controller and mouse support
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9e7ba471ae
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.gitignore
vendored
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.gitignore
vendored
@ -1,2 +1,3 @@
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.vscode
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build
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main.x86_64
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@ -2,6 +2,27 @@
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#include <map>
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#include <string>
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struct Controller
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{
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SDL_GameController* controller;
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std::string name;
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std::map<Uint8, bool> buttons;
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Sint16 leftStickX = 0;
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Sint16 leftStickY = 0;
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Sint16 rightStickX = 0;
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Sint16 rightStickY = 0;
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Sint16 leftTrigger = 0;
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Sint16 rightTrigger = 0;
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};
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struct Mouse
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{
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int x;
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int y;
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int wheel;
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std::map<int, bool> buttons;
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};
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class Input
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{
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private:
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@ -9,6 +30,10 @@ class Input
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public:
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bool exit;
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std::map<int, Controller> controllers;
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std::map<SDL_Keycode, bool> activeKeys;
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Mouse mouse;
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Input();
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void update();
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};
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@ -1,9 +1,14 @@
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// prevent multiple inclusion
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#pragma once
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// class for 2D float vector
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class float_vec2
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{
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// public members
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public:
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// x and y coordinates
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float x, y;
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// operator functions
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float_vec2 operator+(float_vec2 vec)
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{
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return { x + vec.x, y + vec.y };
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@ -26,10 +31,14 @@ class float_vec2
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}
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};
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// class for 2D integer vector
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class int_vec2
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{
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// public members
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public:
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// x and y coordinates
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int x, y;
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// operator functions
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int_vec2 operator+(int_vec2 vec)
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{
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return { x + vec.x, y + vec.y };
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@ -79,27 +79,31 @@ int main(int argc, char* argv[])
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quit();
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}
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if (engine->input.activeKeys[SDLK_d])
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if (engine->input.activeKeys[SDLK_d] || engine->input.controllers[0].buttons[SDL_CONTROLLER_BUTTON_DPAD_RIGHT] || engine->input.controllers[0].leftStickX > 8000)
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{
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animations->setAnimation("walk_right");
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sprite->move({ 1, 0 });
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}
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if (engine->input.activeKeys[SDLK_a])
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if (engine->input.activeKeys[SDLK_a] || engine->input.controllers[0].buttons[SDL_CONTROLLER_BUTTON_DPAD_LEFT] || engine->input.controllers[0].leftStickX < -8000)
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{
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animations->setAnimation("walk_left");
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sprite->move({ -1, 0 });
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}
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if (engine->input.activeKeys[SDLK_w])
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if (engine->input.activeKeys[SDLK_w] || engine->input.controllers[0].buttons[SDL_CONTROLLER_BUTTON_DPAD_UP] || engine->input.controllers[0].leftStickY < -8000)
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{
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animations->setAnimation("walk_back");
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sprite->move({ 0, -1 });
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}
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if (engine->input.activeKeys[SDLK_s])
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if (engine->input.activeKeys[SDLK_s] || engine->input.controllers[0].buttons[SDL_CONTROLLER_BUTTON_DPAD_DOWN] || engine->input.controllers[0].leftStickY > 8000)
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{
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animations->setAnimation("walk_front");
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sprite->move({ 0, 1 });
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}
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if (!engine->input.activeKeys[SDLK_d] && !engine->input.activeKeys[SDLK_a] && !engine->input.activeKeys[SDLK_w] && !engine->input.activeKeys[SDLK_s])
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if (!engine->input.activeKeys[SDLK_d] && !engine->input.activeKeys[SDLK_a] && !engine->input.activeKeys[SDLK_w] && !engine->input.activeKeys[SDLK_s]
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&& !engine->input.controllers[0].buttons[SDL_CONTROLLER_BUTTON_DPAD_RIGHT] && !engine->input.controllers[0].buttons[SDL_CONTROLLER_BUTTON_DPAD_LEFT]
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&& !engine->input.controllers[0].buttons[SDL_CONTROLLER_BUTTON_DPAD_UP] && !engine->input.controllers[0].buttons[SDL_CONTROLLER_BUTTON_DPAD_DOWN]
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&& engine->input.controllers[0].leftStickX == 0 && engine->input.controllers[0].leftStickY == 0)
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{
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animations->setAnimation("idle");
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}
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@ -1,20 +1,56 @@
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#include "input.h"
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Input::Input()
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{
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SDL_Init(SDL_INIT_JOYSTICK);
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exit = false;
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}
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void Input::update()
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{
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while (SDL_PollEvent(&event))
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{
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if (event.type == SDL_KEYDOWN)
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switch (event.type)
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{
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case SDL_CONTROLLERBUTTONDOWN:
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controllers[event.cbutton.which].buttons[event.cbutton.button] = true;
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break;
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case SDL_CONTROLLERBUTTONUP:
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controllers[event.cbutton.which].buttons[event.cbutton.button] = false;
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break;
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case SDL_MOUSEBUTTONDOWN:
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mouse.buttons[event.button.button] = true;
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break;
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case SDL_MOUSEBUTTONUP:
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mouse.buttons[event.button.button] = false;
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break;
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case SDL_KEYDOWN:
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activeKeys[event.key.keysym.sym] = true;
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}
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else if (event.type == SDL_KEYUP)
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{
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break;
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case SDL_KEYUP:
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activeKeys.erase(event.key.keysym.sym);
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}
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else if (event.type == SDL_QUIT)
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{
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break;
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case SDL_CONTROLLERDEVICEADDED:
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controllers[SDL_NumJoysticks() - 1] = {
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SDL_GameControllerOpen(SDL_NumJoysticks() - 1),
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SDL_GameControllerName(SDL_GameControllerOpen(SDL_NumJoysticks() - 1))
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};
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printf("Controller added: %s\n", controllers[SDL_NumJoysticks() - 1].name.c_str());
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break;
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case SDL_QUIT:
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exit = true;
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break;
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}
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for (auto& controller : controllers)
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{
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controller.second.leftStickX = SDL_GameControllerGetAxis(controller.second.controller, SDL_CONTROLLER_AXIS_LEFTX);
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controller.second.leftStickY = SDL_GameControllerGetAxis(controller.second.controller, SDL_CONTROLLER_AXIS_LEFTY);
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controller.second.rightStickX = SDL_GameControllerGetAxis(controller.second.controller, SDL_CONTROLLER_AXIS_RIGHTX);
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controller.second.rightStickY = SDL_GameControllerGetAxis(controller.second.controller, SDL_CONTROLLER_AXIS_RIGHTY);
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controller.second.leftTrigger = SDL_GameControllerGetAxis(controller.second.controller, SDL_CONTROLLER_AXIS_TRIGGERLEFT);
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controller.second.rightTrigger = SDL_GameControllerGetAxis(controller.second.controller, SDL_CONTROLLER_AXIS_TRIGGERRIGHT);
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}
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SDL_GetMouseState(&mouse.x, &mouse.y);
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mouse.wheel = event.wheel.y;
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}
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}
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