79 lines
3.0 KiB
C++
79 lines
3.0 KiB
C++
#ifndef PLAYER_INPUT_HPP
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#define PLAYER_INPUT_HPP
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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_event.hpp"
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#include "godot_cpp/classes/node.hpp"
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namespace godot {
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class PlayerInput : public Node {
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GDCLASS(PlayerInput, Node)
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static void _bind_methods();
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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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friend class PlayerInput;
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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 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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// name of the method to call, expected signature is void(Ref<InputEvent>, float)
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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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// if either actionNegative or actionPositive is a _mouse_ event this will be true
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bool isMouseEvent{false};
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public:
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Listener(String positive, String negative, Node *object, String method);
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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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// evaluate the event for changes to either actionPositive or actionNegative
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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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};
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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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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 _process(double deltaTime) override;
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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(Listener const& listener);
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};
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}
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#endif // !PLAYER_INPUT_HPP
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