Events are now passing correctly, small bug with held keys that needs fixing
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@@ -27,29 +27,86 @@ void Input::consume_sf_events(sf::RenderWindow *window) {
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transpose_sf_events(sf_event_queue);
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sf_event_queue.clear();
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}
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void Input::consume_vr_events() {
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}
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void Input::set_flags() {
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void Input::handle_held_keys() {
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// When keys and buttons are pressed, add them to the held list.
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// When they are depressed, remove them
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for (auto&& event: event_queue) {
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if (event->type == vr::Event::KeyPressed) {
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vr::KeyPressed *e = static_cast<vr::KeyPressed*>(event.get());
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held_keys.push_back(e->code);
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}
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else if (event->type == vr::Event::KeyReleased) {
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vr::KeyReleased *e = static_cast<vr::KeyReleased*>(event.get());
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std::remove(held_keys.begin(), held_keys.end(), e->code);
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}
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else if (event->type == vr::Event::MouseButtonPressed) {
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vr::MouseButtonPressed *e = static_cast<vr::MouseButtonPressed*>(event.get());
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held_mouse_buttons.push_back(e->button);
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}
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else if (event->type == vr::Event::MouseButtonReleased) {
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vr::MouseButtonReleased *e = static_cast<vr::MouseButtonReleased*>(event.get());
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std::remove(held_mouse_buttons.begin(), held_mouse_buttons.end(), e->button);
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}
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}
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// Generate Held events for each of the held buttons and keys
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for (auto key : held_keys) {
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// Not sure if this is a good idea, but I'm going to grab
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// the real-time values of the mod keys and add them to the event
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bool alt = false;
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if (sf::Keyboard::isKeyPressed(sf::Keyboard::LAlt) || sf::Keyboard::isKeyPressed(sf::Keyboard::RAlt)) {
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alt = true;
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}
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bool control = false;
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if (sf::Keyboard::isKeyPressed(sf::Keyboard::LControl) || sf::Keyboard::isKeyPressed(sf::Keyboard::RControl)) {
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control = true;
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}
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bool shift = false;
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if (sf::Keyboard::isKeyPressed(sf::Keyboard::LShift) || sf::Keyboard::isKeyPressed(sf::Keyboard::RShift)) {
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shift = true;
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}
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bool system = false;
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if (sf::Keyboard::isKeyPressed(sf::Keyboard::LSystem) || sf::Keyboard::isKeyPressed(sf::Keyboard::RSystem)) {
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system = true;
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}
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event_queue.push_back(std::make_unique<vr::KeyHeld>(vr::KeyHeld(key, alt, control, shift, system)));
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}
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for (auto mouse_button : held_mouse_buttons) {
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// Again, I'm going to poll the real-time status of this event
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// to fill in the X and Y values. I can do this either with screen
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// co-ords or with viewport co-ords. I don't have access to the window
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// from here so for now I'm going to do screen co-ords
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sf::Vector2i mouse_pos = sf::Mouse::getPosition();
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event_queue.push_back(std::make_unique<vr::MouseButtonHeld>(vr::MouseButtonHeld(mouse_button, mouse_pos.x, mouse_pos.y)));
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}
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//for (auto e: event_queue) {
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// if (e.type == vr::Event::KeyPressed) {
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// vr::KeyPressed e = static_cast<vr::KeyPressed>(e);
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//
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// }
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// else if (e.type == sf::Event::KeyReleased) {
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// //std::remove(held_keys.begin(), held_keys.end(), e.key.code);
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// }
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//}
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}
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void Input::dispatch_events() {
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while (event_queue.size() != 0) {
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notify(*event_queue.front().get());
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notify_subscribers(std::move(event_queue.front()));
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event_queue.pop_front();
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}
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@@ -163,3 +220,4 @@ void Input::transpose_sf_events(std::list<sf::Event> sf_event_queue) {
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}
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}
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}
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