#ifndef PLAYER_INPUT_HPP #define PLAYER_INPUT_HPP #include #include #include #include #include #include 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) 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 event, float value)` * actions can also be "special" actions prefixed with `_`. * Special actions include `_mouse_up`, `_mouse_down`, `_mouse_left`, and `_mouse_right`. */ 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) float lastCached{0.f}; gd::Callable callable; // if either actionNegative or actionPositive is a _mouse_ event this will be true bool isMouseEvent{false}; 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 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 const &event); // evaluate the event for changes to either actionPositive or actionNegative float evaluate(gd::Ref const &event); bool operator==(PlayerInput::Listener const& b) const; }; 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}; // current listeners for this instance gd::Vector listeners{}; public: static gd::Vector2 get_last_mouse_motion(); virtual void _enter_tree() override; virtual void _exit_tree() override; virtual void _unhandled_input(gd::Ref const &event) override; virtual void _process(double deltaTime) override; 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); void stop_listening(Node *node); void stop_listening(Listener const &listener); void clear_listeners(); }; } #endif // !PLAYER_INPUT_HPP