884 lines
24 KiB
C++
884 lines
24 KiB
C++
#include "wiInput.h"
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#include "wiPlatform.h"
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#include "wiXInput.h"
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#include "wiRawInput.h"
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#include "wiSDLInput.h"
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#include "wiHelper.h"
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#include "wiBacklog.h"
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#include "wiProfiler.h"
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#include "wiColor.h"
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#include "wiTimer.h"
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#include <algorithm>
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#include <map>
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#include <atomic>
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#include <thread>
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#ifdef SDL2
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#include <SDL2/SDL.h>
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#endif // SDL2
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#ifdef PLATFORM_UWP
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#include <winrt/Windows.Foundation.h>
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#include <winrt/Windows.UI.Input.h>
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#include <winrt/Windows.Devices.Input.h>
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#endif // PLATFORM_UWP
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#ifdef PLATFORM_PS5
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#include "wiInput_PS5.h"
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#endif // PLATFORM_PS5
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namespace wi::input
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{
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#ifdef _WIN32
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#ifndef PLATFORM_UWP
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#define KEY_DOWN(vk_code) (GetAsyncKeyState(vk_code) < 0)
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#define KEY_TOGGLE(vk_code) ((GetAsyncKeyState(vk_code) & 1) != 0)
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#else
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#define KEY_DOWN(vk_code) ((int)winrt::Windows::UI::Core::CoreWindow::GetForCurrentThread().GetAsyncKeyState((winrt::Windows::System::VirtualKey)vk_code) < 0)
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#define KEY_TOGGLE(vk_code) (((int)winrt::Windows::UI::Core::CoreWindow::GetForCurrentThread().GetAsyncKeyState((winrt::Windows::System::VirtualKey)vk_code) & 1) != 0)
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#endif //PLATFORM_UWP
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#else
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#define KEY_DOWN(vk_code) 0
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#define KEY_TOGGLE(vk_code) 0
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#endif // WIN32
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#define KEY_UP(vk_code) (!KEY_DOWN(vk_code))
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wi::platform::window_type window = nullptr;
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wi::Canvas canvas;
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KeyboardState keyboard;
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MouseState mouse;
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Pen pen;
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bool pen_override = false;
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bool double_click = false;
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wi::Timer doubleclick_timer;
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XMFLOAT2 doubleclick_prevpos = XMFLOAT2(0, 0);
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CURSOR cursor_current = CURSOR_DEFAULT;
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CURSOR cursor_next = CURSOR_DEFAULT;
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const KeyboardState& GetKeyboardState() { return keyboard; }
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const MouseState& GetMouseState() { return mouse; }
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struct Input
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{
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BUTTON button = BUTTON_NONE;
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int playerIndex = 0;
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bool operator<(const Input other) {
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return (button != other.button || playerIndex != other.playerIndex);
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}
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struct LessComparer {
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bool operator()(Input const& a, Input const& b) const {
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return (a.button < b.button || a.playerIndex < b.playerIndex);
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}
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};
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};
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std::map<Input, int, Input::LessComparer> inputs; // Input -> down frames (-1 = released)
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wi::vector<Touch> touches;
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struct Controller
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{
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enum DeviceType
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{
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DISCONNECTED,
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XINPUT,
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RAWINPUT,
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SDLINPUT,
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PS5,
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};
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DeviceType deviceType;
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int deviceIndex;
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ControllerState state;
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};
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wi::vector<Controller> controllers;
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std::atomic_bool initialized{ false };
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void Initialize()
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{
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wi::Timer timer;
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wi::input::rawinput::Initialize();
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wi::input::sdlinput::Initialize();
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#ifdef PLATFORM_PS5
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wi::input::ps5::Initialize();
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#endif // PLATFORM_PS5
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wi::backlog::post("wi::input Initialized (" + std::to_string((int)std::round(timer.elapsed())) + " ms)");
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initialized.store(true);
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}
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void Update(wi::platform::window_type _window, wi::Canvas _canvas)
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{
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window = _window;
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canvas = _canvas;
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if (!initialized.load())
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{
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return;
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}
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auto range = wi::profiler::BeginRangeCPU("Input");
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wi::input::xinput::Update();
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wi::input::rawinput::Update();
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wi::input::sdlinput::Update();
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#ifdef PLATFORM_PS5
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wi::input::ps5::Update();
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#endif // PLATFORM_PS5
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#if defined(_WIN32) && !defined(PLATFORM_XBOX)
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wi::input::rawinput::GetMouseState(&mouse); // currently only the relative data can be used from this
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wi::input::rawinput::GetKeyboardState(&keyboard);
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// apparently checking the mouse here instead of Down() avoids missing the button presses (review!)
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mouse.left_button_press |= KEY_DOWN(VK_LBUTTON);
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mouse.middle_button_press |= KEY_DOWN(VK_MBUTTON);
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mouse.right_button_press |= KEY_DOWN(VK_RBUTTON);
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#ifndef PLATFORM_UWP
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// Since raw input doesn't contain absolute mouse position, we get it with regular winapi:
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POINT p;
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GetCursorPos(&p);
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ScreenToClient(window, &p);
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mouse.position.x = (float)p.x;
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mouse.position.y = (float)p.y;
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mouse.position.x /= canvas.GetDPIScaling();
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mouse.position.y /= canvas.GetDPIScaling();
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#endif // PLATFORM_UWP
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#elif SDL2
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wi::input::sdlinput::GetMouseState(&mouse);
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mouse.position.x /= canvas.GetDPIScaling();
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mouse.position.y /= canvas.GetDPIScaling();
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wi::input::sdlinput::GetKeyboardState(&keyboard);
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//TODO controllers
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//TODO touch
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#endif
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#ifdef PLATFORM_UWP
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static bool isRegisteredUWP = false;
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if (!isRegisteredUWP)
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{
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isRegisteredUWP = true;
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using namespace winrt::Windows::UI::Core;
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using namespace winrt::Windows::Devices::Input;
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auto window = CoreWindow::GetForCurrentThread();
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window.PointerPressed([](CoreWindow, PointerEventArgs args) {
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auto p = args.CurrentPoint();
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if (p.Properties().IsPrimary())
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{
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mouse.position = XMFLOAT2(p.Position().X, p.Position().Y);
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// UWP mouse position already has DPI applied, so only apply custom scale factor in here:
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mouse.position.x /= canvas.scaling;
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mouse.position.y /= canvas.scaling;
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mouse.left_button_press = p.Properties().IsLeftButtonPressed();
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mouse.middle_button_press = p.Properties().IsMiddleButtonPressed();
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mouse.right_button_press = p.Properties().IsRightButtonPressed();
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mouse.pressure = p.Properties().Pressure();
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}
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Touch touch;
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touch.state = Touch::TOUCHSTATE_PRESSED;
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touch.pos = XMFLOAT2(p.Position().X, p.Position().Y);
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touches.push_back(touch);
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});
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window.PointerReleased([](CoreWindow, PointerEventArgs args) {
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auto p = args.CurrentPoint();
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if (p.Properties().IsPrimary())
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{
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mouse.left_button_press = p.Properties().IsLeftButtonPressed();
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mouse.middle_button_press = p.Properties().IsMiddleButtonPressed();
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mouse.right_button_press = p.Properties().IsRightButtonPressed();
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mouse.pressure = p.Properties().Pressure();
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}
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Touch touch;
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touch.state = Touch::TOUCHSTATE_RELEASED;
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touch.pos = XMFLOAT2(p.Position().X, p.Position().Y);
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touches.push_back(touch);
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});
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window.PointerMoved([](CoreWindow, PointerEventArgs args) {
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auto p = args.CurrentPoint();
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if (p.Properties().IsPrimary())
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{
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mouse.position = XMFLOAT2(p.Position().X, p.Position().Y);
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// UWP mouse position already has DPI applied, so only apply custom scale factor in here:
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mouse.position.x /= canvas.scaling;
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mouse.position.y /= canvas.scaling;
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mouse.pressure = p.Properties().Pressure();
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}
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Touch touch;
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touch.state = Touch::TOUCHSTATE_MOVED;
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touch.pos = XMFLOAT2(p.Position().X, p.Position().Y);
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touches.push_back(touch);
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});
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window.PointerWheelChanged([](CoreWindow, PointerEventArgs args) {
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auto p = args.CurrentPoint();
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if (p.Properties().IsPrimary())
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{
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mouse.delta_wheel += (float)p.Properties().MouseWheelDelta() / WHEEL_DELTA;
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}
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Touch touch;
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touch.state = Touch::TOUCHSTATE_RELEASED;
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touch.pos = XMFLOAT2(p.Position().X, p.Position().Y);
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touches.push_back(touch);
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});
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MouseDevice::GetForCurrentView().MouseMoved([](MouseDevice, MouseEventArgs args) {
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mouse.delta_position.x += float(args.MouseDelta().X);
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mouse.delta_position.y += float(args.MouseDelta().Y);
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});
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}
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#endif
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if (pen_override)
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{
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mouse.position = pen.position;
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mouse.left_button_press = pen.pressure > 0;
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mouse.pressure = pen.pressure;
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pen_override = false;
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}
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// Check if low-level XINPUT controller is not registered for playerindex slot and register:
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for (int i = 0; i < wi::input::xinput::GetMaxControllerCount(); ++i)
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{
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if (wi::input::xinput::GetControllerState(nullptr, i))
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{
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int slot = -1;
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for (int j = 0; j < (int)controllers.size(); ++j)
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{
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if (slot < 0 && controllers[j].deviceType == Controller::DISCONNECTED)
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{
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// take the first disconnected slot
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slot = j;
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}
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if (controllers[j].deviceType == Controller::XINPUT && controllers[j].deviceIndex == i)
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{
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// it is already registered to this slot
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slot = j;
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break;
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}
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}
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if (slot == -1)
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{
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// no disconnected slot was found, and it was not registered
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slot = (int)controllers.size();
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controllers.emplace_back();
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}
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controllers[slot].deviceType = Controller::XINPUT;
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controllers[slot].deviceIndex = i;
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}
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}
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// Check if low-level RAWINPUT controller is not registered for playerindex slot and register:
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for (int i = 0; i < wi::input::rawinput::GetMaxControllerCount(); ++i)
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{
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if (wi::input::rawinput::GetControllerState(nullptr, i))
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{
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int slot = -1;
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for (int j = 0; j < (int)controllers.size(); ++j)
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{
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if (slot < 0 && controllers[j].deviceType == Controller::DISCONNECTED)
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{
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// take the first disconnected slot
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slot = j;
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}
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if (controllers[j].deviceType == Controller::RAWINPUT && controllers[j].deviceIndex == i)
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{
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// it is already registered to this slot
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slot = j;
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break;
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}
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}
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if (slot == -1)
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{
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// no disconnected slot was found, and it was not registered
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slot = (int)controllers.size();
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controllers.emplace_back();
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}
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controllers[slot].deviceType = Controller::RAWINPUT;
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controllers[slot].deviceIndex = i;
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}
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}
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// Check if low-level SDLINPUT controller is not registered for playerindex slot and register:
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for (int i = 0; i < wi::input::sdlinput::GetMaxControllerCount(); ++i)
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{
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if (wi::input::sdlinput::GetControllerState(nullptr, i))
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{
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int slot = -1;
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for (int j = 0; j < (int)controllers.size(); ++j)
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{
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if (slot < 0 && controllers[j].deviceType == Controller::DISCONNECTED)
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{
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// take the first disconnected slot
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slot = j;
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}
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if (controllers[j].deviceType == Controller::SDLINPUT && controllers[j].deviceIndex == i)
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{
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// it is already registered to this slot
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slot = j;
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break;
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}
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}
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if (slot == -1)
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{
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// no disconnected slot was found, and it was not registered
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slot = (int)controllers.size();
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controllers.emplace_back();
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}
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controllers[slot].deviceType = Controller::SDLINPUT;
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controllers[slot].deviceIndex = i;
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}
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}
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#ifdef PLATFORM_PS5
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// Check if low-level PS5 controller is not registered for playerindex slot and register:
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for (int i = 0; i < wi::input::ps5::GetMaxControllerCount(); ++i)
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{
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if (wi::input::ps5::GetControllerState(nullptr, i))
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{
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int slot = -1;
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for (int j = 0; j < (int)controllers.size(); ++j)
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{
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if (slot < 0 && controllers[j].deviceType == Controller::DISCONNECTED)
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{
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// take the first disconnected slot
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slot = j;
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}
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if (controllers[j].deviceType == Controller::PS5 && controllers[j].deviceIndex == i)
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{
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// it is already registered to this slot
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slot = j;
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break;
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}
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}
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if (slot == -1)
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{
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// no disconnected slot was found, and it was not registered
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slot = (int)controllers.size();
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controllers.emplace_back();
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}
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controllers[slot].deviceType = Controller::PS5;
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controllers[slot].deviceIndex = i;
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}
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}
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#endif // PLATFORM_PS5
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// Read low-level controllers:
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for (auto& controller : controllers)
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{
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bool connected = false;
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switch (controller.deviceType)
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{
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case Controller::XINPUT:
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connected = wi::input::xinput::GetControllerState(&controller.state, controller.deviceIndex);
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break;
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case Controller::RAWINPUT:
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connected = wi::input::rawinput::GetControllerState(&controller.state, controller.deviceIndex);
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break;
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case Controller::SDLINPUT:
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connected = wi::input::sdlinput::GetControllerState(&controller.state, controller.deviceIndex);
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break;
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#ifdef PLATFORM_PS5
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case Controller::PS5:
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connected = wi::input::ps5::GetControllerState(&controller.state, controller.deviceIndex);
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break;
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#endif // PLATFORM_PS5
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case Controller::DISCONNECTED:
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connected = false;
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break;
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}
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if (!connected)
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{
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controller.deviceType = Controller::DISCONNECTED;
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}
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}
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for (auto iter = inputs.begin(); iter != inputs.end();)
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{
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BUTTON button = iter->first.button;
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int playerIndex = iter->first.playerIndex;
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bool todelete = false;
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if (Down(button, playerIndex))
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{
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iter->second++;
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}
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else if (iter->second == -1)
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{
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todelete = true;
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}
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else
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{
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iter->second = -1;
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}
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if (todelete)
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{
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inputs.erase(iter++);
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}
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else
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{
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++iter;
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}
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}
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double_click = false;
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if (Press(MOUSE_BUTTON_LEFT))
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{
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XMFLOAT2 pos = mouse.position;
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double elapsed = doubleclick_timer.record_elapsed_seconds();
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if (elapsed < 0.5 && wi::math::Distance(doubleclick_prevpos, pos) < 5)
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{
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double_click = true;
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}
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doubleclick_prevpos = pos;
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}
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// Cursor update:
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if(cursor_next != cursor_current || cursor_next != CURSOR_DEFAULT)
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{
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#ifdef PLATFORM_WINDOWS_DESKTOP
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static HCURSOR cursor_table[] = {
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::LoadCursor(nullptr, IDC_ARROW),
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::LoadCursor(nullptr, IDC_IBEAM),
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::LoadCursor(nullptr, IDC_SIZEALL),
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::LoadCursor(nullptr, IDC_SIZENS),
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::LoadCursor(nullptr, IDC_SIZEWE),
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::LoadCursor(nullptr, IDC_SIZENESW),
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::LoadCursor(nullptr, IDC_SIZENWSE),
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::LoadCursor(nullptr, IDC_HAND),
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::LoadCursor(nullptr, IDC_NO)
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};
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::SetCursor(cursor_table[cursor_next]);
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#endif // PLATFORM_WINDOWS_DESKTOP
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#ifdef SDL2
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static SDL_Cursor* cursor_table[] = {
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SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_ARROW),
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SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_IBEAM),
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SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZEALL),
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SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENS),
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SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZEWE),
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SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENESW),
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SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENWSE),
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SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_HAND),
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SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_NO),
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};
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SDL_SetCursor(cursor_table[cursor_next] ? cursor_table[cursor_next] : cursor_table[CURSOR_DEFAULT]);
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#endif // SDL2
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cursor_current = cursor_next;
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}
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cursor_next = CURSOR_DEFAULT;
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wi::profiler::EndRange(range);
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}
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void ClearForNextFrame()
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{
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mouse.delta_wheel = 0;
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mouse.delta_position = XMFLOAT2(0, 0);
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touches.clear();
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}
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bool Down(BUTTON button, int playerindex)
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{
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if (!initialized.load())
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{
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return false;
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}
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if(button > GAMEPAD_RANGE_START)
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{
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if (playerindex < (int)controllers.size())
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{
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const ControllerState& state = controllers[playerindex].state;
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switch (button)
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{
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case GAMEPAD_BUTTON_UP: return state.buttons & (1 << (GAMEPAD_BUTTON_UP - GAMEPAD_RANGE_START - 1));
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case GAMEPAD_BUTTON_LEFT: return state.buttons & (1 << (GAMEPAD_BUTTON_LEFT - GAMEPAD_RANGE_START - 1));
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case GAMEPAD_BUTTON_DOWN: return state.buttons & (1 << (GAMEPAD_BUTTON_DOWN - GAMEPAD_RANGE_START - 1));
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case GAMEPAD_BUTTON_RIGHT: return state.buttons & (1 << (GAMEPAD_BUTTON_RIGHT - GAMEPAD_RANGE_START - 1));
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case GAMEPAD_BUTTON_1: return state.buttons & (1 << (GAMEPAD_BUTTON_1 - GAMEPAD_RANGE_START - 1));
|
|
case GAMEPAD_BUTTON_2: return state.buttons & (1 << (GAMEPAD_BUTTON_2 - GAMEPAD_RANGE_START - 1));
|
|
case GAMEPAD_BUTTON_3: return state.buttons & (1 << (GAMEPAD_BUTTON_3 - GAMEPAD_RANGE_START - 1));
|
|
case GAMEPAD_BUTTON_4: return state.buttons & (1 << (GAMEPAD_BUTTON_4 - GAMEPAD_RANGE_START - 1));
|
|
case GAMEPAD_BUTTON_5: return state.buttons & (1 << (GAMEPAD_BUTTON_5 - GAMEPAD_RANGE_START - 1));
|
|
case GAMEPAD_BUTTON_6: return state.buttons & (1 << (GAMEPAD_BUTTON_6 - GAMEPAD_RANGE_START - 1));
|
|
case GAMEPAD_BUTTON_7: return state.buttons & (1 << (GAMEPAD_BUTTON_7 - GAMEPAD_RANGE_START - 1));
|
|
case GAMEPAD_BUTTON_8: return state.buttons & (1 << (GAMEPAD_BUTTON_8 - GAMEPAD_RANGE_START - 1));
|
|
case GAMEPAD_BUTTON_9: return state.buttons & (1 << (GAMEPAD_BUTTON_9 - GAMEPAD_RANGE_START - 1));
|
|
case GAMEPAD_BUTTON_10: return state.buttons & (1 << (GAMEPAD_BUTTON_10 - GAMEPAD_RANGE_START - 1));
|
|
default: break;
|
|
}
|
|
|
|
}
|
|
}
|
|
else if (playerindex == 0) // keyboard or mouse
|
|
{
|
|
uint8_t keycode = (uint8_t)button;
|
|
|
|
switch (button)
|
|
{
|
|
case wi::input::MOUSE_BUTTON_LEFT:
|
|
if (mouse.left_button_press)
|
|
return true;
|
|
return false;
|
|
case wi::input::MOUSE_BUTTON_RIGHT:
|
|
if (mouse.right_button_press)
|
|
return true;
|
|
return false;
|
|
case wi::input::MOUSE_BUTTON_MIDDLE:
|
|
if (mouse.middle_button_press)
|
|
return true;
|
|
return false;
|
|
#ifdef _WIN32
|
|
case wi::input::KEYBOARD_BUTTON_UP:
|
|
keycode = VK_UP;
|
|
break;
|
|
case wi::input::KEYBOARD_BUTTON_DOWN:
|
|
keycode = VK_DOWN;
|
|
break;
|
|
case wi::input::KEYBOARD_BUTTON_LEFT:
|
|
keycode = VK_LEFT;
|
|
break;
|
|
case wi::input::KEYBOARD_BUTTON_RIGHT:
|
|
keycode = VK_RIGHT;
|
|
break;
|
|
case wi::input::KEYBOARD_BUTTON_SPACE:
|
|
keycode = VK_SPACE;
|
|
break;
|
|
case wi::input::KEYBOARD_BUTTON_RSHIFT:
|
|
keycode = VK_RSHIFT;
|
|
break;
|
|
case wi::input::KEYBOARD_BUTTON_LSHIFT:
|
|
keycode = VK_LSHIFT;
|
|
break;
|
|
case wi::input::KEYBOARD_BUTTON_F1:
|
|
keycode = VK_F1;
|
|
break;
|
|
case wi::input::KEYBOARD_BUTTON_F2:
|
|
keycode = VK_F2;
|
|
break;
|
|
case wi::input::KEYBOARD_BUTTON_F3:
|
|
keycode = VK_F3;
|
|
break;
|
|
case wi::input::KEYBOARD_BUTTON_F4:
|
|
keycode = VK_F4;
|
|
break;
|
|
case wi::input::KEYBOARD_BUTTON_F5:
|
|
keycode = VK_F5;
|
|
break;
|
|
case wi::input::KEYBOARD_BUTTON_F6:
|
|
keycode = VK_F6;
|
|
break;
|
|
case wi::input::KEYBOARD_BUTTON_F7:
|
|
keycode = VK_F7;
|
|
break;
|
|
case wi::input::KEYBOARD_BUTTON_F8:
|
|
keycode = VK_F8;
|
|
break;
|
|
case wi::input::KEYBOARD_BUTTON_F9:
|
|
keycode = VK_F9;
|
|
break;
|
|
case wi::input::KEYBOARD_BUTTON_F10:
|
|
keycode = VK_F10;
|
|
break;
|
|
case wi::input::KEYBOARD_BUTTON_F11:
|
|
keycode = VK_F11;
|
|
break;
|
|
case wi::input::KEYBOARD_BUTTON_F12:
|
|
keycode = VK_F12;
|
|
break;
|
|
case wi::input::KEYBOARD_BUTTON_ENTER:
|
|
keycode = VK_RETURN;
|
|
break;
|
|
case wi::input::KEYBOARD_BUTTON_ESCAPE:
|
|
keycode = VK_ESCAPE;
|
|
break;
|
|
case wi::input::KEYBOARD_BUTTON_HOME:
|
|
keycode = VK_HOME;
|
|
break;
|
|
case wi::input::KEYBOARD_BUTTON_LCONTROL:
|
|
keycode = VK_LCONTROL;
|
|
break;
|
|
case wi::input::KEYBOARD_BUTTON_RCONTROL:
|
|
keycode = VK_RCONTROL;
|
|
break;
|
|
case wi::input::KEYBOARD_BUTTON_DELETE:
|
|
keycode = VK_DELETE;
|
|
break;
|
|
case wi::input::KEYBOARD_BUTTON_BACKSPACE:
|
|
keycode = VK_BACK;
|
|
break;
|
|
case wi::input::KEYBOARD_BUTTON_PAGEDOWN:
|
|
keycode = VK_NEXT;
|
|
break;
|
|
case wi::input::KEYBOARD_BUTTON_PAGEUP:
|
|
keycode = VK_PRIOR;
|
|
break;
|
|
case KEYBOARD_BUTTON_NUMPAD0:
|
|
keycode = VK_NUMPAD0;
|
|
break;
|
|
case KEYBOARD_BUTTON_NUMPAD1:
|
|
keycode = VK_NUMPAD1;
|
|
break;
|
|
case KEYBOARD_BUTTON_NUMPAD2:
|
|
keycode = VK_NUMPAD2;
|
|
break;
|
|
case KEYBOARD_BUTTON_NUMPAD3:
|
|
keycode = VK_NUMPAD3;
|
|
break;
|
|
case KEYBOARD_BUTTON_NUMPAD4:
|
|
keycode = VK_NUMPAD4;
|
|
break;
|
|
case KEYBOARD_BUTTON_NUMPAD5:
|
|
keycode = VK_NUMPAD5;
|
|
break;
|
|
case KEYBOARD_BUTTON_NUMPAD6:
|
|
keycode = VK_NUMPAD6;
|
|
break;
|
|
case KEYBOARD_BUTTON_NUMPAD7:
|
|
keycode = VK_NUMPAD7;
|
|
break;
|
|
case KEYBOARD_BUTTON_NUMPAD8:
|
|
keycode = VK_NUMPAD8;
|
|
break;
|
|
case KEYBOARD_BUTTON_NUMPAD9:
|
|
keycode = VK_NUMPAD9;
|
|
break;
|
|
case KEYBOARD_BUTTON_MULTIPLY:
|
|
keycode = VK_MULTIPLY;
|
|
break;
|
|
case KEYBOARD_BUTTON_ADD:
|
|
keycode = VK_ADD;
|
|
break;
|
|
case KEYBOARD_BUTTON_SEPARATOR:
|
|
keycode = VK_SEPARATOR;
|
|
break;
|
|
case KEYBOARD_BUTTON_SUBTRACT:
|
|
keycode = VK_SUBTRACT;
|
|
break;
|
|
case KEYBOARD_BUTTON_DECIMAL:
|
|
keycode = VK_DECIMAL;
|
|
break;
|
|
case KEYBOARD_BUTTON_DIVIDE:
|
|
keycode = VK_DIVIDE;
|
|
break;
|
|
#endif // _WIN32
|
|
default: break;
|
|
}
|
|
#if defined(_WIN32) && !defined(PLATFORM_XBOX)
|
|
return KEY_DOWN(keycode) || KEY_TOGGLE(keycode);
|
|
#elif SDL2
|
|
return keyboard.buttons[keycode] == 1;
|
|
#endif
|
|
}
|
|
|
|
return false;
|
|
}
|
|
bool Press(BUTTON button, int playerindex)
|
|
{
|
|
if (!Down(button, playerindex))
|
|
return false;
|
|
|
|
Input input;
|
|
input.button = button;
|
|
input.playerIndex = playerindex;
|
|
auto iter = inputs.find(input);
|
|
if (iter == inputs.end())
|
|
{
|
|
inputs.insert(std::make_pair(input, 0));
|
|
return true;
|
|
}
|
|
if (iter->second == 0)
|
|
{
|
|
return true;
|
|
}
|
|
return false;
|
|
}
|
|
bool Release(BUTTON button, int playerindex)
|
|
{
|
|
Input input;
|
|
input.button = button;
|
|
input.playerIndex = playerindex;
|
|
auto iter = inputs.find(input);
|
|
if (iter == inputs.end())
|
|
{
|
|
if (Down(button, playerindex))
|
|
inputs.insert(std::make_pair(input, 0));
|
|
return false;
|
|
}
|
|
if (iter->second == -1)
|
|
{
|
|
return true;
|
|
}
|
|
return false;
|
|
}
|
|
bool Hold(BUTTON button, uint32_t frames, bool continuous, int playerIndex)
|
|
{
|
|
if (!Down(button, playerIndex))
|
|
return false;
|
|
|
|
Input input;
|
|
input.button = button;
|
|
input.playerIndex = playerIndex;
|
|
auto iter = inputs.find(input);
|
|
if (iter == inputs.end())
|
|
{
|
|
inputs.insert(std::make_pair(input, 0));
|
|
return false;
|
|
}
|
|
else if ((!continuous && iter->second == (int)frames) || (continuous && iter->second >= (int)frames))
|
|
{
|
|
return true;
|
|
}
|
|
return false;
|
|
}
|
|
XMFLOAT4 GetPointer()
|
|
{
|
|
return XMFLOAT4(mouse.position.x, mouse.position.y, mouse.delta_wheel, mouse.pressure);
|
|
}
|
|
void SetPointer(const XMFLOAT4& props)
|
|
{
|
|
#if defined(PLATFORM_WINDOWS_DESKTOP)
|
|
HWND hWnd = window;
|
|
const float dpiscaling = (float)GetDpiForWindow(hWnd) / 96.0f;
|
|
POINT p;
|
|
p.x = (LONG)(props.x * dpiscaling);
|
|
p.y = (LONG)(props.y * dpiscaling);
|
|
ClientToScreen(hWnd, &p);
|
|
SetCursorPos(p.x, p.y);
|
|
#elif defined(PLATFORM_UWP)
|
|
auto window = winrt::Windows::UI::Core::CoreWindow::GetForCurrentThread();
|
|
auto& bounds = window.Bounds();
|
|
window.PointerPosition(winrt::Windows::Foundation::Point(props.x + bounds.X, props.y + bounds.Y));
|
|
#elif defined(SDL2)
|
|
// Keeping with the trend of 'Set Pointer' API on different platforms,
|
|
// SDL_WarpMouseInWindow is used in the case of SDL2. This unfortunately
|
|
// causes SDL2 to generate a mouse event for the delta between the old
|
|
// and new positions leading to 'rubber banding'.
|
|
// The current solution is to artifically generate a motion event of our own
|
|
// which will 'undo' this unwanted motion event during the mouse motion
|
|
// accumulation in wiSDLInput.cpp Update()
|
|
XMFLOAT4 currentPointer = GetPointer();
|
|
SDL_MouseMotionEvent motionEvent = {0};
|
|
motionEvent.type = SDL_MOUSEMOTION;
|
|
motionEvent.x = motionEvent.y = 0; // doesn't matter
|
|
motionEvent.xrel = currentPointer.x - props.x;
|
|
motionEvent.yrel = currentPointer.y - props.y;
|
|
SDL_PushEvent((SDL_Event*)&motionEvent);
|
|
SDL_WarpMouseInWindow(window, props.x, props.y);
|
|
|
|
#endif // SDL2
|
|
}
|
|
void HidePointer(bool value)
|
|
{
|
|
#ifdef _WIN32
|
|
#ifndef PLATFORM_UWP
|
|
if (value)
|
|
{
|
|
while (ShowCursor(false) >= 0) {};
|
|
}
|
|
else
|
|
{
|
|
while (ShowCursor(true) < 0) {};
|
|
}
|
|
#else
|
|
auto window = winrt::Windows::UI::Core::CoreWindow::GetForCurrentThread();
|
|
static auto cursor = window.PointerCursor();
|
|
if (value)
|
|
{
|
|
window.PointerCursor(nullptr);
|
|
}
|
|
else
|
|
{
|
|
window.PointerCursor(cursor);
|
|
}
|
|
#endif
|
|
#elif SDL2
|
|
SDL_ShowCursor(value ? SDL_DISABLE : SDL_ENABLE);
|
|
#endif // _WIN32
|
|
}
|
|
|
|
bool IsDoubleClicked()
|
|
{
|
|
return double_click;
|
|
}
|
|
|
|
XMFLOAT4 GetAnalog(GAMEPAD_ANALOG analog, int playerindex)
|
|
{
|
|
if (playerindex < (int)controllers.size())
|
|
{
|
|
const ControllerState& state = controllers[playerindex].state;
|
|
|
|
switch (analog)
|
|
{
|
|
case GAMEPAD_ANALOG_THUMBSTICK_L: return XMFLOAT4(state.thumbstick_L.x, state.thumbstick_L.y, 0, 0);
|
|
case GAMEPAD_ANALOG_THUMBSTICK_R: return XMFLOAT4(state.thumbstick_R.x, state.thumbstick_R.y, 0, 0);
|
|
case GAMEPAD_ANALOG_TRIGGER_L: return XMFLOAT4(state.trigger_L, 0, 0, 0);
|
|
case GAMEPAD_ANALOG_TRIGGER_R: return XMFLOAT4(state.trigger_R, 0, 0, 0);
|
|
}
|
|
}
|
|
|
|
return XMFLOAT4(0, 0, 0, 0);
|
|
}
|
|
|
|
void SetControllerFeedback(const ControllerFeedback& data, int playerindex)
|
|
{
|
|
if (playerindex < (int)controllers.size())
|
|
{
|
|
const Controller& controller = controllers[playerindex];
|
|
|
|
if (controller.deviceType == Controller::XINPUT)
|
|
{
|
|
wi::input::xinput::SetControllerFeedback(data, controller.deviceIndex);
|
|
}
|
|
else if (controller.deviceType == Controller::RAWINPUT)
|
|
{
|
|
wi::input::rawinput::SetControllerFeedback(data, controller.deviceIndex);
|
|
}
|
|
else if (controller.deviceType == Controller::SDLINPUT)
|
|
{
|
|
wi::input::sdlinput::SetControllerFeedback(data, controller.deviceIndex);
|
|
}
|
|
#ifdef PLATFORM_PS5
|
|
else if (controller.deviceType == Controller::PS5)
|
|
{
|
|
wi::input::ps5::SetControllerFeedback(data, controller.deviceIndex);
|
|
}
|
|
#endif // PLATFORM_PS5
|
|
}
|
|
}
|
|
|
|
void SetPen(const Pen& _pen)
|
|
{
|
|
pen = _pen;
|
|
pen_override = true;
|
|
}
|
|
|
|
const wi::vector<Touch>& GetTouches()
|
|
{
|
|
return touches;
|
|
}
|
|
|
|
void SetCursor(CURSOR cursor)
|
|
{
|
|
cursor_next = cursor;
|
|
}
|
|
|
|
}
|