Added mouse movement and click support
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5c90d15869
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3 changed files with 101 additions and 3 deletions
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@ -5,8 +5,15 @@
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#include "KeyStateManager.h"
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#include <iostream>
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// Initialize static members
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std::map<unsigned char,bool> KeyStateManager::ascii_keys_status = {};
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std::map<int,bool> KeyStateManager::special_keys_status = {};
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std::map<int,bool> KeyStateManager::mouse_button_status = {};
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Vec2i KeyStateManager::current_mouse_delta;
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Vec2i KeyStateManager::last_mouse_delta;
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Vec2i KeyStateManager::last_mouse_position;
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void KeyStateManager::register_glut_callbacks()
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{
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@ -14,8 +21,16 @@ void KeyStateManager::register_glut_callbacks()
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glutKeyboardUpFunc(KeyStateManager::key_up);
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glutSpecialFunc(KeyStateManager::special_key_press);
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glutSpecialUpFunc(KeyStateManager::special_key_up);
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glutMouseFunc(KeyStateManager::mouse_click);
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glutPassiveMotionFunc(KeyStateManager::mouse_movement);
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glutMotionFunc(KeyStateManager::mouse_movement);
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}
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// ==================
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// Keyboard
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// ==================
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bool KeyStateManager::is_key_pressed(unsigned char key)
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{
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if (ascii_keys_status.find(key) == ascii_keys_status.end())
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@ -37,21 +52,25 @@ bool KeyStateManager::is_special_key_pressed(int key)
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void KeyStateManager::key_press(unsigned char event_key, int mouse_x, int mouse_y)
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{
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update_key(event_key,true);
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mouse_movement(mouse_x,mouse_y);
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}
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void KeyStateManager::key_up(unsigned char event_key, int mouse_x, int mouse_y)
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{
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update_key(event_key,false);
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mouse_movement(mouse_x,mouse_y);
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}
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void KeyStateManager::special_key_press(int event_key, int mouse_x, int mouse_y)
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{
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update_special_key(event_key,true);
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mouse_movement(mouse_x,mouse_y);
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}
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void KeyStateManager::special_key_up(int event_key, int mouse_x, int mouse_y)
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{
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update_special_key(event_key,false);
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mouse_movement(mouse_x,mouse_y);
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}
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void KeyStateManager::update_key(unsigned char event_key, bool new_status)
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@ -77,3 +96,58 @@ void KeyStateManager::update_special_key(int event_key, bool new_status)
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special_keys_status.insert({event_key,new_status});
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}
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}
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// ==================
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// Mouse
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// ==================
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void KeyStateManager::mouse_movement(int mouse_x, int mouse_y)
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{
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Vec2i current_frame;
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current_frame.x = mouse_x;
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current_frame.y = mouse_y;
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Vec2i frame_delta = current_frame - last_mouse_position;
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current_mouse_delta.x += frame_delta.x;
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current_mouse_delta.y += frame_delta.y;
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last_mouse_position = current_frame;
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std::cout << frame_delta.x << "," << frame_delta.y << std::endl;
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}
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void KeyStateManager::mouse_click(int mouse_button, int button_state, int mouse_x, int mouse_y)
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{
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bool new_status = button_state == GLUT_DOWN;
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if (mouse_button_status.find(mouse_button) != mouse_button_status.end())
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{
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mouse_button_status.at(mouse_button) = new_status;
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}
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else
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{
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mouse_button_status.insert({mouse_button,new_status});
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}
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mouse_movement(mouse_x,mouse_y);
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}
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bool KeyStateManager::is_mouse_button_pressed(int mouse_button)
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{
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if (mouse_button_status.find(mouse_button) == mouse_button_status.end())
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{
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return false;
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}
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return mouse_button_status.at(mouse_button);
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}
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const Vec2i& KeyStateManager::get_mouse_delta(bool update)
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{
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if (update)
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{
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last_mouse_delta = current_mouse_delta;
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current_mouse_delta.x = 0;
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current_mouse_delta.y = 0;
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}
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return last_mouse_delta;
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}
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@ -8,8 +8,10 @@
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#include <map>
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#include <GL/glut.h>
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#include "types.h"
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/// Handles the key events from glut and keep the status of keys up to date.
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/// Handles the key and mouse events from glut and keep their status up to date.
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/// "Static class"
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class KeyStateManager {
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public:
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@ -21,16 +23,34 @@ public:
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static bool is_key_pressed(unsigned char key);
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static bool is_special_key_pressed(int key);
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static bool is_mouse_button_pressed(int mouse_button);
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/// Updates and returns the movement of the mouse.
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/// \param update If true, updates the mouse delta that will be returned
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/// \return Updated displacement on each axis between the two last updates.
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static const Vec2i& get_mouse_delta(bool update = false);
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// Glut callbacks for input events
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static void key_press(unsigned char event_key, int mouse_x, int mouse_y);
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static void key_up(unsigned char event_key, int mouse_x, int mouse_y);
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static void special_key_press(int event_key, int mouse_x, int mouse_y);
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static void special_key_up(int event_key, int mouse_x, int mouse_y);
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static void mouse_click(int mouse_button, int button_state, int mouse_x, int mouse_y);
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/// Accumulates the movements of the mouse
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static void mouse_movement(int mouse_x, int mouse_y);
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private:
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// The maps are used to keep track of the keys which were pressed or released during runtime.
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static std::map<unsigned char,bool> ascii_keys_status;
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static std::map<int,bool> special_keys_status;
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static std::map<int,bool> mouse_button_status;
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// Updated by callback
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static Vec2i current_mouse_delta;
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// Updated on user request
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static Vec2i last_mouse_delta;
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static Vec2i last_mouse_position;
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// These functions are called by *_press and *_up to update their values
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static void update_key(unsigned char event_key, bool new_status);
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@ -13,7 +13,11 @@ static Texture raptor_texture;
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void manage_inputs()
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{
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if (KeyStateManager::is_key_pressed(' '))
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if (KeyStateManager::is_mouse_button_pressed(GLUT_LEFT_BUTTON))
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{
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glClearColor(0,0,0.5,1);
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}
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else if (KeyStateManager::is_key_pressed(' '))
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{
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glClearColor(0.5,0,0,1);
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}
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@ -46,7 +50,7 @@ void display()
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glMatrixMode(GL_MODELVIEW);
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glLoadIdentity();
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gluLookAt(7.5, 7.5, 7.5,
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gluLookAt(10, 7.5, 10,
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0, 0, 1,
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0, 1, 0);
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