2024-02-13 13:59:01 +00:00
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#include "player_input.hpp"
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#include "godot_macros.h"
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#include "godot_cpp/classes/input.hpp"
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#include "godot_cpp/classes/input_event.hpp"
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2024-02-13 20:39:50 +00:00
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#include "godot_cpp/classes/input_event_mouse_motion.hpp"
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2024-02-13 13:59:01 +00:00
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#include <algorithm>
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namespace godot {
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void PlayerInput::_bind_methods() {}
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PlayerInput::Listener::Listener(String positive, String negative, Node *object, String method)
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: actionNegative{negative}
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, actionPositive{positive}
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, methodName{method}
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, object{object}
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, isMouseEvent{positive.begins_with("_mouse_") || negative.begins_with("_mouse_")} {}
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float PlayerInput::Listener::evaluate_event(Ref<InputEvent> const &event, String const &action) {
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Input *input = Input::get_singleton();
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if(!action.begins_with("_mouse_")) {
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return float(input->is_action_pressed(action));
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} else {
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InputEventMouseMotion *motion = Object::cast_to<InputEventMouseMotion>(*event);
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if(motion == nullptr)
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return 0.f;
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if(action.ends_with("_up") || action.ends_with("_right")) {
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return motion->get_relative().x;
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} if(action.ends_with("_right") || action.ends_with("_left")) {
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return motion->get_relative().y;
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}
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}
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return 0.f;
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}
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bool PlayerInput::Listener::has_changed(Ref<InputEvent> const &event) {
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return (
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(!event->is_class("InputEventMouseMotion") ||
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this->isMouseEvent
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) ||
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event->is_action(this->actionNegative) ||
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event->is_action(this->actionPositive)
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);
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}
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float PlayerInput::Listener::evaluate(Ref<InputEvent> const &event) {
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float positive = PlayerInput::Listener::evaluate_event(event, this->actionPositive);
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float negative = PlayerInput::Listener::evaluate_event(event, this->actionNegative);
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float newest = positive - negative;
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if(lastCached != newest)
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this->object->call(this->methodName, event, newest);
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return (lastCached = newest);
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}
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bool PlayerInput::Listener::operator==(godot::PlayerInput::Listener const& b) {
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return this->methodName == b.methodName
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&& this->object == b.object
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&& this->actionNegative == b.actionNegative
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&& this->actionPositive == b.actionPositive;
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}
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void PlayerInput::_unhandled_input(Ref<InputEvent> const &event) {
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GDGAMEONLY();
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for(Listener& listener: this->listeners) {
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if(listener.has_changed(event)) {
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listener.evaluate(event);
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}
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}
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}
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void PlayerInput::listen_to(Listener const& listener) {
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this->listeners.push_back(listener);
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}
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void PlayerInput::stop_listening(Node *node) {
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for(size_t i = 0; i < this->listeners.size(); ++i) {
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Listener& l = this->listeners.at(i);
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if(l.object == node) {
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this->listeners.erase(this->listeners.begin() + i);
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i--;
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}
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}
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}
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void PlayerInput::stop_listening(Listener const& listener) {
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std::vector<Listener>::iterator itr = std::find(this->listeners.begin(), this->listeners.end(), listener);
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if(itr != this->listeners.end())
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this->listeners.erase(itr);
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}
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}
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