fix: playerinput mouse events now report correctly
parent
460dc9a1c6
commit
2a2214b487
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@ -4,10 +4,14 @@
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#include "godot_cpp/classes/input_event.hpp"
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#include "godot_cpp/classes/input_event.hpp"
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#include "godot_cpp/classes/input_event_mouse_motion.hpp"
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#include "godot_cpp/classes/input_event_mouse_motion.hpp"
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#include <algorithm>
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#include <algorithm>
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#include <optional>
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namespace godot {
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namespace godot {
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void PlayerInput::_bind_methods() {}
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void PlayerInput::_bind_methods() {}
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Vector2 PlayerInput::lastMouseMotion{0.f, 0.f};
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bool PlayerInput::primaryExists{false};
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PlayerInput::Listener::Listener(String positive, String negative, Node *object, String method)
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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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: actionNegative{negative}
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, actionPositive{positive}
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, actionPositive{positive}
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@ -15,40 +19,45 @@ PlayerInput::Listener::Listener(String positive, String negative, Node *object,
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, object{object}
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, object{object}
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, isMouseEvent{positive.begins_with("_mouse_") || negative.begins_with("_mouse_")} {}
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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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std::optional<float> PlayerInput::Listener::evaluate_action(String const &action) {
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Input *input = Input::get_singleton();
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Input *input = Input::get_singleton();
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if(!action.begins_with("_mouse_")) {
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if(action.begins_with("_mouse_")) {
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return float(input->is_action_pressed(action));
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Vector2 vector = PlayerInput::get_last_mouse_motion();
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if(action.ends_with("_up"))
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return vector.y > 0.f ? vector.y : 0.f;
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else if(action.ends_with("_down"))
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return vector.y < 0.f ? -vector.y : 0.f;
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else if(action.ends_with("_right"))
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return vector.x > 0.f ? vector.x : 0.f;
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else if(action.ends_with("_left"))
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return vector.x < 0.f ? -vector.x : 0.f;
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else
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return std::nullopt;
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} else if(action.is_empty()) {
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return 0.f;
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} else {
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} else {
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InputEventMouseMotion *motion = Object::cast_to<InputEventMouseMotion>(*event);
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return float(input->is_action_pressed(action));
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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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}
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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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bool PlayerInput::Listener::has_changed(Ref<InputEvent> const &event) {
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return (
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return (
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(!event->is_class("InputEventMouseMotion") ||
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(!event->is_class("InputEventMouseMotion") ||
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this->isMouseEvent
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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->actionNegative) ||
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event->is_action(this->actionPositive)
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event->is_action(this->actionPositive)
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);
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);
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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 PlayerInput::Listener::evaluate(Ref<InputEvent> const &event) {
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float positive = PlayerInput::Listener::evaluate_event(event, this->actionPositive);
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std::optional<float> positive = PlayerInput::Listener::evaluate_action(this->actionPositive);
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float negative = PlayerInput::Listener::evaluate_event(event, this->actionNegative);
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std::optional<float> negative = PlayerInput::Listener::evaluate_action(this->actionNegative);
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float newest = positive - negative;
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if(!positive.has_value() || !negative.has_value())
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if(lastCached != newest)
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return 0.f;
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float newest = positive.value() - negative.value();
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if(this->lastCached != newest || this->isMouseEvent)
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this->object->call(this->methodName, event, newest);
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this->object->call(this->methodName, event, newest);
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return (lastCached = newest);
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return (this->lastCached = newest);
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}
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}
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bool PlayerInput::Listener::operator==(godot::PlayerInput::Listener const& b) {
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bool PlayerInput::Listener::operator==(godot::PlayerInput::Listener const& b) {
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@ -58,8 +67,30 @@ bool PlayerInput::Listener::operator==(godot::PlayerInput::Listener const& b) {
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&& this->actionPositive == b.actionPositive;
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&& this->actionPositive == b.actionPositive;
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}
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}
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Vector2 PlayerInput::get_last_mouse_motion() {
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return PlayerInput::lastMouseMotion;
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}
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void PlayerInput::_enter_tree() {
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GDGAMEONLY();
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if(!PlayerInput::primaryExists) {
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this->isPrimary = true;
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PlayerInput::primaryExists = true;
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}
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}
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void PlayerInput::_exit_tree() {
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GDGAMEONLY();
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if(this->isPrimary) {
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this->isPrimary = false;
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PlayerInput::primaryExists = false;
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}
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}
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void PlayerInput::_unhandled_input(Ref<InputEvent> const &event) {
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void PlayerInput::_unhandled_input(Ref<InputEvent> const &event) {
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GDGAMEONLY();
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GDGAMEONLY();
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if(this->isPrimary && event->is_class("InputEventMouseMotion"))
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PlayerInput::lastMouseMotion = Object::cast_to<InputEventMouseMotion>(*event)->get_relative();
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for(Listener& listener: this->listeners) {
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for(Listener& listener: this->listeners) {
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if(listener.has_changed(event)) {
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if(listener.has_changed(event)) {
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listener.evaluate(event);
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listener.evaluate(event);
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@ -67,6 +98,10 @@ void PlayerInput::_unhandled_input(Ref<InputEvent> const &event) {
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}
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}
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}
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}
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void PlayerInput::_process(double deltaTime) {
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PlayerInput::lastMouseMotion = {0.f, 0.f};
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}
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void PlayerInput::listen_to(Listener const& listener) {
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void PlayerInput::listen_to(Listener const& listener) {
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this->listeners.push_back(listener);
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this->listeners.push_back(listener);
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}
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}
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@ -2,6 +2,7 @@
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#define PLAYER_INPUT_HPP
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#define PLAYER_INPUT_HPP
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#include <vector>
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#include <vector>
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#include <optional>
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#include "godot_cpp/classes/input.hpp"
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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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#include "godot_cpp/classes/input_event.hpp"
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#include "godot_cpp/classes/node.hpp"
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#include "godot_cpp/classes/node.hpp"
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@ -11,27 +12,61 @@ class PlayerInput : public Node {
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GDCLASS(PlayerInput, Node)
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GDCLASS(PlayerInput, Node)
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static void _bind_methods();
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static void _bind_methods();
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public:
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public:
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// a listener is a combination of a positive and negative action and a listener function.
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// listener functions use godot's Object::call function.
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// So they require a Node instance and a function name.
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// The expected signature is void(Ref<InputEvent>, float)
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// actions can also be "special" actions prefixed with _.
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// special actions include _mouse_up, _mouse_down, _mouse_left and _mouse_right
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// which rather than checking action_is_down,
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// will use PlayerInput::get_last_mouse_motion() to poll the current state.
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struct Listener {
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struct Listener {
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friend class PlayerInput;
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friend class PlayerInput;
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private:
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private:
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// the two actions, evaluated as positive - negative
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String actionNegative{""};
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String actionNegative{""};
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String actionPositive{""};
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String actionPositive{""};
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// the last cached action, if the newest result matches this, the event will be considered
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// duplicate and ignored (not passed to listener)
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float lastCached{0.f};
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float lastCached{0.f};
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// name of the method to call, expected signature is void(Ref<InputEvent>, float)
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String methodName{""};
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String methodName{""};
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// pointer to the node to call methodName on
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Node *object{nullptr};
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Node *object{nullptr};
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// if either actionNegative or actionPositive is a _mouse_ event this will be true
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bool isMouseEvent{false};
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bool isMouseEvent{false};
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public:
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public:
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Listener(String positive, String negative, Node *object, String method);
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Listener(String positive, String negative, Node *object, String method);
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static float evaluate_event(Ref<InputEvent> const &event, String const &action);
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// evaluate the current state of an action.
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static std::optional<float> evaluate_action(String const &action);
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// check if this event has any chance to result in a trigger, does not evaluate the event or
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// poll current input state
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bool has_changed(Ref<InputEvent> const &event);
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bool has_changed(Ref<InputEvent> const &event);
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// evaluate the event for changes to either actionPositive or actionNegative
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float evaluate(Ref<InputEvent> const &event);
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float evaluate(Ref<InputEvent> const &event);
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bool operator==(godot::PlayerInput::Listener const& b);
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bool operator==(godot::PlayerInput::Listener const& b);
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};
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};
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private:
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private:
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// the last mouse motion, updated by the primary instance
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static Vector2 lastMouseMotion;
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// does a primary instance exist
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static bool primaryExists;
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// is this the primary instance
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// the primary instance is responsible for updating static
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// variables like lastMouseMotion
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bool isPrimary{false};
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// current listeners for this instance
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std::vector<Listener> listeners{};
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std::vector<Listener> listeners{};
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public:
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public:
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static Vector2 get_last_mouse_motion();
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virtual void _enter_tree() override;
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virtual void _exit_tree() override;
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virtual void _unhandled_input(Ref<InputEvent> const &event) override;
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virtual void _unhandled_input(Ref<InputEvent> const &event) override;
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virtual void _process(double deltaTime) override;
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void listen_to(Listener const& listener);
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void listen_to(Listener const& listener);
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void stop_listening(Node *node);
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void stop_listening(Node *node);
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