Files
Destrum/destrum/src/Input/InputManager.cpp
T

367 lines
12 KiB
C++

#include <destrum/Input/InputManager.h>
#include <algorithm>
#include <cmath>
static float NormalizeAxis(Sint16 v, int deadzone) {
// Deadzone in raw units. Return [-1..1]
const int iv = (int)v;
if (std::abs(iv) <= deadzone) return 0.0f;
// Normalize to [-1..1] while preserving sign.
// SDL axis range is roughly [-32768..32767]
const float denom = (iv < 0) ? 32768.0f : 32767.0f;
float f = (float)iv / denom;
// Optional: re-scale so that value starts at 0 outside deadzone
// (nice for sticks; comment out if you prefer raw normalize)
const float dz = (float)deadzone / 32767.0f;
const float sign = (f < 0.0f) ? -1.0f : 1.0f;
const float af = std::abs(f);
const float scaled = (af - dz) / (1.0f - dz);
return sign * std::clamp(scaled, 0.0f, 1.0f);
}
void InputManager::Init() {
// Make sure gamecontroller subsystem is active (safe even if already)
SDL_InitSubSystem(SDL_INIT_GAMECONTROLLER);
// Open any controllers already connected
const int num = SDL_NumJoysticks();
for (int i = 0; i < num; ++i) {
if (SDL_IsGameController(i)) {
AddController(i);
}
}
}
void InputManager::BeginFrame() {
m_keysPressed.clear();
m_keysReleased.clear();
m_mousePressed.clear();
m_mouseReleased.clear();
m_wheelX = 0;
m_wheelY = 0;
m_textInput.clear();
// Relative mouse accumulators are filled during SDL event processing
// and consumed by game code each frame. Reset them here (before events
// are processed) so this frame accumulates fresh deltas.
m_mouseRelDX = 0;
m_mouseRelDY = 0;
// Clear controller "edge" sets + snapshot axes
for (auto& [id, pad]: m_pads) {
pad.buttonsPressed.clear();
pad.buttonsReleased.clear();
pad.prevAxes = pad.axes;
}
}
void InputManager::SetMouseCaptured(bool captured) {
if (captured == m_MouseCaptured) return;
m_MouseCaptured = captured;
SDL_SetRelativeMouseMode(captured ? SDL_TRUE : SDL_FALSE);
}
void InputManager::AddController(int deviceIndex) {
if (!SDL_IsGameController(deviceIndex)) return;
SDL_GameController* gc = SDL_GameControllerOpen(deviceIndex);
if (!gc) return;
SDL_Joystick* joy = SDL_GameControllerGetJoystick(gc);
SDL_JoystickID instanceId = SDL_JoystickInstanceID(joy);
PadState ps;
ps.controller = gc;
ps.instanceId = instanceId;
ps.axes.fill(0);
ps.prevAxes.fill(0);
m_pads[instanceId] = ps;
// Track order (padIndex mapping)
m_padOrder.push_back(instanceId);
}
void InputManager::RemoveController(SDL_JoystickID instanceId) {
auto it = m_pads.find(instanceId);
if (it != m_pads.end()) {
if (it->second.controller) {
SDL_GameControllerClose(it->second.controller);
}
m_pads.erase(it);
}
// Remove from order list
m_padOrder.erase(
std::remove(m_padOrder.begin(), m_padOrder.end(), instanceId),
m_padOrder.end()
);
}
bool InputManager::ProcessEvent(const SDL_Event& e) {
switch (e.type) {
case SDL_QUIT: {
return true;
}
case SDL_KEYDOWN: {
if (e.key.repeat) break;
SDL_Scancode sc = e.key.keysym.scancode;
m_keysDown.insert(sc);
m_keysPressed.insert(sc);
}
break;
case SDL_KEYUP: {
SDL_Scancode sc = e.key.keysym.scancode;
m_keysDown.erase(sc);
m_keysReleased.insert(sc);
}
break;
case SDL_MOUSEBUTTONDOWN: {
Uint8 b = e.button.button;
m_mouseDown.insert(b);
m_mousePressed.insert(b);
}
break;
case SDL_MOUSEBUTTONUP: {
Uint8 b = e.button.button;
m_mouseDown.erase(b);
m_mouseReleased.insert(b);
}
break;
case SDL_MOUSEMOTION: {
m_mouseX = e.motion.x;
m_mouseY = e.motion.y;
m_mouseRelDX += e.motion.xrel;
m_mouseRelDY += e.motion.yrel;
}
break;
case SDL_MOUSEWHEEL: {
m_wheelX += e.wheel.x;
m_wheelY += e.wheel.y;
}
break;
case SDL_TEXTINPUT: {
m_textInput += e.text.text;
}
break;
// ---- Controller hotplug ----
case SDL_CONTROLLERDEVICEADDED: {
// e.cdevice.which is the device index here
AddController(e.cdevice.which);
}
break;
case SDL_CONTROLLERDEVICEREMOVED: {
// e.cdevice.which is instanceId here
RemoveController((SDL_JoystickID)e.cdevice.which);
}
break;
// ---- Controller buttons ----
case SDL_CONTROLLERBUTTONDOWN: {
SDL_JoystickID id = (SDL_JoystickID)e.cbutton.which;
auto it = m_pads.find(id);
if (it == m_pads.end()) break;
uint8_t btn = (uint8_t)e.cbutton.button;
it->second.buttonsDown.insert(btn);
it->second.buttonsPressed.insert(btn);
}
break;
case SDL_CONTROLLERBUTTONUP: {
SDL_JoystickID id = (SDL_JoystickID)e.cbutton.which;
auto it = m_pads.find(id);
if (it == m_pads.end()) break;
uint8_t btn = (uint8_t)e.cbutton.button;
it->second.buttonsDown.erase(btn);
it->second.buttonsReleased.insert(btn);
}
break;
// ---- Controller axes ----
case SDL_CONTROLLERAXISMOTION: {
SDL_JoystickID id = (SDL_JoystickID)e.caxis.which;
auto it = m_pads.find(id);
if (it == m_pads.end()) break;
const int axis = (int)e.caxis.axis;
if (axis >= 0 && axis < SDL_CONTROLLER_AXIS_MAX) {
it->second.axes[(size_t)axis] = e.caxis.value;
}
}
break;
default: break;
}
return false;
}
bool InputManager::IsKeyDown(SDL_Scancode sc) const { return m_keysDown.count(sc) != 0; }
bool InputManager::WasKeyPressed(SDL_Scancode sc) const { return m_keysPressed.count(sc) != 0; }
bool InputManager::WasKeyReleased(SDL_Scancode sc) const { return m_keysReleased.count(sc) != 0; }
bool InputManager::IsMouseDown(Uint8 button) const { return m_mouseDown.count(button) != 0; }
bool InputManager::WasMousePressed(Uint8 button) const { return m_mousePressed.count(button) != 0; }
bool InputManager::WasMouseReleased(Uint8 button) const { return m_mouseReleased.count(button) != 0; }
void InputManager::StartTextInput() {
if (!m_textInputActive) {
SDL_StartTextInput();
m_textInputActive = true;
}
}
void InputManager::StopTextInput() {
if (m_textInputActive) {
SDL_StopTextInput();
m_textInputActive = false;
}
}
// ---- Controller direct queries ----
SDL_JoystickID InputManager::GetPadInstanceId(uint8_t padIndex) const {
if (padIndex >= m_padOrder.size()) return -1;
return m_padOrder[padIndex];
}
bool InputManager::IsPadButtonDown(SDL_JoystickID id, SDL_GameControllerButton btn) const {
auto it = m_pads.find(id);
if (it == m_pads.end()) return false;
return it->second.buttonsDown.count((uint8_t)btn) != 0;
}
bool InputManager::WasPadButtonPressed(SDL_JoystickID id, SDL_GameControllerButton btn) const {
auto it = m_pads.find(id);
if (it == m_pads.end()) return false;
return it->second.buttonsPressed.count((uint8_t)btn) != 0;
}
bool InputManager::WasPadButtonReleased(SDL_JoystickID id, SDL_GameControllerButton btn) const {
auto it = m_pads.find(id);
if (it == m_pads.end()) return false;
return it->second.buttonsReleased.count((uint8_t)btn) != 0;
}
float InputManager::GetPadAxis(SDL_JoystickID id, SDL_GameControllerAxis axis) const {
auto it = m_pads.find(id);
if (it == m_pads.end()) return 0.0f;
const int a = (int)axis;
if (a < 0 || a >= SDL_CONTROLLER_AXIS_MAX) return 0.0f;
return NormalizeAxis(it->second.axes[(size_t)a], m_axisDeadzone);
}
// ---- Binding helpers ----
InputManager::Binding InputManager::PadButton(uint8_t padIndex, SDL_GameControllerButton btn) {
Binding b;
b.device = Device::GamepadButton;
b.code = ((int)padIndex << 8) | ((int)btn & 0xFF);
return b;
}
InputManager::Binding InputManager::PadAxis(uint8_t padIndex, SDL_GameControllerAxis axis, int sign, float threshold) {
Binding b;
b.device = Device::GamepadAxis;
b.code = ((int)padIndex << 8) | ((int)axis & 0xFF);
b.sign = (sign < 0) ? -1 : +1;
b.threshold = threshold;
return b;
}
// ---- Action mapping ----
void InputManager::BindAction(const std::string& action, const Binding& binding) {
m_bindings[action].push_back(binding);
}
bool InputManager::QueryBinding(const Binding& b, ButtonState state) const {
switch (b.device) {
case Device::Keyboard: {
auto sc = static_cast<SDL_Scancode>(b.code);
if (state == ButtonState::Down) return IsKeyDown(sc);
if (state == ButtonState::Pressed) return WasKeyPressed(sc);
if (state == ButtonState::Released) return WasKeyReleased(sc);
}
break;
case Device::MouseButton: {
auto mb = static_cast<Uint8>(b.code);
if (state == ButtonState::Down) return IsMouseDown(mb);
if (state == ButtonState::Pressed) return WasMousePressed(mb);
if (state == ButtonState::Released) return WasMouseReleased(mb);
}
break;
case Device::MouseWheel: {
const int c = b.code;
if (state != ButtonState::Pressed) return false;
if (c == 1) return m_wheelY > 0;
if (c == -1) return m_wheelY < 0;
if (c == 2) return m_wheelX > 0;
if (c == -2) return m_wheelX < 0;
}
break;
case Device::GamepadButton: {
const uint8_t padIndex = GetPadIndexFromCode(b.code);
const uint8_t btn = GetLow8FromCode(b.code);
const SDL_JoystickID id = GetPadInstanceId(padIndex);
if (id < 0) return false;
if (state == ButtonState::Down) return IsPadButtonDown(id, (SDL_GameControllerButton)btn);
if (state == ButtonState::Pressed) return WasPadButtonPressed(id, (SDL_GameControllerButton)btn);
if (state == ButtonState::Released) return WasPadButtonReleased(id, (SDL_GameControllerButton)btn);
}
break;
case Device::GamepadAxis: {
// Axis bindings are treated as "digital" by thresholding
const uint8_t padIndex = GetPadIndexFromCode(b.code);
const uint8_t axis = GetLow8FromCode(b.code);
const SDL_JoystickID id = GetPadInstanceId(padIndex);
if (id < 0) return false;
auto it = m_pads.find(id);
if (it == m_pads.end()) return false;
if (axis >= SDL_CONTROLLER_AXIS_MAX) return false;
const float cur = NormalizeAxis(it->second.axes[axis], m_axisDeadzone) * (float)b.sign;
const float prev = NormalizeAxis(it->second.prevAxes[axis], m_axisDeadzone) * (float)b.sign;
const bool curOn = cur >= b.threshold;
const bool prevOn = prev >= b.threshold;
if (state == ButtonState::Down) return curOn;
if (state == ButtonState::Pressed) return (curOn && !prevOn);
if (state == ButtonState::Released) return (!curOn && prevOn);
}
break;
}
return false;
}
bool InputManager::GetAction(const std::string& action, ButtonState state) const {
auto it = m_bindings.find(action);
if (it == m_bindings.end()) return false;
for (const auto& b: it->second) {
if (QueryBinding(b, state)) return true;
}
return false;
}