blob: ffa8076311cc9539b84b336670434c73586257e2 (
plain) (
blame)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
|
#include "engine/input.hpp"
#include "imgui_impl_sdl3.h"
void Input::begin_frame() {
// Save previous state
for (int i = 0; i < SDL_SCANCODE_COUNT; i++) {
key_prev_[i] = key_state_[i];
key_just_pressed_[i] = false;
key_just_released_[i] = false;
}
mouse_prev_ = mouse_pos_;
mouse_delta_ = glm::vec2(0.0f);
scroll_ = 0.0f;
for (int i = 0; i < 8; i++) {
mouse_prev_state_[i] = mouse_state_[i];
mouse_pressed_[i] = false;
mouse_released_[i] = false;
}
// Pump SDL events
SDL_Event event;
while (SDL_PollEvent(&event)) {
ImGui_ImplSDL3_ProcessEvent(&event); // let the dev UI see input too
switch (event.type) {
case SDL_EVENT_QUIT:
quit_ = true;
break;
case SDL_EVENT_KEY_DOWN: {
auto sc = event.key.scancode;
if (sc < SDL_SCANCODE_COUNT) {
if (!key_state_[sc]) key_just_pressed_[sc] = true;
key_state_[sc] = true;
}
break;
}
case SDL_EVENT_KEY_UP: {
auto sc = event.key.scancode;
if (sc < SDL_SCANCODE_COUNT) {
key_just_released_[sc] = true;
key_state_[sc] = false;
}
break;
}
case SDL_EVENT_MOUSE_MOTION:
mouse_pos_ = glm::vec2(event.motion.x, event.motion.y);
mouse_delta_ = glm::vec2(event.motion.xrel, event.motion.yrel);
break;
case SDL_EVENT_MOUSE_BUTTON_DOWN:
if (event.button.button < 8) {
if (!mouse_state_[event.button.button])
mouse_pressed_[event.button.button] = true;
mouse_state_[event.button.button] = true;
}
break;
case SDL_EVENT_MOUSE_BUTTON_UP:
if (event.button.button < 8) {
mouse_released_[event.button.button] = true;
mouse_state_[event.button.button] = false;
}
break;
case SDL_EVENT_MOUSE_WHEEL:
scroll_ = event.wheel.y;
break;
default:
break;
}
}
}
bool Input::key_down(SDL_Keycode key) const {
return key_state_[SDL_GetScancodeFromKey(key, nullptr)];
}
bool Input::key_pressed(SDL_Keycode key) const {
return key_just_pressed_[SDL_GetScancodeFromKey(key, nullptr)];
}
bool Input::key_released(SDL_Keycode key) const {
return key_just_released_[SDL_GetScancodeFromKey(key, nullptr)];
}
glm::vec2 Input::mouse_pos() const { return mouse_pos_; }
glm::vec2 Input::mouse_delta() const { return mouse_delta_; }
float Input::scroll_delta() const { return scroll_; }
bool Input::mouse_down(int button) const {
return button < 8 && mouse_state_[button];
}
bool Input::mouse_pressed(int button) const {
return button < 8 && mouse_pressed_[button];
}
bool Input::mouse_released(int button) const {
return button < 8 && mouse_released_[button];
}
|