Files
IAEngine/Engine/Src/Imp/CPP/InputManager.cpp
2025-10-06 01:23:54 +05:30

236 lines
6.1 KiB
C++

// IAEngine: 2D Game Engine by IA
// Copyright (C) 2025 IASoft (PVT) LTD (oss@iasoft.dev)
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with this program. If not, see <https://www.gnu.org/licenses/>.
#include <IAEngine/Engine.hpp>
#include <InputManager.hpp>
namespace ia::iae
{
EXTERN SDL_Window *g_windowHandle;
BOOL InputManager::s_keys[256];
BOOL InputManager::s_prevKeys[256];
InputKey InputManager::s_axisInputs[4];
Vec2 InputManager::s_pointerPosition{};
Map<String, Handle> InputManager::s_actionNames;
Vector<Vector<InputKey>> InputManager::s_actions;
VOID InputManager::Initialize()
{
memset(s_keys, 0, sizeof(s_keys));
memset(s_prevKeys, 0, sizeof(s_prevKeys));
}
VOID InputManager::Terminate()
{
}
VOID InputManager::OnSDLEvent(IN SDL_Event *event)
{
memcpy(s_prevKeys, s_keys, sizeof(s_prevKeys));
switch (event->type)
{
case SDL_EVENT_KEY_DOWN:
s_keys[event->key.scancode] = true;
break;
case SDL_EVENT_KEY_UP:
s_keys[event->key.scancode] = false;
break;
case SDL_EVENT_MOUSE_MOTION:
s_pointerPosition = {event->motion.x, event->motion.y};
break;
default:
break;
}
}
Vec2 InputManager::GetAxis()
{
return Vec2{
IsKeyDown(s_axisInputs[1]) + IsKeyDown(s_axisInputs[0]) * -1,
IsKeyDown(s_axisInputs[3]) + IsKeyDown(s_axisInputs[2]) * -1
};
}
VOID InputManager::SwitchModeToText()
{
SDL_StartTextInput(g_windowHandle);
}
VOID InputManager::SwitchModeToAction()
{
SDL_StopTextInput(g_windowHandle);
}
Vec2 InputManager::GetPointerPosition()
{
return s_pointerPosition;
}
BOOL InputManager::IsKeyDown(IN InputKey key)
{
return s_keys[(UINT8) key];
}
BOOL InputManager::WasKeyPressed(IN InputKey key)
{
return !s_prevKeys[(UINT8) key] && s_keys[(UINT8) key];
}
BOOL InputManager::WasKeyReleased(IN InputKey key)
{
return s_prevKeys[(UINT8) key] && !s_keys[(UINT8) key];
}
BOOL InputManager::IsActionDown(IN Handle action)
{
const auto& t = s_actions[action];
for(const auto& k : t)
if(IsKeyDown(k))
return true;
return false;
}
BOOL InputManager::WasActionPressed(IN Handle action)
{
const auto& t = s_actions[action];
for(const auto& k : t)
if(WasKeyPressed(k))
return true;
return false;
}
BOOL InputManager::WasActionReleased(IN Handle action)
{
const auto& t = s_actions[action];
for(const auto& k : t)
if(WasKeyReleased(k))
return true;
return false;
}
BOOL InputManager::IsActionDown(IN CONST String& action)
{
return IsActionDown(s_actionNames[action]);
}
BOOL InputManager::WasActionPressed(IN CONST String& action)
{
return WasActionPressed(s_actionNames[action]);
}
BOOL InputManager::WasActionReleased(IN CONST String& action)
{
return WasActionReleased(s_actionNames[action]);
}
Handle InputManager::BindAction(IN CONST String &name, IN InputKey key)
{
s_actions.pushBack({key});
const auto handle = s_actions.size() - 1;
s_actionNames[name] = handle;
return handle;
}
VOID InputManager::BindAxis(IN InputKey upKey, IN InputKey downKey, IN InputKey leftKey, IN InputKey rightKey)
{
s_axisInputs[0] = upKey;
s_axisInputs[1] = downKey;
s_axisInputs[2] = leftKey;
s_axisInputs[3] = rightKey;
}
} // namespace ia::iae
namespace ia::iae
{
Vec2 Engine::GetInputAxis()
{
return InputManager::GetAxis();
}
VOID Engine::SwitchInputModeToText()
{
InputManager::SwitchModeToText();
}
VOID Engine::SwitchInputModeToAction()
{
InputManager::SwitchModeToAction();
}
Vec2 Engine::GetInputPointerPosition()
{
return InputManager::GetPointerPosition();
}
BOOL Engine::IsInputKeyDown(IN InputKey key)
{
return InputManager::IsKeyDown(key);
}
BOOL Engine::WasInputKeyPressed(IN InputKey key)
{
return InputManager::WasKeyPressed(key);
}
BOOL Engine::WasInputKeyReleased(IN InputKey key)
{
return InputManager::WasKeyReleased(key);
}
BOOL Engine::IsInputActionDown(IN Handle action)
{
return InputManager::IsActionDown(action);
}
BOOL Engine::WasInputActionPressed(IN Handle action)
{
return InputManager::WasActionPressed(action);
}
BOOL Engine::WasInputActionReleased(IN Handle action)
{
return InputManager::WasActionReleased(action);
}
BOOL Engine::IsInputActionDown(IN CONST String& action)
{
return InputManager::IsActionDown(action);
}
BOOL Engine::WasInputActionPressed(IN CONST String& action)
{
return InputManager::WasActionPressed(action);
}
BOOL Engine::WasInputActionReleased(IN CONST String& action)
{
return InputManager::WasActionReleased(action);
}
Handle Engine::BindInputAction(IN CONST String &name, IN InputKey key)
{
return InputManager::BindAction(name, key);
}
VOID Engine::BindInputAxis(IN InputKey upKey, IN InputKey downKey, IN InputKey leftKey, IN InputKey rightKey)
{
InputManager::BindAxis(upKey, downKey, leftKey, rightKey);
}
} // namespace ia::iae