godot-cpp-utils/player_input.hpp

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#ifndef PLAYER_INPUT_HPP
#define PLAYER_INPUT_HPP
#include <optional>
#include <godot_cpp/classes/input.hpp>
#include <godot_cpp/classes/input_event.hpp>
#include <godot_cpp/classes/node.hpp>
#include <godot_cpp/templates/vector.hpp>
#include <godot_cpp/variant/callable.hpp>
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namespace gd = godot;
namespace utils {
/*! An event-driven input observer.
*
* Listen for events with `listen_to`, registering godot input action names to callbacks. It's possible to register an "axis" by registering a listener with a positive and negative action.
*/
class PlayerInput : public gd::Node {
GDCLASS(PlayerInput, gd::Node)
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static void _bind_methods();
public:
/*! A PlayerInput action listener.
* A listener is a combination of a positive and negative action and a callable.
* The expected callable signature is `void (godot::Ref<godot::InputEvent> event, float value)`
* actions can also be "special" actions prefixed with `_`.
* Special actions include `_mouse_up`, `_mouse_down`, `_mouse_left`, and `_mouse_right`.
*/
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struct Listener {
friend class PlayerInput;
private:
// the two actions, evaluated as positive - negative
gd::String actionNegative{""};
gd::String actionPositive{""};
// the last cached action, if the newest result matches this, the event will be considered
// duplicate and ignored (not passed to listener)
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float lastCached{0.f};
gd::Callable callable;
// if either actionNegative or actionPositive is a _mouse_ event this will be true
bool isMouseEvent{false};
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public:
Listener() = default;
Listener(gd::String negative, gd::String positive, gd::Callable callable);
Listener(gd::String action, gd::Callable callable);
// evaluate the current state of an action.
static std::optional<float> evaluate_action(gd::String const &action);
// check if this event has any chance to result in a trigger, does not evaluate the event or
// poll current input state
bool has_changed(gd::Ref<gd::InputEvent> const &event);
// evaluate the event for changes to either actionPositive or actionNegative
float evaluate(gd::Ref<gd::InputEvent> const &event);
bool operator==(PlayerInput::Listener const& b) const;
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};
public:
static gd::Vector2 get_last_mouse_motion();
virtual void _enter_tree() override;
virtual void _exit_tree() override;
virtual void _unhandled_input(gd::Ref<gd::InputEvent> const &event) override;
virtual void _process(double deltaTime) override;
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void listen_to(Listener const &listener);
void listen_to(gd::String action, gd::Callable callable);
void listen_to(gd::String negative, gd::String positive, gd::Callable callable);
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void stop_listening(Node *node);
void stop_listening(Listener const &listener);
void clear_listeners();
void set_device(int id);
private:
// the last mouse motion, updated by the primary instance
static gd::Vector2 lastMouseMotion;
// does a primary instance exist
static bool primaryExists;
// is this the primary instance
// the primary instance is responsible for updating static
// variables like lastMouseMotion
bool isPrimary{false};
int device{-1};
// current listeners for this instance
gd::Vector<Listener> listeners{};
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};
}
#endif // !PLAYER_INPUT_HPP