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Keyboard.cpp
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Keyboard.cpp
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#include "Keyboard.h"
#include "rstd.h"
void Keyboard::invokeHandler(
InputCommand command, const std::map<InputCommand, std::vector<Keyboard::Handler>>& handlers)
{
auto it = handlers.find(command);
if (it != end(handlers)) {
for (Handler const& h : it->second) {
h();
}
}
}
void Keyboard::readGamepadState() {
if (!_gamepad.isConnected()) {
_gamepad = GameController::GetFirstAvailable();
}
SDL_GameControllerUpdate();
[[maybe_unused]] auto a = _gamepad.button(SDL_CONTROLLER_BUTTON_DPAD_LEFT);
}
std::tuple<KeyState, KeyState> Keyboard::readCommandState(InputCommand command) {
if (auto it = _keyBindings.find(command); it != _keyBindings.end()) {
auto key = it->second;
auto state = _keyboard.at(key);
auto prev = state;
std::swap(prev, _sharedPrevKeyStates[key]);
if (state == KeyState::Press) {
_inputDeviceName = "Keyboard";
return {prev, state};
}
}
if (auto it = _gamepadBindings.find(command); it != _gamepadBindings.end()) {
auto button = it->second;
auto state = _gamepad.button(button);
auto prev = state;
std::swap(prev, _sharedPrevKeyStates[button]);
if (state == KeyState::Press) {
_inputDeviceName = _gamepad.name();
return {prev, state};
}
}
return {KeyState::Release, KeyState::Release};
}
Keyboard::Keyboard(Window *window) : _window(window) {
int keyboardSize;
auto keyboard = SDL_GetKeyboardState(&keyboardSize);
_keyboard = {keyboardSize, keyboard};
_keyBindings = {
{InputCommand::MoveLeft, SDL_SCANCODE_LEFT},
{InputCommand::MoveRight, SDL_SCANCODE_RIGHT},
{InputCommand::RotateLeft, SDL_SCANCODE_Z},
{InputCommand::RotateRight, SDL_SCANCODE_X},
{InputCommand::RotateRightAlt, SDL_SCANCODE_UP},
{InputCommand::MoveUp, SDL_SCANCODE_UP},
{InputCommand::MoveDown, SDL_SCANCODE_DOWN},
{InputCommand::OpenMenu, SDL_SCANCODE_ESCAPE},
{InputCommand::GoBack, SDL_SCANCODE_ESCAPE},
{InputCommand::Confirm, SDL_SCANCODE_RETURN},
};
_gamepadBindings = {
{InputCommand::MoveLeft, SDL_CONTROLLER_BUTTON_DPAD_LEFT},
{InputCommand::MoveRight, SDL_CONTROLLER_BUTTON_DPAD_RIGHT},
{InputCommand::RotateLeft, SDL_CONTROLLER_BUTTON_X},
{InputCommand::RotateRight, SDL_CONTROLLER_BUTTON_A},
{InputCommand::MoveUp, SDL_CONTROLLER_BUTTON_DPAD_UP},
{InputCommand::MoveDown, SDL_CONTROLLER_BUTTON_DPAD_DOWN},
{InputCommand::OpenMenu, SDL_CONTROLLER_BUTTON_START},
{InputCommand::GoBack, SDL_CONTROLLER_BUTTON_B},
{InputCommand::Confirm, SDL_CONTROLLER_BUTTON_A},
};
// assume the keyboard and gamepad keys are different
assert(_gamepadBindings.rbegin()->second < _keyBindings.begin()->second);
}
void Keyboard::advance(fseconds dt) {
readGamepadState();
if (_onAdvanceHandler) {
_onAdvanceHandler(_window, _currentState);
}
for (auto& [command, state] : _stateSpecificKeyStates[_currentState]) {
auto [prevState, curState] = readCommandState(command);
if (curState == KeyState::Press && prevState == KeyState::Release) {
invokeHandler(command, _stateDownHandlers[_currentState]);
invokeHandler(command, _stateRepeatHandlers[_currentState]);
_activeRepeats[command] = true;
state.elapsed = fseconds();
}
if (curState == KeyState::Press &&
prevState == KeyState::Press &&
state.elapsed > state.repeat &&
_activeRepeats[command])
{
state.elapsed -= state.repeat;
invokeHandler(command, _stateRepeatHandlers[_currentState]);
}
state.elapsed += dt;
}
}
void Keyboard::onDown(InputCommand command, State handlerId, std::function<void()> handler) {
auto it = _stateSpecificKeyStates[handlerId].find(command);
if (it == end(_stateSpecificKeyStates[handlerId])) {
_stateSpecificKeyStates[handlerId][command] = { fseconds(), fseconds(1 << 10) };
}
_stateDownHandlers[handlerId][command].push_back(handler);
}
void Keyboard::onRepeat(InputCommand command,
fseconds every,
State handlerId,
std::function<void()> handler) {
_stateSpecificKeyStates[handlerId][command].repeat = every;
_stateRepeatHandlers[handlerId][command].push_back(handler);
_activeRepeats[command] = true;
}
void Keyboard::onAdvance(OnAdvanceHandler handler) {
_onAdvanceHandler = handler;
}
void Keyboard::stopRepeats(InputCommand command) {
auto [_, state] = readCommandState(command);
if (state == KeyState::Press) {
_activeRepeats[command] = false;
}
}
void Keyboard::enableHandler(State id) {
_currentState = id;
}
const std::string& Keyboard::inputDeviceName() const {
return _inputDeviceName;
}
const StateArray& Keyboard::keys() const {
return _keyboard;
}
void Keyboard::rumble(float strength, fseconds duration) {
_gamepad.rumble(strength, duration);
}
std::string strState(State state) {
switch (state) {
case State::Game: return "Game";
case State::HighScores: return "HighScores";
case State::Menu: return "Menu";
case State::NameInput: return "NameInput";
default: assert(false); return "";
}
}
StateArray::StateArray(int size, const Uint8* state)
: _size(size), _state(reinterpret_cast<const KeyState*>(state)) {}
KeyState StateArray::at(int i) const {
assert(i < _size);
return _state[i];
}
GameController::GameController(SDL_GameController* handle, int index)
: _handle(handle), _index(index) {
_haptic = SDL_HapticOpen(_index);
if (_haptic) {
SDL_HapticRumbleInit(_haptic);
}
}
GameController::GameController(GameController&& other) {
*this = std::move(other);
}
GameController& GameController::operator=(GameController&& other) {
_handle = other._handle;
_haptic = other._haptic;
_name = other._name;
_index = other._index;
other._handle = nullptr;
other._haptic = nullptr;
return *this;
}
GameController GameController::GetFirstAvailable() {
for (int i = 0; i < SDL_NumJoysticks(); ++i) {
if (SDL_IsGameController(i)) {
auto handle = SDL_GameControllerOpen(i);
if (handle) {
return GameController(handle, i);
}
}
}
return GameController(nullptr, 0);
}
GameController::~GameController() {
if (_handle) {
SDL_GameControllerClose(_handle);
}
if (_haptic) {
SDL_HapticClose(_haptic);
}
}
bool GameController::isOpen() const {
return _handle;
}
bool GameController::isConnected() const {
return SDL_GameControllerGetAttached(_handle);
}
std::string GameController::name() const {
if (_name.empty()) {
_name = SDL_GameControllerName(_handle);
}
return _name;
}
KeyState GameController::button(SDL_GameControllerButton code) const {
assert(code < SDL_CONTROLLER_BUTTON_MAX);
if (!isOpen())
return KeyState::Release;
return static_cast<KeyState>(SDL_GameControllerGetButton(_handle, code));
}
void GameController::rumble(float strength, fseconds duration) {
auto ms = chrono::duration_cast<chrono::milliseconds>(duration).count();
SDL_HapticRumblePlay(_haptic, strength, ms);
}