💿🐜 Antkeeper source code https://antkeeper.com
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/*
* Copyright (C) 2023 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 "app/input-manager.hpp"
#include "app/sdl/sdl-input-manager.hpp"
namespace app {
input_manager* input_manager::instance()
{
return new sdl_input_manager();
}
void input_manager::register_device(input::device& device)
{
switch (device.get_device_type())
{
case input::device_type::gamepad:
register_gamepad(static_cast<input::gamepad&>(device));
break;
case input::device_type::keyboard:
register_keyboard(static_cast<input::keyboard&>(device));
break;
case input::device_type::mouse:
register_mouse(static_cast<input::mouse&>(device));
break;
default:
//std::unreachable();
break;
}
}
void input_manager::register_gamepad(input::gamepad& device)
{
// Connect gamepad event signals to the event queue
subscriptions.emplace(&device, device.get_connected_channel().subscribe(event_queue));
subscriptions.emplace(&device, device.get_disconnected_channel().subscribe(event_queue));
subscriptions.emplace(&device, device.get_axis_moved_channel().subscribe(event_queue));
subscriptions.emplace(&device, device.get_button_pressed_channel().subscribe(event_queue));
subscriptions.emplace(&device, device.get_button_released_channel().subscribe(event_queue));
// Add gamepad to list of gamepads
gamepads.emplace(&device);
}
void input_manager::register_keyboard(input::keyboard& device)
{
// Connect keyboard event signals to the event queue
subscriptions.emplace(&device, device.get_connected_channel().subscribe(event_queue));
subscriptions.emplace(&device, device.get_disconnected_channel().subscribe(event_queue));
subscriptions.emplace(&device, device.get_key_pressed_channel().subscribe(event_queue));
subscriptions.emplace(&device, device.get_key_released_channel().subscribe(event_queue));
// Add keyboard to list of keyboards
keyboards.emplace(&device);
}
void input_manager::register_mouse(input::mouse& device)
{
// Connect mouse event signals to the event queue
subscriptions.emplace(&device, device.get_connected_channel().subscribe(event_queue));
subscriptions.emplace(&device, device.get_disconnected_channel().subscribe(event_queue));
subscriptions.emplace(&device, device.get_button_pressed_channel().subscribe(event_queue));
subscriptions.emplace(&device, device.get_button_released_channel().subscribe(event_queue));
subscriptions.emplace(&device, device.get_moved_channel().subscribe(event_queue));
subscriptions.emplace(&device, device.get_scrolled_channel().subscribe(event_queue));
// Add mouse to list of mice
mice.emplace(&device);
}
void input_manager::unregister_device(input::device& device)
{
subscriptions.erase(&device);
switch (device.get_device_type())
{
case input::device_type::gamepad:
unregister_gamepad(static_cast<input::gamepad&>(device));
break;
case input::device_type::keyboard:
unregister_keyboard(static_cast<input::keyboard&>(device));
break;
case input::device_type::mouse:
unregister_mouse(static_cast<input::mouse&>(device));
break;
default:
//std::unreachable();
break;
}
}
void input_manager::unregister_gamepad(input::gamepad& gamepad)
{
gamepads.erase(&gamepad);
}
void input_manager::unregister_keyboard(input::keyboard& keyboard)
{
keyboards.erase(&keyboard);
}
void input_manager::unregister_mouse(input::mouse& mouse)
{
mice.erase(&mouse);
}
} // namespace app