More work on the event system, sf::Events are completely wrapped now.

This commit is contained in:
MitchellHansen
2017-01-14 13:49:56 -08:00
parent 36851ad011
commit 0e1e9af37c
10 changed files with 195 additions and 255 deletions

View File

@@ -1,4 +1,6 @@
#include "Input.h"
#include <iostream>
#include <memory>
Input::Input() :
@@ -24,6 +26,7 @@ void Input::consume_sf_events(sf::RenderWindow *window) {
transpose_sf_events(sf_event_queue);
sf_event_queue.clear();
}
void Input::consume_vr_events() {
@@ -32,134 +35,131 @@ void Input::consume_vr_events() {
void Input::set_flags() {
for (auto e: event_queue) {
if (e.type == sf::Event::KeyPressed) {
held_keys.push_back(e.key.code);
}
else if (e.type == sf::Event::KeyReleased) {
std::remove(held_keys.begin(), held_keys.end(), e.key.code);
}
}
//for (auto e: event_queue) {
// if (e.type == vr::Event::KeyPressed) {
// vr::KeyPressed e = static_cast<vr::KeyPressed>(e);
//
// }
// else if (e.type == sf::Event::KeyReleased) {
// //std::remove(held_keys.begin(), held_keys.end(), e.key.code);
// }
//}
}
void Input::dispatch_events() {
while (event_queue.size() != 0) {
notify(event_queue.front());
notify(*event_queue.front().get());
event_queue.pop_front();
}
}
void Input::transpose_sf_events(std::list<sf::Event> sf_event_queue) {
for (auto sf_event: sf_event_queue) {
vr::Event vr_event;
switch(sf_event.type) {
case sf::Event::Closed : {
event_queue.push_back(vr::Closed());
event_queue.push_back(std::make_unique<vr::Closed>(vr::Closed()));
break;
};
case sf::Event::Resized: {
event_queue.push_back(vr::Resized());
event_queue.push_back(std::make_unique<vr::Resized>(vr::Resized(sf_event.size.width, sf_event.size.height)));
break;
};
case sf::Event::LostFocus: {
vr_event = vr::Closed();
event_queue.push_back(std::make_unique<vr::LostFocus>(vr::LostFocus()));
break;
};
case sf::Event::GainedFocus: {
vr_event = vr::Closed();
event_queue.push_back(std::make_unique<vr::GainedFocus>(vr::GainedFocus()));
break;
};
case sf::Event::TextEntered: {
vr_event = vr::Closed();
event_queue.push_back(std::make_unique<vr::TextEntered>(vr::TextEntered(sf_event.text.unicode)));
break;
};
case sf::Event::KeyPressed: {
vr_event = vr::Closed();
event_queue.push_back(std::make_unique<vr::KeyPressed>(vr::KeyPressed(sf_event.key.code, sf_event.key.alt, sf_event.key.control, sf_event.key.shift, sf_event.key.system)));
break;
};
case sf::Event::KeyReleased: {
vr_event = vr::Closed();
event_queue.push_back(std::make_unique<vr::KeyReleased>(vr::KeyReleased(sf_event.key.code, sf_event.key.alt, sf_event.key.control, sf_event.key.shift, sf_event.key.system)));
break;
};
// Mouse wheel moved will generate a MouseWheelScrolled event with the defaul vertical wheel
case sf::Event::MouseWheelMoved: {
vr_event = vr::Closed();
event_queue.push_back(std::make_unique<vr::MouseWheelScrolled>(vr::MouseWheelScrolled(sf::Mouse::VerticalWheel, sf_event.mouseWheelScroll.delta, sf_event.mouseWheelScroll.x, sf_event.mouseWheelScroll.y)));
break;
};
case sf::Event::Closed: {
vr_event = vr::Closed();
case sf::Event::MouseWheelScrolled: {
event_queue.push_back(std::make_unique<vr::MouseWheelScrolled>(vr::MouseWheelScrolled(sf_event.mouseWheelScroll.wheel, sf_event.mouseWheelScroll.delta, sf_event.mouseWheelScroll.x, sf_event.mouseWheelScroll.y)));
break;
};
case sf::Event::Closed: {
vr_event = vr::Closed();
case sf::Event::MouseButtonPressed: {
event_queue.push_back(std::make_unique<vr::MouseButtonPressed>(vr::MouseButtonPressed(sf_event.mouseButton.button, sf_event.mouseButton.x, sf_event.mouseButton.y)));
break;
};
}
if (e.type == sf::Event::Closed ||
e.type == sf::Event::LostFocus ||
e.type == sf::Event::GainedFocus) {
event_class = Event_Class::WindowEvent;
}
// Preserve a little of sfml's default behavior and separate resized event
else if (e.type == sf::Event::Resized) {
event_class = Event_Class::SizeEvent;
}
else if (e.type == sf::Event::TextEntered) {
event_class = Event_Class::TextEvent;
}
else if (e.type == sf::Event::KeyPressed ||
e.type == sf::Event::KeyReleased) {
event_class = Event_Class::KeyEvent;
}
else if (e.type == sf::Event::MouseWheelMoved ||
e.type == sf::Event::MouseWheelScrolled) {
event_class = Event_Class::MouseWheelScrollEvent;
}
else if (e.type == sf::Event::MouseButtonPressed ||
e.type == sf::Event::MouseButtonReleased) {
event_class = Event_Class::MouseButtonEvent;
}
// Is this a good idea, mixing events that contain data, and don't contain data?
else if (e.type == sf::Event::MouseMoved ||
e.type == sf::Event::MouseEntered ||
e.type == sf::Event::MouseLeft) {
event_class = Event_Class::MouseMoveEvent;
}
else if (e.type == sf::Event::JoystickButtonPressed ||
e.type == sf::Event::JoystickButtonReleased) {
event_class = Event_Class::JoystickButtonEvent;
}
else if (e.type == sf::Event::JoystickMoved) {
event_class = Event_Class::JoystickMoveEvent;
}
else if (e.type == sf::Event::JoystickConnected ||
e.type == sf::Event::JoystickDisconnected) {
event_class = Event_Class::JoystickConnectEvent;
}
else if (e.type == sf::Event::TouchBegan ||
e.type == sf::Event::TouchEnded ||
e.type == sf::Event::TouchMoved) {
event_class = Event_Class::TouchEvent;
}
else if (e.type == sf::Event::SensorChanged) {
event_class = Event_Class::SensorEvent;
case sf::Event::MouseButtonReleased: {
event_queue.push_back(std::make_unique<vr::MouseButtonReleased>(vr::MouseButtonReleased(sf_event.mouseButton.button, sf_event.mouseButton.x, sf_event.mouseButton.y)));
break;
};
case sf::Event::MouseMoved: {
event_queue.push_back(std::make_unique<vr::MouseMoved>(vr::MouseMoved(sf_event.mouseMove.x, sf_event.mouseMove.y)));
break;
};
case sf::Event::MouseEntered: {
event_queue.push_back(std::make_unique<vr::MouseEntered>(vr::MouseEntered(sf_event.mouseMove.x, sf_event.mouseMove.y)));
break;
};
case sf::Event::MouseLeft: {
event_queue.push_back(std::make_unique<vr::MouseLeft>(vr::MouseLeft(sf_event.mouseMove.x, sf_event.mouseMove.x)));
break;
};
case sf::Event::JoystickButtonPressed: {
event_queue.push_back(std::make_unique<vr::JoystickButtonPressed>(vr::JoystickButtonPressed(sf_event.joystickButton.joystickId, sf_event.joystickButton.button)));
break;
};
case sf::Event::JoystickButtonReleased: {
event_queue.push_back(std::make_unique<vr::JoystickButtonReleased>(vr::JoystickButtonReleased(sf_event.joystickButton.joystickId, sf_event.joystickButton.button)));
break;
};
case sf::Event::JoystickMoved: {
event_queue.push_back(std::make_unique<vr::JoystickMoved>(vr::JoystickMoved(sf_event.joystickMove.axis, sf_event.joystickMove.joystickId, sf_event.joystickMove.position)));
break;
};
case sf::Event::JoystickConnected: {
event_queue.push_back(std::make_unique<vr::JoystickConnected>(vr::JoystickConnected(sf_event.joystickConnect.joystickId)));
break;
};
case sf::Event::JoystickDisconnected: {
event_queue.push_back(std::make_unique<vr::JoystickDisconnected>(vr::JoystickDisconnected(sf_event.joystickConnect.joystickId)));
break;
};
case sf::Event::TouchBegan: {
event_queue.push_back(std::make_unique<vr::TouchBegan>(vr::TouchBegan(sf_event.touch.finger, sf_event.touch.x, sf_event.touch.y)));
break;
};
case sf::Event::TouchMoved: {
event_queue.push_back(std::make_unique<vr::TouchMoved>(vr::TouchMoved(sf_event.touch.finger, sf_event.touch.x, sf_event.touch.y)));
break;
};
case sf::Event::TouchEnded: {
event_queue.push_back(std::make_unique<vr::TouchEnded>(vr::TouchEnded(sf_event.touch.finger, sf_event.touch.x, sf_event.touch.y)));
break;
};
case sf::Event::SensorChanged: {
event_queue.push_back(std::make_unique<vr::SensorChanged>(vr::SensorChanged(sf_event.sensor.type, sf_event.sensor.x, sf_event.sensor.y, sf_event.sensor.z)));
break;
};
default: {
std::cout << "Event not recognized";
abort();
break;
}
}
}
}