osb/source/game/StarInput.hpp

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#ifndef STAR_INPUT_HPP
#define STAR_INPUT_HPP
#include "StarInputEvent.hpp"
#include "StarJson.hpp"
#include "StarListener.hpp"
#include "StarHash.hpp"
namespace Star {
STAR_CLASS(Input);
STAR_EXCEPTION(InputException, StarException);
typedef Variant<Key, MouseButton, ControllerButton> InputVariant;
template <>
struct hash<InputVariant> {
size_t operator()(InputVariant const& v) const;
};
class Input {
public:
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static Json inputEventToJson(InputEvent const& event);
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struct KeyBind {
Key key = Key::Zero;
KeyMod mods = KeyMod::NoMod;
uint8_t priority = 0;
inline bool operator<(KeyBind const& rhs) const {
return priority < rhs.priority;
}
inline bool operator>(KeyBind const& rhs) const {
return priority > rhs.priority;
}
};
struct MouseBind {
MouseButton button = MouseButton::Left;
KeyMod mods = KeyMod::NoMod;
uint8_t priority = 0;
};
struct ControllerBind {
unsigned int controller = 0;
ControllerButton button = ControllerButton::Invalid;
};
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typedef MVariant<KeyBind, MouseBind, ControllerBind> Bind;
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static Bind bindFromJson(Json const& json);
static Json bindToJson(Bind const& bind);
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struct BindCategory;
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struct BindEntry {
// The internal ID of this entry.
String id;
// The user-facing name of this entry.
String name;
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// The category this entry belongs to.
BindCategory const* category;
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// The default binds.
List<Bind> defaultBinds;
// The user-configured binds.
List<Bind> customBinds;
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BindEntry(String entryId, Json const& config, BindCategory const& parentCategory);
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};
struct BindRef {
KeyMod mods;
uint8_t priority;
// Invalidated on reload, careful!
BindEntry* entry;
};
struct BindRefSorter {
inline bool operator() (BindRef const& a, BindRef const& b) {
return a.priority > b.priority;
}
};
struct BindCategory {
String id;
String name;
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Json config;
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StringMap<BindEntry> entries;
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BindCategory(String categoryId, Json const& categoryConfig);
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};
struct InputState {
size_t presses = 0;
size_t releases = 0;
// Calls the passed functions for each press and release.
template <typename PressFunction, typename ReleaseFunction>
void forEach(PressFunction&& pressed, ReleaseFunction&& released) {
for (size_t i = 0; i != releases; ++i) {
pressed();
released();
}
}
constexpr bool held() {
return presses < releases;
}
};
// Get pointer to the singleton root instance, if it exists. Otherwise,
// returns nullptr.
static Input* singletonPtr();
// Gets reference to GuiContext singleton, throws GuiContextException if root
// is not initialized.
static Input& singleton();
Input();
~Input();
Input(Input const&) = delete;
Input& operator=(Input const&) = delete;
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List<std::pair<InputEvent, bool>> const& inputEventsThisFrame() const;
// Clears input state. Should be done at the very start or end of the client loop.
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void reset();
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void update();
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// Handles an input event.
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bool handleInput(InputEvent const& input, bool gameProcessed);
void rebuildMappings();
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// Loads input categories and their binds from Assets.
void reload();
private:
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List<BindEntry*> filterBindEntries(List<BindRef> const& binds, KeyMod mods) const;
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static Input* s_singleton;
// Regenerated on reload.
StringMap<BindCategory> m_bindCategories;
// Contains raw pointers to bind entries in categories, so also regenerated on reload.
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HashMap<InputVariant, List<BindRef>> m_bindMappings;
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ListenerPtr m_rootReloadListener;
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// Per-frame input event storage for Lua.
List<std::pair<InputEvent, bool>> m_inputEvents;
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// Per-frame input state maps.
//Input states
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HashMap<InputVariant, InputState> m_inputStates;
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//Bind states
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HashMap<BindEntry*, InputState> m_bindStates;
};
}
#endif