godot-cpp-utils/player_input.cpp

130 lines
4.3 KiB
C++

#include "player_input.hpp"
#include "godot_macros.h"
#include "godot_cpp/classes/input.hpp"
#include "godot_cpp/classes/input_event.hpp"
#include "godot_cpp/classes/input_event_mouse_motion.hpp"
#include "godot_cpp/variant/callable.hpp"
#include <algorithm>
#include <optional>
namespace godot {
void PlayerInput::_bind_methods() {}
Vector2 PlayerInput::lastMouseMotion{0.f, 0.f};
bool PlayerInput::primaryExists{false};
PlayerInput::Listener::Listener(String positive, String negative, Callable callable)
: actionNegative{negative}
, actionPositive{positive}
, callable{callable}
, isMouseEvent{positive.begins_with("_mouse_") || negative.begins_with("_mouse_")} {}
PlayerInput::Listener::Listener(String action, Callable callable)
: PlayerInput::Listener::Listener(action, String(), callable) {}
std::optional<float> PlayerInput::Listener::evaluate_action(String const &action) {
Input *input = Input::get_singleton();
if(action.begins_with("_mouse_")) {
Vector2 vector = PlayerInput::get_last_mouse_motion();
if(action.ends_with("_up"))
return vector.y > 0.f ? vector.y : 0.f;
else if(action.ends_with("_down"))
return vector.y < 0.f ? -vector.y : 0.f;
else if(action.ends_with("_right"))
return vector.x > 0.f ? vector.x : 0.f;
else if(action.ends_with("_left"))
return vector.x < 0.f ? -vector.x : 0.f;
}
if(action.is_empty()) {
return 0.f;
} else {
return float(input->is_action_pressed(action));
}
}
bool PlayerInput::Listener::has_changed(Ref<InputEvent> const &event) {
bool const mouse_changed{this->isMouseEvent && event->is_class("InputEventMouseMotion")};
bool const negative_changed{!this->actionNegative.is_empty() && event->is_action(this->actionNegative)};
bool const positive_changed{!this->actionPositive.is_empty() && event->is_action(this->actionPositive)};
return mouse_changed || negative_changed || positive_changed;
}
float PlayerInput::Listener::evaluate(Ref<InputEvent> const &event) {
std::optional<float> positive = PlayerInput::Listener::evaluate_action(this->actionPositive);
std::optional<float> negative = PlayerInput::Listener::evaluate_action(this->actionNegative);
if(!positive.has_value() || !negative.has_value())
return 0.f;
float newest = positive.value() - negative.value();
if(this->lastCached != newest || this->isMouseEvent)
this->callable.call(event, newest);
return (this->lastCached = newest);
}
bool PlayerInput::Listener::operator==(godot::PlayerInput::Listener const& b) {
return this->callable == b.callable
&& this->actionNegative == b.actionNegative
&& this->actionPositive == b.actionPositive;
}
Vector2 PlayerInput::get_last_mouse_motion() {
return PlayerInput::lastMouseMotion;
}
void PlayerInput::_enter_tree() {
GDGAMEONLY();
if(!PlayerInput::primaryExists) {
this->isPrimary = true;
PlayerInput::primaryExists = true;
}
}
void PlayerInput::_exit_tree() {
GDGAMEONLY();
if(this->isPrimary) {
this->isPrimary = false;
PlayerInput::primaryExists = false;
}
}
void PlayerInput::_unhandled_input(Ref<InputEvent> const &event) {
GDGAMEONLY();
if(this->isPrimary && event->is_class("InputEventMouseMotion"))
PlayerInput::lastMouseMotion = Object::cast_to<InputEventMouseMotion>(*event)->get_relative();
for(Listener& listener: this->listeners) {
if(listener.has_changed(event)) {
listener.evaluate(event);
}
}
}
void PlayerInput::_process(double deltaTime) {
if(this->isPrimary)
PlayerInput::lastMouseMotion = {0.f, 0.f};
}
void PlayerInput::listen_to(Listener const& listener) {
this->listeners.push_back(listener);
}
void PlayerInput::stop_listening(Node *node) {
for(size_t i = 0; i < this->listeners.size(); ++i) {
Listener& l = this->listeners.at(i);
if(l.callable.get_object() == node) {
this->listeners.erase(this->listeners.begin() + i);
i--;
}
}
}
void PlayerInput::stop_listening(Listener const& listener) {
std::vector<Listener>::iterator itr = std::find(this->listeners.begin(), this->listeners.end(), listener);
if(itr != this->listeners.end())
this->listeners.erase(itr);
}
void PlayerInput::clear_listeners() {
this->listeners.clear();
}
}