Remove indent from Star:: in StarInput.hpp
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@ -8,184 +8,185 @@
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namespace Star {
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STAR_CLASS(Input);
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STAR_EXCEPTION(InputException, StarException);
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STAR_CLASS(Input);
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STAR_EXCEPTION(InputException, StarException);
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typedef Variant<Key, MouseButton, ControllerButton> InputVariant;
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typedef Variant<Key, MouseButton, ControllerButton> InputVariant;
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template <>
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struct hash<InputVariant> {
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size_t operator()(InputVariant const& v) const;
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template <>
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struct hash<InputVariant> {
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size_t operator()(InputVariant const& v) const;
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};
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class Input {
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public:
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static Json inputEventToJson(InputEvent const& event);
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struct KeyBind {
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Key key = Key::Zero;
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KeyMod mods = KeyMod::NoMod;
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uint8_t priority = 0;
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inline bool operator<(KeyBind const& rhs) const {
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return priority < rhs.priority;
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}
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inline bool operator>(KeyBind const& rhs) const {
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return priority > rhs.priority;
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}
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};
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class Input {
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public:
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static Json inputEventToJson(InputEvent const& event);
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struct KeyBind {
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Key key = Key::Zero;
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KeyMod mods = KeyMod::NoMod;
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uint8_t priority = 0;
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inline bool operator<(KeyBind const& rhs) const {
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return priority < rhs.priority;
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}
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inline bool operator>(KeyBind const& rhs) const {
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return priority > rhs.priority;
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}
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};
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struct MouseBind {
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MouseButton button = MouseButton::Left;
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KeyMod mods = KeyMod::NoMod;
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uint8_t priority = 0;
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};
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struct ControllerBind {
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unsigned int controller = 0;
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ControllerButton button = ControllerButton::Invalid;
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};
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typedef MVariant<KeyBind, MouseBind, ControllerBind> Bind;
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static Bind bindFromJson(Json const& json);
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static Json bindToJson(Bind const& bind);
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struct BindCategory;
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struct BindEntry {
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// The internal ID of this entry.
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String id;
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// The user-facing name of this entry.
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String name;
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// The category this entry belongs to.
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BindCategory const* category;
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// The default binds.
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List<Bind> defaultBinds;
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// The user-configured binds.
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List<Bind> customBinds;
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BindEntry(String entryId, Json const& config, BindCategory const& parentCategory);
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void updated();
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};
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struct BindRef {
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KeyMod mods;
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uint8_t priority = 0;
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BindEntry* entry = nullptr; // Invalidated on reload, careful!
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BindRef(BindEntry& bindEntry, KeyBind& keyBind);
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BindRef(BindEntry& bindEntry, MouseBind& mouseBind);
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BindRef(BindEntry& bindEntry);
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};
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struct BindCategory {
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String id;
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String name;
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Json config;
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StableHashMap<String, BindEntry> entries;
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BindCategory(String categoryId, Json const& categoryConfig);
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};
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struct InputState {
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unsigned presses = 0;
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unsigned releases = 0;
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bool pressed = false;
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bool held = false;
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bool released = false;
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// Calls the passed functions for each press and release.
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template <typename PressFunction, typename ReleaseFunction>
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void forEach(PressFunction&& pressed, ReleaseFunction&& released) {
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for (size_t i = 0; i != releases; ++i) {
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pressed();
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released();
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}
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}
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inline void reset() {
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presses = releases = 0;
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pressed = released = false;
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}
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inline void press() { pressed = ++presses; held = true; }
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inline void release() { released = ++releases; held = false; }
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};
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// Get pointer to the singleton root instance, if it exists. Otherwise,
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// returns nullptr.
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static Input* singletonPtr();
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// Gets reference to GuiContext singleton, throws GuiContextException if root
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// is not initialized.
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static Input& singleton();
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Input();
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~Input();
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Input(Input const&) = delete;
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Input& operator=(Input const&) = delete;
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List<std::pair<InputEvent, bool>> const& inputEventsThisFrame() const;
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// 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);
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void rebuildMappings();
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// Loads input categories and their binds from Assets.
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void reload();
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void setTextInputActive(bool active);
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Maybe<unsigned> bindDown(String const& categoryId, String const& bindId);
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bool bindHeld(String const& categoryId, String const& bindId);
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Maybe<unsigned> bindUp (String const& categoryId, String const& bindId);
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void resetBinds(String const& categoryId, String const& bindId);
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void setBinds(String const& categoryId, String const& bindId, Json const& binds);
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Json getDefaultBinds(String const& categoryId, String const& bindId);
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Json getBinds(String const& categoryId, String const& bindId);
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private:
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List<BindEntry*> filterBindEntries(List<BindRef> const& binds, KeyMod mods) const;
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BindEntry* bindEntryPtr(String const& categoryId, String const& bindId);
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BindEntry& bindEntry(String const& categoryId, String const& bindId);
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InputState* bindStatePtr(String const& categoryId, String const& bindId);
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InputState* inputStatePtr(InputVariant key);
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static Input* s_singleton;
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// Regenerated on reload.
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StableHashMap<String, BindCategory> m_bindCategories;
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// 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.
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List<std::pair<InputEvent, bool>> m_inputEvents;
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// Per-frame input state maps.
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//Input states
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HashMap<InputVariant, InputState> m_inputStates;
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//Bind states
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HashMap<BindEntry const*, InputState> m_bindStates;
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KeyMod m_pressedMods;
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bool m_textInputActive;
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struct MouseBind {
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MouseButton button = MouseButton::Left;
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KeyMod mods = KeyMod::NoMod;
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uint8_t priority = 0;
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};
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struct ControllerBind {
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unsigned int controller = 0;
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ControllerButton button = ControllerButton::Invalid;
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};
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typedef MVariant<KeyBind, MouseBind, ControllerBind> Bind;
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static Bind bindFromJson(Json const& json);
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static Json bindToJson(Bind const& bind);
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struct BindCategory;
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struct BindEntry {
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// The internal ID of this entry.
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String id;
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// The user-facing name of this entry.
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String name;
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// The category this entry belongs to.
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BindCategory const* category;
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// The default binds.
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List<Bind> defaultBinds;
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// The user-configured binds.
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List<Bind> customBinds;
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BindEntry(String entryId, Json const& config, BindCategory const& parentCategory);
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void updated();
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};
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struct BindRef {
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KeyMod mods;
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uint8_t priority = 0;
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BindEntry* entry = nullptr; // Invalidated on reload, careful!
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BindRef(BindEntry& bindEntry, KeyBind& keyBind);
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BindRef(BindEntry& bindEntry, MouseBind& mouseBind);
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BindRef(BindEntry& bindEntry);
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};
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struct BindCategory {
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String id;
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String name;
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Json config;
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StableHashMap<String, BindEntry> entries;
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BindCategory(String categoryId, Json const& categoryConfig);
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};
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struct InputState {
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unsigned presses = 0;
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unsigned releases = 0;
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bool pressed = false;
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bool held = false;
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bool released = false;
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// Calls the passed functions for each press and release.
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template <typename PressFunction, typename ReleaseFunction>
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void forEach(PressFunction&& pressed, ReleaseFunction&& released) {
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for (size_t i = 0; i != releases; ++i) {
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pressed();
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released();
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}
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}
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inline void reset() {
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presses = releases = 0;
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pressed = released = false;
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}
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inline void press() { pressed = ++presses; held = true; }
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inline void release() { released = ++releases; held = false; }
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};
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// Get pointer to the singleton Input instance, if it exists. Otherwise,
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// returns nullptr.
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static Input* singletonPtr();
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// Gets reference to Input singleton, throws InputException if root
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// is not initialized.
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static Input& singleton();
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Input();
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~Input();
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Input(Input const&) = delete;
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Input& operator=(Input const&) = delete;
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List<std::pair<InputEvent, bool>> const& inputEventsThisFrame() const;
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// 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);
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void rebuildMappings();
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// Loads input categories and their binds from Assets.
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void reload();
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void setTextInputActive(bool active);
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Maybe<unsigned> bindDown(String const& categoryId, String const& bindId);
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bool bindHeld(String const& categoryId, String const& bindId);
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Maybe<unsigned> bindUp (String const& categoryId, String const& bindId);
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void resetBinds(String const& categoryId, String const& bindId);
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void setBinds(String const& categoryId, String const& bindId, Json const& binds);
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Json getDefaultBinds(String const& categoryId, String const& bindId);
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Json getBinds(String const& categoryId, String const& bindId);
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private:
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List<BindEntry*> filterBindEntries(List<BindRef> const& binds, KeyMod mods) const;
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BindEntry* bindEntryPtr(String const& categoryId, String const& bindId);
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BindEntry& bindEntry(String const& categoryId, String const& bindId);
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InputState* bindStatePtr(String const& categoryId, String const& bindId);
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InputState* inputStatePtr(InputVariant key);
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static Input* s_singleton;
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// Regenerated on reload.
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StableHashMap<String, BindCategory> m_bindCategories;
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// 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.
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List<std::pair<InputEvent, bool>> m_inputEvents;
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// Per-frame input state maps.
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//Input states
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HashMap<InputVariant, InputState> m_inputStates;
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//Bind states
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HashMap<BindEntry const*, InputState> m_bindStates;
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KeyMod m_pressedMods;
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bool m_textInputActive;
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};
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}
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#endif
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