BsInput.cpp 7.0 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)
  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. if(mRawInputHandler == nullptr)
  69. {
  70. LOGERR("Raw input handler not initialized!");
  71. return;
  72. }
  73. else
  74. mRawInputHandler->_update();
  75. if(mOSInputHandler == nullptr)
  76. {
  77. LOGERR("OS input handler not initialized!");
  78. return;
  79. }
  80. else
  81. mOSInputHandler->_update();
  82. }
  83. void Input::inputWindowChanged(RenderWindow& win)
  84. {
  85. if(mRawInputHandler != nullptr)
  86. mRawInputHandler->_inputWindowChanged(win);
  87. if(mOSInputHandler != nullptr)
  88. mOSInputHandler->_inputWindowChanged(win);
  89. }
  90. void Input::buttonDown(UINT32 deviceIdx, ButtonCode code, UINT64 timestamp)
  91. {
  92. while (deviceIdx >= (UINT32)mDevices.size())
  93. mDevices.push_back(DeviceData());
  94. mDevices[deviceIdx].keyStates[code & 0x0000FFFF] = ButtonState::ToggledOn;
  95. if(!onButtonDown.empty())
  96. {
  97. ButtonEvent btnEvent;
  98. btnEvent.buttonCode = code;
  99. btnEvent.timestamp = timestamp;
  100. btnEvent.deviceIdx = deviceIdx;
  101. onButtonDown(btnEvent);
  102. }
  103. }
  104. void Input::buttonUp(UINT32 deviceIdx, ButtonCode code, UINT64 timestamp)
  105. {
  106. while (deviceIdx >= (UINT32)mDevices.size())
  107. mDevices.push_back(DeviceData());
  108. mDevices[deviceIdx].keyStates[code & 0x0000FFFF] = ButtonState::ToggledOff;
  109. if(!onButtonUp.empty())
  110. {
  111. ButtonEvent btnEvent;
  112. btnEvent.buttonCode = code;
  113. btnEvent.timestamp = timestamp;
  114. btnEvent.deviceIdx = deviceIdx;
  115. onButtonUp(btnEvent);
  116. }
  117. }
  118. void Input::axisMoved(UINT32 deviceIdx, const RawAxisState& state, UINT32 axis)
  119. {
  120. while (deviceIdx >= (UINT32)mDevices.size())
  121. mDevices.push_back(DeviceData());
  122. Vector<RawAxisState>& axes = mDevices[deviceIdx].axes;
  123. while (axis >= (UINT32)axes.size())
  124. axes.push_back(RawAxisState());
  125. mDevices[deviceIdx].axes[axis] = state;
  126. }
  127. void Input::cursorMoved(const PointerEvent& event)
  128. {
  129. if(!onPointerMoved.empty())
  130. onPointerMoved(event);
  131. if (mLastPositionSet)
  132. mPointerDelta = event.screenPos - mPointerPosition;
  133. mPointerPosition = event.screenPos;
  134. mLastPositionSet = true;
  135. }
  136. void Input::cursorPressed(const PointerEvent& event)
  137. {
  138. mPointerButtonStates[(UINT32)event.button] = ButtonState::ToggledOn;
  139. if(!onPointerPressed.empty())
  140. onPointerPressed(event);
  141. }
  142. void Input::cursorReleased(const PointerEvent& event)
  143. {
  144. mPointerButtonStates[(UINT32)event.button] = ButtonState::ToggledOff;
  145. if(!onPointerReleased.empty())
  146. onPointerReleased(event);
  147. }
  148. void Input::cursorDoubleClick(const PointerEvent& event)
  149. {
  150. if(!onPointerDoubleClick.empty())
  151. onPointerDoubleClick(event);
  152. }
  153. void Input::inputCommandEntered(InputCommandType commandType)
  154. {
  155. if(!onInputCommand.empty())
  156. onInputCommand(commandType);
  157. }
  158. void Input::charInput(UINT32 chr)
  159. {
  160. if(!onCharInput.empty())
  161. {
  162. TextInputEvent textInputEvent;
  163. textInputEvent.textChar = chr;
  164. onCharInput(textInputEvent);
  165. }
  166. }
  167. float Input::getAxisValue(UINT32 type, UINT32 deviceIdx) const
  168. {
  169. if (deviceIdx >= (UINT32)mDevices.size())
  170. return 0.0f;
  171. const Vector<RawAxisState>& axes = mDevices[deviceIdx].axes;
  172. if (type >= (UINT32)axes.size())
  173. return 0.0f;
  174. return axes[type].abs;
  175. }
  176. bool Input::isButtonHeld(ButtonCode button, UINT32 deviceIdx) const
  177. {
  178. if (deviceIdx >= (UINT32)mDevices.size())
  179. return false;
  180. return mDevices[deviceIdx].keyStates[button & 0x0000FFFF] == ButtonState::On ||
  181. mDevices[deviceIdx].keyStates[button & 0x0000FFFF] == ButtonState::ToggledOn;
  182. }
  183. bool Input::isButtonUp(ButtonCode button, UINT32 deviceIdx) const
  184. {
  185. if (deviceIdx >= (UINT32)mDevices.size())
  186. return false;
  187. return mDevices[deviceIdx].keyStates[button & 0x0000FFFF] == ButtonState::ToggledOff;
  188. }
  189. bool Input::isButtonDown(ButtonCode button, UINT32 deviceIdx) const
  190. {
  191. if (deviceIdx >= (UINT32)mDevices.size())
  192. return false;
  193. return mDevices[deviceIdx].keyStates[button & 0x0000FFFF] == ButtonState::ToggledOn;
  194. }
  195. bool Input::isPointerButtonHeld(PointerEventButton pointerButton) const
  196. {
  197. return mPointerButtonStates[(UINT32)pointerButton] == ButtonState::On ||
  198. mPointerButtonStates[(UINT32)pointerButton] == ButtonState::ToggledOn;
  199. }
  200. bool Input::isPointerButtonUp(PointerEventButton pointerButton) const
  201. {
  202. return mPointerButtonStates[(UINT32)pointerButton] == ButtonState::ToggledOff;
  203. }
  204. bool Input::isPointerButtonDown(PointerEventButton pointerButton) const
  205. {
  206. return mPointerButtonStates[(UINT32)pointerButton] == ButtonState::ToggledOn;
  207. }
  208. Vector2I Input::getPointerPosition() const
  209. {
  210. return mPointerPosition;
  211. }
  212. void Input::setMouseSmoothing(bool enable)
  213. {
  214. mRawInputHandler->setMouseSmoothing(enable);
  215. }
  216. Input& gInput()
  217. {
  218. return Input::instance();
  219. }
  220. }