From c17233b10bd8e35bead60c5f44bb8a14836d755f Mon Sep 17 00:00:00 2001 From: WBoerenkamps Date: Sat, 14 Dec 2024 13:49:40 +0100 Subject: keyboard state working --- src/crepe/api/Event.h | 2 +- src/crepe/facade/SDLContext.cpp | 13 +++-------- src/crepe/facade/SDLContext.h | 20 ++++++++-------- src/example/button.cpp | 51 ++++++++++++++++++++++------------------- src/test/InputTest.cpp | 1 + 5 files changed, 42 insertions(+), 45 deletions(-) (limited to 'src') diff --git a/src/crepe/api/Event.h b/src/crepe/api/Event.h index d353a5b..4e57b45 100644 --- a/src/crepe/api/Event.h +++ b/src/crepe/api/Event.h @@ -3,7 +3,7 @@ #include -#include "KeyCodes.h" +#include "api/KeyCodes.h" #include "types.h" namespace crepe { diff --git a/src/crepe/facade/SDLContext.cpp b/src/crepe/facade/SDLContext.cpp index bb65e3b..e5b0284 100644 --- a/src/crepe/facade/SDLContext.cpp +++ b/src/crepe/facade/SDLContext.cpp @@ -6,7 +6,6 @@ #include #include #include -#include #include #include #include @@ -82,22 +81,18 @@ Keycode SDLContext::sdl_to_keycode(SDL_Scancode sdl_key) { return LOOKUP_TABLE.at(sdl_key); } -const keyboard_state_t& SDLContext::get_keyboard_state() const{ - return this->keyboard_state; -} - -void SDLContext::update_keyboard_state() { - // Array to hold the key states (true if pressed, false if not) +const keyboard_state_t& SDLContext::get_keyboard_state(){ SDL_PumpEvents(); const Uint8 * current_state = SDL_GetKeyboardState(nullptr); for (int i = 0; i < SDL_NUM_SCANCODES; ++i) { + Keycode key = sdl_to_keycode(static_cast(i)); - if (key != Keycode::NONE) { this->keyboard_state[key] = current_state[i] != 0; } } + return this->keyboard_state; } MouseButton SDLContext::sdl_to_mousebutton(Uint8 sdl_button) { @@ -289,7 +284,6 @@ std::vector SDLContext::get_events() { event_list.push_back({.event_type = EventType::SHUTDOWN}); break; case SDL_KEYDOWN: - this->update_keyboard_state(); event_list.push_back(EventData{ .event_type = EventType::KEY_DOWN, .data = { @@ -302,7 +296,6 @@ std::vector SDLContext::get_events() { break; case SDL_KEYUP: - this->update_keyboard_state(); event_list.push_back(EventData{ .event_type = EventType::KEY_UP, .data = { diff --git a/src/crepe/facade/SDLContext.h b/src/crepe/facade/SDLContext.h index 34a4a09..3531680 100644 --- a/src/crepe/facade/SDLContext.h +++ b/src/crepe/facade/SDLContext.h @@ -137,7 +137,16 @@ public: * \return The corresponding `MouseButton` value or `MouseButton::NONE` if the key is unrecognized */ MouseButton sdl_to_mousebutton(Uint8 sdl_button); - const keyboard_state_t& get_keyboard_state() const; + /** + * \brief Gets the current state of the keyboard. + * + * Updates the internal keyboard state by checking the current key states using + * SDL's `SDL_GetKeyboardState()`, and returns a reference to the `keyboard_state_t`. + * + * \return A constant reference to the `keyboard_state_t`, which holds the state + * of each key (true = pressed, false = not pressed). + */ + const keyboard_state_t& get_keyboard_state(); public: /** @@ -235,15 +244,6 @@ private: CameraAuxiliaryData cam_aux_data; private: - /** - * \brief Retrieves the current state of the keyboard. - * - * This method updates the state of all keys on the keyboard. Each element of the unordered map corresponds to a - * specific key defined in the `Keycode` enum, and the value indicates whether - * the key is currently pressed (true) or not pressed (false). - * - */ - void update_keyboard_state(); //! variable to store the state of each key (true = pressed, false = not pressed) keyboard_state_t keyboard_state; //! lookup table for converting SDL_SCANCODES to Keycodes diff --git a/src/example/button.cpp b/src/example/button.cpp index f2e77f6..c4e9a47 100644 --- a/src/example/button.cpp +++ b/src/example/button.cpp @@ -1,17 +1,18 @@ #include #include #include -#include +#include #include #include #include #include -#include +#include #include #include #include #include #include +#include #include #include #include @@ -19,33 +20,35 @@ using namespace crepe; using namespace std; int main(int argc, char * argv[]) { - ComponentManager mgr; - RenderSystem sys{mgr}; - EventManager & event_mgr = EventManager::get_instance(); - InputSystem input_sys{mgr}; - AnimatorSystem asys{mgr}; - GameObject camera_obj = mgr.new_object("", "", vec2{1000, 1000}, 0, 1); - camera_obj.add_component(Color::WHITE, ivec2{1080, 720}, vec2{2000, 2000}, 1.0f); + Mediator mediator; + ComponentManager mgr{mediator}; + RenderSystem sys{mediator}; + EventManager event_mgr{mediator}; + InputSystem input_sys{mediator}; + SDLContext sdl_context{mediator}; + GameObject obj = mgr.new_object("camera", "camera", vec2{0, 0}, 0, 1); + auto & camera = obj.add_component(ivec2{500, 500}, vec2{500, 500}, + Camera::Data{.bg_color = Color::WHITE, .zoom = 1.0f}); - GameObject button_obj = mgr.new_object("body", "person", vec2{0, 0}, 0, 1); - auto s2 = Texture("asset/texture/test_ap43.png"); - bool button_clicked = false; - auto & sprite2 = button_obj.add_component( - s2, Color::GREEN, Sprite::FlipSettings{false, false}, 2, 1, 100); - std::function on_click = [&]() { std::cout << "button clicked" << std::endl; }; - std::function on_enter = [&]() { std::cout << "enter" << std::endl; }; - std::function on_exit = [&]() { std::cout << "exit" << std::endl; }; - auto & button - = button_obj.add_component