MushMachine/framework/input/test/input_visualizer.cpp

149 lines
4.8 KiB
C++

#include <gtest/gtest.h>
#include <mm/services/input_service.hpp>
#include <mm/services/sdl_service.hpp>
#include <mm/services/filesystem.hpp>
#include <mm/services/opengl_renderer.hpp>
#include <mm/services/imgui_s.hpp>
#include <mm/opengl/render_tasks/imgui.hpp>
#include <imgui/imgui.h>
class InputVisualizer : public MM::Services::Service {
private:
MM::Input::PlayerID _player_id;
MM::Services::SDLService::EventHandlerHandle _event_handle = nullptr;
public:
const char* name(void) override { return "InputVisualizer"; }
bool enable(MM::Engine& engine, std::vector<MM::UpdateStrategies::TaskInfo>& task_array) override {
_player_id = UINT16_MAX;
auto* sdl_ss = engine.tryService<MM::Services::SDLService>();
if (sdl_ss) {
_event_handle = sdl_ss->addEventHandler([this, &engine](const SDL_Event& e) -> bool {
return this->handleEvent(e, engine);
});
} else {
return false;
}
for (int i = 0; i < SDL_NumJoysticks(); i++) {
if (SDL_IsGameController(i)) {
std::cerr << "got controller " << i << "\n";
SDL_GameControllerOpen(i);
}
}
task_array.push_back(
MM::UpdateStrategies::TaskInfo{"InputVisualizer::render"}
.fn([this](MM::Engine& e){ renderImGui(e); })
.succeed("InputService::update")
);
return true;
}
void disable(MM::Engine&) override {
}
private:
void renderImGui(MM::Engine& engine) {
ImGui::Begin("InputVisualizer", NULL, ImGuiWindowFlags_AlwaysAutoResize);
if (_player_id == UINT16_MAX) {
ImGui::Text("press [SPACE](keyboard) or [A](controller)");
} else {
auto* input = engine.tryService<MM::Services::InputService>();
ImGui::Text("InputAction active:");
ImGui::Value("SPELL_WEAPON", input->get(_player_id, MM::Services::InputService::SPELL_WEAPON));
ImGui::Value("SPELL_1", input->get(_player_id, MM::Services::InputService::SPELL_1));
ImGui::Value("SPELL_2", input->get(_player_id, MM::Services::InputService::SPELL_2));
ImGui::Value("SPELL_3", input->get(_player_id, MM::Services::InputService::SPELL_3));
ImGui::Value("SPELL_4", input->get(_player_id, MM::Services::InputService::SPELL_4));
ImGui::Value("SPELL_5", input->get(_player_id, MM::Services::InputService::SPELL_5));
ImGui::Value("SPELL_6", input->get(_player_id, MM::Services::InputService::SPELL_6));
ImGui::Value("USE", input->get(_player_id, MM::Services::InputService::USE));
ImGui::Separator();
{
ImDrawList* draw_list = ImGui::GetWindowDrawList();
static ImVec4 col = ImVec4(1.0f, 1.0f, 0.4f, 1.0f);
const ImU32 col32 = ImColor(col);
const ImVec2 p = ImGui::GetCursorScreenPos();
float scaling = 50.f;
float x = p.x + scaling;
float y = p.y + scaling;
float spacing = 8.0f;
draw_list->AddCircleFilled(ImVec2(x, y), scaling, ImColor(0.2f, 0.2f, 0.2f, 0.7f), 24);
auto move_vec = input->getMoveVec(_player_id);
draw_list->AddLine(ImVec2(x, y), ImVec2(x + move_vec.x * scaling, y + move_vec.y * scaling), col32, 3.f);
x += scaling*2 + spacing;
draw_list->AddCircleFilled(ImVec2(x, y), scaling, ImColor(0.2f, 0.2f, 0.2f, 0.7f), 24);
auto view_vec = input->getViewVec(_player_id);
draw_list->AddLine(ImVec2(x, y), ImVec2(x + view_vec.x * scaling, y + view_vec.y * scaling), col32, 3.f);
ImGui::Dummy(ImVec2(scaling*4 + spacing, scaling*2));
}
}
ImGui::End();
}
private:
bool handleEvent(const SDL_Event& e, MM::Engine& engine) {
auto* input = engine.tryService<MM::Services::InputService>();
if (_player_id == UINT16_MAX) {
if (e.type == SDL_KEYDOWN && e.key.keysym.sym == SDLK_SPACE) {
_player_id = input->addPlayer(true, 0);
return true;
} else if (e.type == SDL_CONTROLLERDEVICEADDED) {
SDL_GameControllerOpen(e.cdevice.which);
std::cout << "added: " << e.cdevice.which << std::endl;
return true;
} else if (e.type == SDL_CONTROLLERBUTTONDOWN && e.cbutton.button == SDL_CONTROLLER_BUTTON_A) {
_player_id = input->addPlayer(false, e.cbutton.which);
return true;
}
}
return false;
}
};
TEST(input_service, input_visualizer) {
MM::Engine engine;
auto& sdl_ss = engine.addService<MM::Services::SDLService>();
ASSERT_TRUE(engine.enableService<MM::Services::SDLService>());
sdl_ss.createGLWindow("service_input_visualizer_test", 1280, 720);
engine.addService<InputVisualizer>();
ASSERT_TRUE(engine.enableService<InputVisualizer>());
engine.addService<MM::Services::InputService>();
ASSERT_TRUE(engine.enableService<MM::Services::InputService>());
engine.addService<MM::Services::ImGuiService>();
ASSERT_TRUE(engine.enableService<MM::Services::ImGuiService>());
auto& rs = engine.addService<MM::Services::OpenGLRenderer>();
ASSERT_TRUE(engine.enableService<MM::Services::OpenGLRenderer>());
rs.addRenderTask<MM::OpenGL::RenderTasks::ImGuiRT>(engine);
engine.run();
sdl_ss.destroyWindow();
}