));
  43. }
  44. }
  45. }
  46. void Input::_update()
  47. {
  48. // Toggle states only remain active for a single frame before they are transitioned
  49. // into permanent state
  50. for (auto& deviceData : mDevices)
  51. {
  52. for (UINT32 i = 0; i < BC_Count; i++)
  53. {
  54. if (deviceData.keyStates[i] == ButtonState::ToggledOff)
  55. deviceData.keyStates[i] = ButtonState::Off;
  56. else if (deviceData.keyStates[i] == ButtonState::ToggledOn)
  57. deviceData.keyStates[i] = ButtonState::On;
  58. }
  59. }
  60. for (UINT32 i = 0; i < 3; i++)
  61. {
  62. if (mPointerButtonStates[i] == ButtonState::ToggledOff)
  63. mPointerButtonStates[i] = ButtonState::Off;
  64. else if (mPointerButtonStates[i] == ButtonState::ToggledOn)
  65. mPointerButtonStates[i] = ButtonState::On;
  66. }
  67. mPointerDelta = Vector2I::ZERO; // Reset delta in case we don't receive any mouse input this frame
  68. mPointerDoubleClicked = false;
  69. if(mRawInputHandler == nullptr)
  70. {
  71. LOGERR("Raw input handler not initialized!");
  72. return;
  73. }
  74. else
  75. mRawInputHandler->_update();
  76. if(mOSInputHandler == nullptr)
  77. {
  78. LOGERR("OS input handler not initialized!");
  79. return;
  80. }
  81. else
  82. mOSInputHandler->_update();
  83. }
  84. void Input::inputWindowChanged(RenderWindow& win)
  85. {
  86. if(mRawInputHandler != nullptr)
  87. mRawInputHandler->_inputWindowChanged(win);
  88. if(mOSInputHandler != nullptr)
  89. mOSInputHandler->_inputWindowChanged(win);
  90. }
  91. void Input::buttonDown(UINT32 deviceIdx, ButtonCode code, UINT64 timestamp)
  92. {
  93. while (deviceIdx >= (UINT32)mDevices.size())
  94. mDevices.push_back(DeviceData());
  95. mDevices[deviceIdx].keyStates[code & 0x0000FFFF] = ButtonState::ToggledOn;
  96. if(!onButtonDown.empty())
  97. {
  98. ButtonEvent btnEvent;
  99. btnEvent.buttonCode = code;
  100. btnEvent.timestamp = timestamp;
  101. btnEvent.deviceIdx = deviceIdx;
  102. onButtonDown(btnEvent);
  103. }
  104. }
  105. void Input::buttonUp(UINT32 deviceIdx, ButtonCode code, UINT64 timestamp)
  106. {
  107. while (deviceIdx >= (UINT32)mDevices.size())
  108. mDevices.push_back(DeviceData());
  109. mDevices[deviceIdx].keyStates[code & 0x0000FFFF] = ButtonState::ToggledOff;
  110. if(!onButtonUp.empty())
  111. {
  112. ButtonEvent btnEvent;
  113. btnEvent.buttonCode = code;
  114. btnEvent.timestamp = timestamp;
  115. btnEvent.deviceIdx = deviceIdx;
  116. onButtonUp(btnEvent);
  117. }
  118. }
  119. void Input::axisMoved(UINT32 deviceIdx, const RawAxisState& state, UINT32 axis)
  120. {
  121. while (deviceIdx >= (UINT32)mDevices.size())
  122. mDevices.push_back(DeviceData());
  123. Vector<RawAxisState>& axes = mDevices[deviceIdx].axes;
  124. while (axis >= (UINT32)axes.size())
  125. axes.push_back(RawAxisState());
  126. mDevices[deviceIdx].axes[axis] = state;
  127. }
  128. void Input::cursorMoved(const PointerEvent& event)
  129. {
  130. if(!onPointerMoved.empty())
  131. onPointerMoved(event);
  132. if (mLastPositionSet)
  133. mPointerDelta = event.screenPos - mPointerPosition;
  134. mPointerPosition = event.screenPos;
  135. mLastPositionSet = true;
  136. }
  137. void Input::cursorPressed(const PointerEvent& event)
  138. {
  139. mPointerButtonStates[(UINT32)event.button] = ButtonState::ToggledOn;
  140. if(!onPointerPressed.empty())
  141. onPointerPressed(event);
  142. }
  143. void Input::cursorReleased(const PointerEvent& event)
  144. {
  145. mPointerButtonStates[(UINT32)event.button] = ButtonState::ToggledOff;
  146. if(!onPointerReleased.empty())
  147. onPointerReleased(event);
  148. }
  149. void Input::cursorDoubleClick(const PointerEvent& event)
  150. {
  151. mPointerDoubleClicked = true;
  152. if(!onPointerDoubleClick.empty())
  153. onPointerDoubleClick(event);
  154. }
  155. void Input::inputCommandEntered(InputCommandType commandType)
  156. {
  157. if(!onInputCommand.empty())
  158. onInputCommand(commandType);
  159. }
  160. void Input::charInput(UINT32 chr)
  161. {
  162. if(!onCharInput.empty())
  163. {
  164. TextInputEvent textInputEvent;
  165. textInputEvent.textChar = chr;
  166. onCharInput(textInputEvent);
  167. }
  168. }
  169. float Input::getAxisValue(UINT32 type, UINT32 deviceIdx) const
  170. {
  171. if (deviceIdx >= (UINT32)mDevices.size())
  172. return 0.0f;
  173. const Vector<RawAxisState>& axes = mDevices[deviceIdx].axes;
  174. if (type >= (UINT32)axes.size())
  175. return 0.0f;
  176. return axes[type].abs;
  177. }
  178. bool Input::isButtonHeld(ButtonCode button, UINT32 deviceIdx) const
  179. {
  180. if (deviceIdx >= (UINT32)mDevices.size())
  181. return false;
  182. return mDevices[deviceIdx].keyStates[button & 0x0000FFFF] == ButtonState::On ||
  183. mDevices[deviceIdx].keyStates[button & 0x0000FFFF] == ButtonState::ToggledOn;
  184. }
  185. bool Input::isButtonUp(ButtonCode button, UINT32 deviceIdx) const
  186. {
  187. if (deviceIdx >= (UINT32)mDevices.size())
  188. return false;
  189. return mDevices[deviceIdx].keyStates[button & 0x0000FFFF] == ButtonState::ToggledOff;
  190. }
  191. bool Input::isButtonDown(ButtonCode button, UINT32 deviceIdx) const
  192. {
  193. if (deviceIdx >= (UINT32)mDevices.size())
  194. return false;
  195. return mDevices[deviceIdx].keyStates[button & 0x0000FFFF] == ButtonState::ToggledOn;
  196. }
  197. bool Input::isPointerButtonHeld(PointerEventButton pointerButton) const
  198. {
  199. return mPointerButtonStates[(UINT32)pointerButton] == ButtonState::On ||
  200. mPointerButtonStates[(UINT32)pointerButton] == ButtonState::ToggledOn;
  201. }
  202. bool Input::isPointerButtonUp(PointerEventButton pointerButton) const
  203. {
  204. return mPointerButtonStates[(UINT32)pointerButton] == ButtonState::ToggledOff;
  205. }
  206. bool Input::isPointerButtonDown(PointerEventButton pointerButton) const
  207. {
  208. return mPointerButtonStates[(UINT32)pointerButton] == ButtonState::ToggledOn;
  209. }
  210. bool Input::isPointerDoubleClicked() const
  211. {
  212. return mPointerDoubleClicked;
  213. }
  214. Vector2I Input::getPointerPosition() const
  215. {
  216. return mPointerPosition;
  217. }
  218. void Input::setMouseSmoothing(bool enable)
  219. {
  220. mRawInputHandler->setMouseSmoothing(enable);
  221. }
  222. Input& gInput()
  223. {
  224. return Input::instance();
  225. }
  226. }