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#include "./input_service.hpp"
#include <glm/common.hpp>
#include <glm/geometric.hpp>
#include <glm/trigonometric.hpp>
#include <glm/gtc/constants.hpp>
#include <tracy/Tracy.hpp>
#include <mm/logger.hpp>
#define LOG_CRIT(...) __LOG_CRIT( "InputService", __VA_ARGS__)
#define LOG_ERROR(...) __LOG_ERROR("InputService", __VA_ARGS__)
#define LOG_WARN(...) __LOG_WARN( "InputService", __VA_ARGS__)
#define LOG_INFO(...) __LOG_INFO( "InputService", __VA_ARGS__)
#define LOG_DEBUG(...) __LOG_DEBUG("InputService", __VA_ARGS__)
#define LOG_TRACE(...) __LOG_TRACE("InputService", __VA_ARGS__)
namespace MM::Services {
InputService::input_action_t InputService::keyboard_mapping::get(SDL_Keycode key) {
for (unsigned int i = 0; i < InputService::input_action_t::INPUT_ACTION_MAX; i++) {
if (actions[i] == key)
return (InputService::input_action_t)i;
}
return INPUT_ACTION_MAX;
}
InputService::input_action_t InputService::controller_mapping::get(SDL_GameControllerButton button) {
for (unsigned int i = 0; i < InputService::input_action_t::INPUT_ACTION_MAX; i++) {
if (actions[i] == button)
return (InputService::input_action_t)i;
}
return INPUT_ACTION_MAX;
}
InputService::InputService(void) {
MM::Logger::initSectionLogger("InputService");
LOG_TRACE("constructing InputService...");
// TODO: integrate with config system
_k_map.move_up = loadKey("keyboard_move_up", SDLK_w);
_k_map.move_down = loadKey("keyboard_move_down", SDLK_s);
_k_map.move_left = loadKey("keyboard_move_left", SDLK_a);
_k_map.move_right = loadKey("keyboard_move_right", SDLK_d);
_k_map.actions[SPELL_WEAPON] = loadKey("keyboard_spell_weapon", SDLK_SPACE);
_k_map.actions[SPELL_1] = loadKey("keyboard_spell_1", SDLK_1);
_k_map.actions[SPELL_2] = loadKey("keyboard_spell_2", SDLK_2);
_k_map.actions[SPELL_3] = loadKey("keyboard_spell_3", SDLK_3);
_k_map.actions[SPELL_4] = loadKey("keyboard_spell_4", SDLK_4);
_k_map.actions[SPELL_5] = loadKey("keyboard_spell_5", SDLK_5);
_k_map.actions[SPELL_6] = loadKey("keyboard_spell_6", SDLK_6);
_k_map.actions[USE] = loadKey("keyboard_use", SDLK_f);
_c_map.actions[SPELL_WEAPON] = loadButton("controller_spell_weapon", SDL_CONTROLLER_BUTTON_RIGHTSHOULDER);
_c_map.actions[SPELL_1] = loadButton("controller_spell_1", SDL_CONTROLLER_BUTTON_LEFTSHOULDER);
_c_map.actions[SPELL_2] = loadButton("controller_spell_2", SDL_CONTROLLER_BUTTON_A);
_c_map.actions[SPELL_3] = loadButton("controller_spell_3", SDL_CONTROLLER_BUTTON_DPAD_UP);
_c_map.actions[SPELL_4] = loadButton("controller_spell_4", SDL_CONTROLLER_BUTTON_DPAD_RIGHT);
_c_map.actions[SPELL_5] = loadButton("controller_spell_5", SDL_CONTROLLER_BUTTON_DPAD_DOWN);
_c_map.actions[SPELL_6] = loadButton("controller_spell_6", SDL_CONTROLLER_BUTTON_DPAD_LEFT);
_c_map.actions[USE] = loadButton("controller_use", SDL_CONTROLLER_BUTTON_X);
for (auto& it : _player_active)
it = false;
}
InputService::~InputService(void) {
}
bool InputService::enable(Engine& engine, std::vector<UpdateStrategies::TaskInfo>& task_array) {
auto* sdl_ss = engine.tryService<SDLService>();
if (!sdl_ss) {
LOG_ERROR("InputService requires SDLService in engine!");
return false;
}
_event_handle = sdl_ss->addEventHandler([this, &engine](const SDL_Event& e) -> bool { return this->handleSDL_Event(e, engine); });
if (!_event_handle) {
LOG_ERROR("couldnt register event handler!");
return false;
}
// add task
task_array.push_back(
UpdateStrategies::TaskInfo{"InputService::update"}
.fn([this](MM::Engine&) {
for (size_t i = 0; i < 4; i++) {
if (!_player_active[i])
continue;
auto& p = _player[i];
if (p.is_controller) {
} else {
updateKPlayerDirs(p);
}
}
}
)
);
return true;
}
void InputService::disable(Engine& engine) {
if (_event_handle) {
auto* sdl_ss = engine.tryService<SDLService>();
if (!sdl_ss) {
// error?
return;
}
sdl_ss->removeEventHandler(_event_handle);
}
}
bool InputService::handleSDL_Event(const SDL_Event& e, MM::Engine& engine) {
ZoneScopedN("MM::InputService::handleSDL_Event");
switch (e.type) {
case SDL_KEYDOWN:
{
auto p_id = findPlayerState(false, 0);
if (p_id == UINT16_MAX)
break;
auto& p = _player[p_id];
input_action_t a = _k_map.get(e.key.keysym.sym);
if (a != INPUT_ACTION_MAX) {
p.active[a] = true;
return true;
} else if (e.key.keysym.sym == _k_map.move_up) {
p.u.keyboard.up = true;
//updateKPlayerDirs(p);
return true;
} else if (e.key.keysym.sym == _k_map.move_down) {
p.u.keyboard.down = true;
//updateKPlayerDirs(p);
return true;
} else if (e.key.keysym.sym == _k_map.move_left) {
p.u.keyboard.left = true;
//updateKPlayerDirs(p);
return true;
} else if (e.key.keysym.sym == _k_map.move_right) {
p.u.keyboard.right = true;
//updateKPlayerDirs(p);
return true;
} else if (e.key.keysym.sym == SDLK_ESCAPE) {
if (p.u.keyboard.view_mode == k_view_mode_t::MOUSE_RELATIVE) {
p.u.keyboard.mouse_button_down = false;
SDL_SetRelativeMouseMode(SDL_FALSE);
return true;
}
}
}
break;
case SDL_KEYUP:
{
auto p_id = findPlayerState(false, 0);
if (p_id == UINT16_MAX)
break;
auto& p = _player[p_id];
input_action_t a = _k_map.get(e.key.keysym.sym);
if (a != INPUT_ACTION_MAX) {
p.active[a] = false;
return true;
} else if (e.key.keysym.sym == _k_map.move_up) {
p.u.keyboard.up = false;
//updateKPlayerDirs(p);
return true;
} else if (e.key.keysym.sym == _k_map.move_down) {
p.u.keyboard.down = false;
//updateKPlayerDirs(p);
return true;
} else if (e.key.keysym.sym == _k_map.move_left) {
p.u.keyboard.left = false;
//updateKPlayerDirs(p);
return true;
} else if (e.key.keysym.sym == _k_map.move_right) {
p.u.keyboard.right = false;
//updateKPlayerDirs(p);
return true;
}
}
break;
case SDL_MOUSEMOTION:
{
auto p_id = findPlayerState(false, 0);
if (p_id == UINT16_MAX)
break;
auto* sdl_ss = engine.tryService<MM::Services::SDLService>();
auto[win_x, win_y] = sdl_ss->getWindowSize();
auto& p = _player[p_id];
if (p.u.keyboard.view_mode == k_view_mode_t::MOUSE_RELATIVE) {
p.u.keyboard.curr_x += e.motion.xrel;
p.u.keyboard.curr_y += e.motion.yrel;
} else {
p.u.keyboard.curr_x = e.motion.x;
p.u.keyboard.curr_y = e.motion.y;
}
if (p.u.keyboard.view_mode == k_view_mode_t::MOUSE_RELATIVE_TO_CENTER) {
glm::vec2 mouse_vec{e.motion.x - win_x/2., -(e.motion.y - win_y/2.)};
//LOGIS("mouse vec x:" + std::to_string(mouse_vec.x) + " y:" + std::to_string(mouse_vec.y));
p.view_dir = glm::mod(glm::atan(mouse_vec.y, mouse_vec.x) + 2*glm::pi<float>(), 2*glm::pi<float>());
p.view_force = glm::length(mouse_vec) * 0.01f;
}
}
break;
case SDL_MOUSEBUTTONDOWN:
{
auto p_id = findPlayerState(false, 0);
if (p_id == UINT16_MAX)
break;
if (e.button.button == SDL_BUTTON_LEFT) {
auto& p = _player[p_id];
if (p.u.keyboard.view_mode == k_view_mode_t::MOUSE_DRAG || p.u.keyboard.view_mode == k_view_mode_t::MOUSE_RELATIVE) {
p.u.keyboard.mouse_button_down = true;
if (p.u.keyboard.view_mode == k_view_mode_t::MOUSE_RELATIVE) {
SDL_SetHint(SDL_HINT_MOUSE_RELATIVE_MODE_WARP, "1"); // not needed if fullscreen
SDL_SetRelativeMouseMode(SDL_TRUE);
}
}
}
}
break;
case SDL_MOUSEBUTTONUP:
{
auto p_id = findPlayerState(false, 0);
if (p_id == UINT16_MAX)
break;
if (e.button.button == SDL_BUTTON_LEFT) {
auto& p = _player[p_id];
if (p.u.keyboard.view_mode == k_view_mode_t::MOUSE_DRAG) {
p.u.keyboard.mouse_button_down = false;
}
}
}
break;
case SDL_CONTROLLERAXISMOTION:
{
auto p_id = findPlayerState(true, e.caxis.which);
if (p_id == UINT16_MAX)
break;
auto& p = _player[p_id];
switch (e.caxis.axis) {
case SDL_CONTROLLER_AXIS_LEFTX:
p.u.controller.left_x = e.caxis.value;
updateCPlayerDirs(p);
return true;
case SDL_CONTROLLER_AXIS_LEFTY:
p.u.controller.left_y = e.caxis.value;
updateCPlayerDirs(p);
return true;
case SDL_CONTROLLER_AXIS_RIGHTX:
p.u.controller.right_x = e.caxis.value;
updateCPlayerDirs(p);
return true;
case SDL_CONTROLLER_AXIS_RIGHTY:
p.u.controller.right_y = e.caxis.value;
updateCPlayerDirs(p);
return true;
}
}
break;
case SDL_CONTROLLERBUTTONDOWN:
{
auto p_id = findPlayerState(true, e.caxis.which);
if (p_id == UINT16_MAX)
break;
auto& p = _player[p_id];
input_action_t a = _c_map.get((SDL_GameControllerButton)e.cbutton.button);
if (a != INPUT_ACTION_MAX) {
p.active[a] = true;
return true;
}
}
break;
case SDL_CONTROLLERBUTTONUP:
{
auto p_id = findPlayerState(true, e.caxis.which);
if (p_id == UINT16_MAX)
break;
auto& p = _player[p_id];
input_action_t a = _c_map.get((SDL_GameControllerButton)e.cbutton.button);
if (a != INPUT_ACTION_MAX) {
p.active[a] = false;
return true;
}
}
break;
}
return false;
}
Input::PlayerID InputService::addPlayer(bool keyboard, SDL_JoystickID controller_id) {
Input::PlayerID p_id = UINT16_MAX;
for (Input::PlayerID i = 0; i < max_player_id; i++) {
if (!_player_active[i]) {
p_id = i;
break;
}
}
if (p_id == UINT16_MAX) {
LOG_ERROR("adding player, all player slots active");
return p_id;
}
LOG_DEBUG("added new player with id {}", p_id);
_player_active[p_id] = true;
// TODO: reset player
auto& p = _player[p_id];
p.is_controller = !keyboard;
p.controller_instance_id = controller_id;
// initialize player
if (p.is_controller) {
p.u.controller = {0, 0, 0, 0};
} else {
p.u.keyboard = {
false, false, false, false,
false,
0, 0,
0, 0,
k_view_mode_t::NO_VIEW,
};
}
return p_id;
}
bool InputService::get(Input::PlayerID id, InputService::input_action_t action) {
assert(id < max_player_id);
if (!_player_active[id]) {
LOG_WARN("use of inactive player {}", id);
return false;
}
return _player[id].active[action];
}
const char* InputService::getKeyString(Input::PlayerID id, InputService::input_action_t action) {
assert(id < max_player_id);
if (!_player_active[id]) {
LOG_WARN("use of inactive player {}", id);
return "INACTIVE_PLAYER";
}
if (_player[id].is_controller) {
return SDL_GameControllerGetStringForButton(_c_map.actions[action]);
} else {
return SDL_GetKeyName(_k_map.actions[action]);
}
//return _player[id].active[action];
return "UNK";
}
float InputService::getMoveForce(Input::PlayerID id) {
assert(id < max_player_id);
if (!_player_active[id]) {
LOG_WARN("use of inactive player {}", id);
return 0.f;
}
if (_player[id].move_force <= 0.01f)
return 0.f;
return _player[id].move_force;
}
float InputService::getViewForce(Input::PlayerID id) {
assert(id < max_player_id);
if (!_player_active[id]) {
LOG_WARN("use of inactive player {}", id);
return 0.f;
}
if (_player[id].view_force <= 0.01f)
return 0.f;
return _player[id].view_force;
}
glm::vec2 InputService::getMoveVec(Input::PlayerID id) {
assert(id < max_player_id);
if (!_player_active[id]) {
LOG_WARN("use of inactive player {}", id);
return {0.f, 0.f};
}
return {
glm::cos(_player[id].move_dir) * getMoveForce(id),
-glm::sin(_player[id].move_dir) * getMoveForce(id)
};
}
glm::vec2 InputService::getViewVec(Input::PlayerID id) {
assert(id < max_player_id);
if (!_player_active[id]) {
LOG_WARN("use of inactive player {}", id);
return {0.f, 0.f};
}
return {
glm::cos(_player[id].view_dir),
-glm::sin(_player[id].view_dir)
};
}
float InputService::getMoveDir(Input::PlayerID id) {
assert(id < max_player_id);
if (!_player_active[id]) {
LOG_WARN("use of inactive player {}", id);
return 0.f;
}
return glm::mod(_player[id].move_dir + 2*glm::pi<float>(), 2*glm::pi<float>());
}
float InputService::getViewDir(Input::PlayerID id) {
assert(id < max_player_id);
if (!_player_active[id]) {
LOG_WARN("use of inactive player {}", id);
return 0.f;
}
return glm::mod(_player[id].view_dir + 2*glm::pi<float>(), 2*glm::pi<float>());
}
// TODO: use config service
SDL_Keycode InputService::loadKey(const std::string& name, const SDL_Keycode default_key) {
(void) name;
//auto k = SDL_GetKeyFromName(_pref->get(name.c_str(), SDL_GetKeyName(default_key)).c_str());
auto k = SDLK_UNKNOWN;
if (k == SDLK_UNKNOWN) {
//_pref->set(name.c_str(), SDL_GetKeyName(default_key));
return default_key;
}
return k;
}
// TODO: use config service
SDL_GameControllerButton InputService::loadButton(const std::string& name, const SDL_GameControllerButton default_button) {
(void) name;
//auto b = SDL_GameControllerGetButtonFromString(_pref->get(name.c_str(), SDL_GameControllerGetStringForButton(default_button)).c_str());
auto b = SDL_CONTROLLER_BUTTON_INVALID;
if (b == SDL_CONTROLLER_BUTTON_INVALID) {
//_pref->set(name.c_str(), SDL_GameControllerGetStringForButton(default_button));
return default_button;
}
return b;
}
bool InputService::setKPlayerViewMode(Input::PlayerID id, k_view_mode_t mode) {
if (!_player_active[id]) {
return false;
}
if (_player[id].is_controller) {
return false;
}
_player[id].u.keyboard.view_mode = mode;
return true;
}
Input::PlayerID InputService::findPlayerState(bool controller, SDL_JoystickID controller_id) {
for (Input::PlayerID id = 0; id < max_player_id; id++) {
if (!_player_active[id])
continue;
auto& it = _player[id];
if (it.is_controller == controller && it.controller_instance_id == controller_id) {
return id;
}
}
return UINT16_MAX;
}
void InputService::updateKPlayerDirs(player_input_action_state& p) {
int x = 0;
int y = 0;
if (p.u.keyboard.right)
x++;
if (p.u.keyboard.left)
x--;
if (p.u.keyboard.up)
y--;
if (p.u.keyboard.down)
y++;
if (x == -1 && y == -1)
p.move_dir = (glm::pi<float>()*3.f)/4.f;
else if (x == 0 && y == -1)
p.move_dir = glm::pi<float>()/2.f;
else if (x == 1 && y == -1)
p.move_dir = glm::pi<float>()/4.f;
else if (x == -1 && y == 0)
p.move_dir = glm::pi<float>();
else if (x == 1 && y == 0)
p.move_dir = 0.f;
else if (x == -1 && y == 1)
p.move_dir = -(glm::pi<float>()*3.f)/4.f;
else if (x == 0 && y == 1)
p.move_dir = -glm::pi<float>()/2.f;
else if (x == 1 && y == 1)
p.move_dir = -glm::pi<float>()/4.f;
//p.view_dir = 0.f; // TODO: view
if (!x && !y)
p.move_force = 0.f;
else
p.move_force = 1.f;
glm::vec2 mouse_delta;
if (p.u.keyboard.view_mode == k_view_mode_t::MOUSE_RELATIVE) {
mouse_delta = {-p.u.keyboard.curr_x, p.u.keyboard.curr_y}; // invert
p.u.keyboard.curr_x = 0;
p.u.keyboard.curr_y = 0;
} else {
mouse_delta = {
p.u.keyboard.curr_x - p.u.keyboard.last_x,
-(p.u.keyboard.curr_y - p.u.keyboard.last_y)
};
}
//std::cout << "got mouse delta: " << mouse_delta.x << " " << mouse_delta.y << "\n";
if (p.u.keyboard.view_mode == k_view_mode_t::MOUSE_DRAG || p.u.keyboard.view_mode == k_view_mode_t::MOUSE_RELATIVE) {
if (p.u.keyboard.mouse_button_down) {
p.view_dir = glm::mod(glm::atan(mouse_delta.y, mouse_delta.x) + glm::pi<float>(), glm::two_pi<float>());
p.view_force = glm::length(mouse_delta) * 0.08f;
} else {
p.view_force = 0.f;
}
}
// new gos old
p.u.keyboard.last_x = p.u.keyboard.curr_x;
p.u.keyboard.last_y = p.u.keyboard.curr_y;
}
void InputService::updateCPlayerDirs(player_input_action_state& p) {
p.move_dir = glm::atan(p.u.controller.left_y / -32768.f, p.u.controller.left_x / 32767.f);
p.view_dir = glm::atan(p.u.controller.right_y / -32768.f, p.u.controller.right_x / 32767.f);
p.move_force = (glm::abs(p.u.controller.left_x * glm::cos(p.move_dir)) + glm::abs(p.u.controller.left_y * glm::sin(p.move_dir)) + 0.5f) / 32768.f;
if (p.move_force > 1.f) {
p.move_force = 1.f;
} else if (p.move_force < -1.f) {
p.move_force = -1.f;
}
p.view_force = (glm::abs(p.u.controller.right_x * glm::cos(p.view_dir)) + glm::abs(p.u.controller.right_y * glm::sin(p.view_dir)) + 0.5f) / 32768.f;
p.view_force = glm::clamp(p.view_force, -1.f, 1.f);
}
} // namespace MM::Services