godot-cpp-utils/player_input.cpp

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#include "player_input.hpp"
#include "godot_macros.h"
#include "godot_cpp/classes/input.hpp"
#include "godot_cpp/classes/input_event.hpp"
#include "godot_cpp/classes/input_event_mouse_motion.hpp"
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#include <algorithm>
#include <optional>
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namespace godot {
void PlayerInput::_bind_methods() {}
Vector2 PlayerInput::lastMouseMotion{0.f, 0.f};
bool PlayerInput::primaryExists{false};
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PlayerInput::Listener::Listener(String positive, String negative, Node *object, String method)
: actionNegative{negative}
, actionPositive{positive}
, methodName{method}
, object{object}
, isMouseEvent{positive.begins_with("_mouse_") || negative.begins_with("_mouse_")} {}
std::optional<float> PlayerInput::Listener::evaluate_action(String const &action) {
Input *input = Input::get_singleton();
if(action.begins_with("_mouse_")) {
Vector2 vector = PlayerInput::get_last_mouse_motion();
if(action.ends_with("_up"))
return vector.y > 0.f ? vector.y : 0.f;
else if(action.ends_with("_down"))
return vector.y < 0.f ? -vector.y : 0.f;
else if(action.ends_with("_right"))
return vector.x > 0.f ? vector.x : 0.f;
else if(action.ends_with("_left"))
return vector.x < 0.f ? -vector.x : 0.f;
else
return std::nullopt;
} else if(action.is_empty()) {
return 0.f;
} else {
return float(input->is_action_pressed(action));
}
}
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bool PlayerInput::Listener::has_changed(Ref<InputEvent> const &event) {
return (
(!event->is_class("InputEventMouseMotion") ||
this->isMouseEvent) ||
event->is_action(this->actionNegative) ||
event->is_action(this->actionPositive)
);
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}
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float PlayerInput::Listener::evaluate(Ref<InputEvent> const &event) {
std::optional<float> positive = PlayerInput::Listener::evaluate_action(this->actionPositive);
std::optional<float> negative = PlayerInput::Listener::evaluate_action(this->actionNegative);
if(!positive.has_value() || !negative.has_value())
return 0.f;
float newest = positive.value() - negative.value();
if(this->lastCached != newest || this->isMouseEvent)
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this->object->call(this->methodName, event, newest);
return (this->lastCached = newest);
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}
bool PlayerInput::Listener::operator==(godot::PlayerInput::Listener const& b) {
return this->methodName == b.methodName
&& this->object == b.object
&& this->actionNegative == b.actionNegative
&& this->actionPositive == b.actionPositive;
}
Vector2 PlayerInput::get_last_mouse_motion() {
return PlayerInput::lastMouseMotion;
}
void PlayerInput::_enter_tree() {
GDGAMEONLY();
if(!PlayerInput::primaryExists) {
this->isPrimary = true;
PlayerInput::primaryExists = true;
}
}
void PlayerInput::_exit_tree() {
GDGAMEONLY();
if(this->isPrimary) {
this->isPrimary = false;
PlayerInput::primaryExists = false;
}
}
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void PlayerInput::_unhandled_input(Ref<InputEvent> const &event) {
GDGAMEONLY();
if(this->isPrimary && event->is_class("InputEventMouseMotion"))
PlayerInput::lastMouseMotion = Object::cast_to<InputEventMouseMotion>(*event)->get_relative();
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for(Listener& listener: this->listeners) {
if(listener.has_changed(event)) {
listener.evaluate(event);
}
}
}
void PlayerInput::_process(double deltaTime) {
PlayerInput::lastMouseMotion = {0.f, 0.f};
}
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void PlayerInput::listen_to(Listener const& listener) {
this->listeners.push_back(listener);
}
void PlayerInput::stop_listening(Node *node) {
for(size_t i = 0; i < this->listeners.size(); ++i) {
Listener& l = this->listeners.at(i);
if(l.object == node) {
this->listeners.erase(this->listeners.begin() + i);
i--;
}
}
}
void PlayerInput::stop_listening(Listener const& listener) {
std::vector<Listener>::iterator itr = std::find(this->listeners.begin(), this->listeners.end(), listener);
if(itr != this->listeners.end())
this->listeners.erase(itr);
}
}