💿🐜 Antkeeper source code https://antkeeper.com
You can not select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.

158 lines
4.1 KiB

/*
* Copyright (C) 2021 Christopher J. Howard
*
* This file is part of Antkeeper source code.
*
* Antkeeper source code 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.
*
* Antkeeper source code 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 Antkeeper source code. If not, see <http://www.gnu.org/licenses/>.
*/
#include "mapper.hpp"
#include "mouse.hpp"
#include "event/event-dispatcher.hpp"
namespace input {
mapper::mapper():
event_dispatcher(nullptr),
control(nullptr),
callback(nullptr),
enabled(false)
{}
mapper::~mapper()
{
set_event_dispatcher(nullptr);
}
void mapper::set_event_dispatcher(::event_dispatcher* event_dispatcher)
{
if (this->event_dispatcher)
{
this->event_dispatcher->unsubscribe<key_pressed_event>(this);
this->event_dispatcher->unsubscribe<mouse_moved_event>(this);
this->event_dispatcher->unsubscribe<mouse_wheel_scrolled_event>(this);
this->event_dispatcher->unsubscribe<mouse_button_pressed_event>(this);
this->event_dispatcher->unsubscribe<game_controller_axis_moved_event>(this);
this->event_dispatcher->unsubscribe<game_controller_button_pressed_event>(this);
}
this->event_dispatcher = event_dispatcher;
if (event_dispatcher)
{
event_dispatcher->subscribe<key_pressed_event>(this);
event_dispatcher->subscribe<mouse_moved_event>(this);
event_dispatcher->subscribe<mouse_wheel_scrolled_event>(this);
event_dispatcher->subscribe<mouse_button_pressed_event>(this);
event_dispatcher->subscribe<game_controller_axis_moved_event>(this);
event_dispatcher->subscribe<game_controller_button_pressed_event>(this);
}
}
void mapper::set_control(input::control* control)
{
this->control = control;
}
void mapper::set_callback(std::function<void(const mapping&)> callback)
{
this->callback = callback;
}
void mapper::set_enabled(bool enabled)
{
this->enabled = enabled;
}
void mapper::handle_event(const key_pressed_event& event)
{
if (!is_enabled() || !callback)
{
return;
}
callback(key_mapping(control, event.keyboard, event.scancode));
}
void mapper::handle_event(const mouse_moved_event& event)
{
if (!is_enabled() || !callback)
{
return;
}
if (event.dx != 0)
{
mouse_motion_axis axis = (event.dx < 0) ? mouse_motion_axis::negative_x : mouse_motion_axis::positive_x;
callback(mouse_motion_mapping(control, event.mouse, axis));
}
if (event.dy != 0)
{
mouse_motion_axis axis = (event.dy < 0) ? mouse_motion_axis::negative_y : mouse_motion_axis::positive_y;
callback(mouse_motion_mapping(control, event.mouse, axis));
}
}
void mapper::handle_event(const mouse_button_pressed_event& event)
{
if (!is_enabled() || !callback)
{
return;
}
callback(mouse_button_mapping(control, event.mouse, event.button));
}
void mapper::handle_event(const mouse_wheel_scrolled_event& event)
{
if (!is_enabled() || !callback)
{
return;
}
if (event.x != 0)
{
mouse_wheel_axis axis = (event.x < 0) ? mouse_wheel_axis::negative_x : mouse_wheel_axis::positive_x;
callback(mouse_wheel_mapping(control, event.mouse, axis));
}
if (event.y != 0)
{
mouse_wheel_axis axis = (event.y < 0) ? mouse_wheel_axis::negative_y : mouse_wheel_axis::positive_y;
callback(mouse_wheel_mapping(control, event.mouse, axis));
}
}
void mapper::handle_event(const game_controller_button_pressed_event& event)
{
if (!is_enabled() || !callback)
{
return;
}
callback(game_controller_button_mapping(control, event.controller, event.button));
}
void mapper::handle_event(const game_controller_axis_moved_event& event)
{
if (!is_enabled() || !callback)
{
return;
}
callback(game_controller_axis_mapping(control, event.controller, event.axis, (event.value < 0.0f)));
}
} // namespace input