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/*
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* Copyright (C) 2023 Christopher J. Howard
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*
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* This file is part of Antkeeper source code.
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*
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* Antkeeper source code is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* Antkeeper source code is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with Antkeeper source code. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include "app/input-manager.hpp"
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#include "app/sdl/sdl-input-manager.hpp"
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namespace app {
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input_manager* input_manager::instance()
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{
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return new sdl_input_manager();
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}
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void input_manager::register_device(input::device& device)
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{
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switch (device.get_device_type())
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{
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case input::device_type::gamepad:
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register_gamepad(static_cast<input::gamepad&>(device));
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break;
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case input::device_type::keyboard:
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register_keyboard(static_cast<input::keyboard&>(device));
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break;
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case input::device_type::mouse:
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register_mouse(static_cast<input::mouse&>(device));
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break;
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default:
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//std::unreachable();
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break;
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}
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}
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void input_manager::register_gamepad(input::gamepad& device)
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{
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// Connect gamepad event signals to the event queue
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subscriptions.emplace(&device, device.get_connected_channel().subscribe(event_queue));
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subscriptions.emplace(&device, device.get_disconnected_channel().subscribe(event_queue));
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subscriptions.emplace(&device, device.get_axis_moved_channel().subscribe(event_queue));
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subscriptions.emplace(&device, device.get_button_pressed_channel().subscribe(event_queue));
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subscriptions.emplace(&device, device.get_button_released_channel().subscribe(event_queue));
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// Add gamepad to list of gamepads
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gamepads.emplace(&device);
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}
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void input_manager::register_keyboard(input::keyboard& device)
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{
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// Connect keyboard event signals to the event queue
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subscriptions.emplace(&device, device.get_connected_channel().subscribe(event_queue));
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subscriptions.emplace(&device, device.get_disconnected_channel().subscribe(event_queue));
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subscriptions.emplace(&device, device.get_key_pressed_channel().subscribe(event_queue));
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subscriptions.emplace(&device, device.get_key_released_channel().subscribe(event_queue));
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// Add keyboard to list of keyboards
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keyboards.emplace(&device);
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}
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void input_manager::register_mouse(input::mouse& device)
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{
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// Connect mouse event signals to the event queue
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subscriptions.emplace(&device, device.get_connected_channel().subscribe(event_queue));
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subscriptions.emplace(&device, device.get_disconnected_channel().subscribe(event_queue));
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subscriptions.emplace(&device, device.get_button_pressed_channel().subscribe(event_queue));
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subscriptions.emplace(&device, device.get_button_released_channel().subscribe(event_queue));
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subscriptions.emplace(&device, device.get_moved_channel().subscribe(event_queue));
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subscriptions.emplace(&device, device.get_scrolled_channel().subscribe(event_queue));
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// Add mouse to list of mice
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mice.emplace(&device);
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}
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void input_manager::unregister_device(input::device& device)
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{
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subscriptions.erase(&device);
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switch (device.get_device_type())
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{
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case input::device_type::gamepad:
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unregister_gamepad(static_cast<input::gamepad&>(device));
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break;
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case input::device_type::keyboard:
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unregister_keyboard(static_cast<input::keyboard&>(device));
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break;
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case input::device_type::mouse:
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unregister_mouse(static_cast<input::mouse&>(device));
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break;
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default:
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//std::unreachable();
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break;
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}
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}
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void input_manager::unregister_gamepad(input::gamepad& gamepad)
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{
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gamepads.erase(&gamepad);
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}
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void input_manager::unregister_keyboard(input::keyboard& keyboard)
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{
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keyboards.erase(&keyboard);
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}
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void input_manager::unregister_mouse(input::mouse& mouse)
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{
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mice.erase(&mouse);
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}
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} // namespace app
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